Red Knight, Order of the Flame; Ashkhaur Ibn Khalid
Bulky Warrior in black armour and a loose fitting black khilat drapped and belted to him, this weapon ever at hand. He slowly move thoughout the encampment watching it perimeter fencing with a keen eye!
Name: Knight of the Flame: Fire Knight Ashkhaur Ibn Khalid
Culture: Kothic, Class: Noble, level: 3rd.
Age: 25, Height: 6’ 1", Weight: 123 lbs. Skin: Dark, Eyes: Dark brown.
Code of Honour: Civilised.
Allegiances: Koth, Group, Ishtar.
Reputation: +2 with Bluff, Diplomacy, Intimidate, Perform and Gather Information Skills: (12/17: +3 lvl, +3 Cha, +4 Knight, +2 CoH/ in own land a further +5).
Fate Points: 4.
Experiance Points: 3,000 / 6,000.
Discription: Bulky Warrior in black armour and a loose fitting black khilat drapped and belted to him, this weapon ever at hand. He slowly move thoughout the encampment watching it perimeter fencing with a keen eye!
Str: 12 +1.
Dex: 8 -1.
Con: 12 +1.
Int: 17 +3.
Wis: 14 +2.
Cha: 17 +3.
Speed: 30’ (base 30ft)
Initiative: 1 lvl, 1 lvl, -1 Dex) (14 vs. missiles).
Base Attack/Grapple: 3.
Melee Attack: +3.
Finesse/Ranged Attack: +1.
Axe: 1) x3, AP3, reach.
Heavy Mace: 1)x2, AP5, Slashing, 2.5lb
D.R: 7 (Black Mail Shirt and Great Helm).
Hit Points: 21 (3d8+3).
Fort Save: 1 lvl, 1 lvl, -1 Dex).
Will Save: 3 lvl, +2 Will, +3 from Code of Honour, +1 Tatoos), +12 vs Corruption.
Special Attacks: Granted Greatsword as Martial Weapon. Special Regional Feature: +1 Attack with Broadsword, hunting bow, Heavy Lance and War spear.
Special Qualities: Adaptability (Ride and Heal), +1 Fate Point.
Noble Class Features: Title (Knight), Rank Hath it Privileges, Wealth (800sp/year), Proficiency – Simple weapon, Martial Weapon, Light Armour, Medium Armour, Heavy Armour, Shield. Special Regional Feature: +1 Attack with Broadsword, hunting bow, Heavy Lance and War spear.
1st Level Feat: Mounted Combat.
1st Level Favoured: Weapon Focus (Broadsword).
2nd Level Feat: Parry.
3rd Level: Tattoos: +1 Will ST, +1 Fort vs Poisons and Diseases, +4 vs Fire.
Skills: Armour Penalty: -3/ -2.
Appraise: 2, +3 Int, +0 Bonus).
Knowledge (Arcana):# +4, (1 ranks; +3 Int, +0 Bonus).
Knowledge (Architecture and Engineering): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Astrology): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Dungeoneering): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Geography): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (History): +4, (1 ranks; +3 Int, +0 Bonus).
Knowledge (Local: Koth):BS +5, (2 ranks; +3 Int, +0 Bonus).
Knowledge (Nature): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Nobility and Royality): +8, (5 ranks; +3 Int, +0 Bonus).
Knowledge (Religion): +4, (1 ranks; +3 Int, +0 Bonus).
Knowledge (Rumour): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Treasure Lore): +, (0 ranks; +3 Int, +0 Bonus).
Knowledge (Warfare): +, (0 ranks; +3 Int, +0 Bonus).
Listen: +2, (0 ranks; +2 Wis, +0 Bonus).
Move Silently: +, (0 ranks; -1 Dex, +0 Bonus).
Open Lock: +, (0 ranks; -1 Dex, +0 Bonus).
Perform (Dance):ES +5, (2 ranks; +3 Cha, +0 Bonus).
Perform (Singing): +3, (0 ranks; +3 Cha, +0 Bonus).
Profession ( ): +, (0 ranks; +2 Wis, +0 Bonus).
Research: +4, (1 ranks; +3 Int, +0 Bonus).
Ride:BS/A +7, (4 ranks; -1 Dex, +2 Bonus, +2 Military Saddle).
Search: +7, (4 ranks; +3 Int, +0 Bonus).
Seamanship:ES +6, (4 ranks; +2 Wis, +0 Bonus).
Sense Motive: +7, (5 ranks; +2 Wis, +0 Bonus).
Sleight of Hand: +, (0 ranks; -1 Dex, +2 Bonus).
Spot: +2, (0 ranks; +2 Wis, +0 Bonus).
Survival:BS +4, (2 ranks; +2 Wis, +0 Bonus).
Study Opponent:BS +7, (4 ranks; +3 Int, +0 Bonus).
Swim: +1, (0 ranks; +1 Str, +0 Bonus).
Tumble:BS +2, (2 ranks; -1 Dex, +0 Bonus).
Use Rope: +. (0 ranks; -1 Dex, +0 Bonus).
BS = Background Skills, A = Adaptability, ES = Educational Skills, # = Intelligence Bonus.
Noble: 24 Skill Points.
Educational Skills: Knowledge (2), Perform (Dance) (2), Seamanship (4), Handle Animal (4), (Total: 12).
Background Skills: Knowledge (Local: Koth), Ride, Survival, Study Opponent, Tumble. (10).
Languages: Kothic, Stygian, Khitan, Zamorian, Shemitish, Pictish, Nemedian, Hyrkanian, Vendhyan.
Equipment: Belt pouch: x2, Sharpening Stone, walking stick, knotted black silk rope: 90ft, Grapple hook, Herbalist Kit, Scale Merchant, Map Case, Parchment; x10, oil lamp: x2, oil: x30, Torch: x20, Candle: x20, Flint and Steel: x3, spade, vial of Ink: x3, Inkpen: x5.
Armour: Black Mail Shirt, Black Leather Jerkin, Black Great Helm, Black large Shield: x2, Black Targe.
Weapons: War spear, Heavy lance, Heavy Mace, Axe: x2, Saber, Poniard: x2, dagger: x2, Shemite bow, arrow: x40, Crossbow, Bolt: 40, Dagger: x2, Blowpipe, Dart: x20.
Clothing: Black Silken A’gal: x2, Black Kafieh: x2, Black Khilat: x2, Black silken tunic: x2, Black silken breeks: x2, belt: x2, Silken robes, padded jacket, Black riding boots: x2.
Provisions: Waterskin: x4, galleon of Ale: x4, Ghazon wine: x4, Ration: x27, Costrel: x2.
Mundane Gear: Chest: x2, sack: x4, Bedroll: x4, Soap: x4, Mirror small steel, Pewter mug: x2, wooden bowl: x2, Iron pot, Vial: x4, Grand Tent.
Interior Tent: Small rug: x3, large cushion: x3, wicker basket.
Unusual Items: Sleeping Draught: x4, small chessboard, fan: x2.
Animal accessories: Bit and Bridle: x3, Harness: x3, Armoured War saddle (+6 cover from front and sides), saddle pack: x2, Feed/day: x30, cage for pigeons.
Animals: Riding Horse (black), Work Horse: x2 (dappled grey and other white), 10 carrier pigeons (in Cage).
Money: 223 silver pieces (2% =4.25 sp).
Ashkhaur Ibn Khalid was born to a wealthy Baron of Koth, though he was only the third son. He was sent at the age of twelve to the City of Khorshemish and the royal court. There he joined the Kings Army and has served in it faithfully for the next ten years. In the service of the King in the Cavalry of light horse called the Spahis. He has quelled many a rebelion and protected the borders of his country with determination and pride. Ashkhaur loved the life and thrived where others failed! He also adopted a lot of the Shemite ways as he patrolled the southern borders, their thinking and way of dress. Shaving off most of his hair leaving a long thick braided length stretching forth from the back of his head, down to between his shoulders. Also kept Kothic pointed beard of his Shemitsh forefathers! Eventually his body was becoming covered in tattoos and mystical symbols placed their by the Shaman of the Mountain Nomad Tribes of Zaheemi. His superior Commanders beleive he was destined for greater things!
Ashkhaur eventually finished his service was really to return home to his Family home and City called Khorzim abour twenty miles to the north-east of Korveka. The place of his birth was magnificent, he was joyous to see it majestic minerets and ramparts, for a few year he settle into a secure state of living as he survey his Families domain.Then one day his Father call him forth, he was to beset to the east to Turan, most of their time they would travel to Zamora, but his Father had bigger plan. The slaves where cheaper and more numerous in Turan. Ashkhaur was not angry with his Father, no he was proud he was chosen. He had never failed in a mission, never! They set their sights on the rising sun, one morn and rode out of Khorzim to the legendary city of Aghrapur. It was here that as he crossed the the lands of Turan between the Pyrrhenian mountains and the Kezankian Mountain that they where attacked by a maurauding horde of Zuagirs. It was a massacre, he fleed. Just escaping with his life. They had stole his Families wealth and slaughtered most of his Men, though some had fleed and rejoined with each other down the road. He was devastated and refused to return to his home, he continued further north-east to Zamboula. It was here that he met with a Free Company from Corinthia. He joined them, with not much gusto, but as the weeks passed and the Mercenaries where earning their pay fighting Turans, where he started to relax into his new way of life with only slight thoughts on his home country and his family.