| EQUIPMENT |
Paid |
Loc |
Weight |
Weight |
Notes |
| Carried (Capacity: Lt=133, Med=266, Hvy=400) |
| |
Traveller's Outfit |
- |
Worn |
- |
0.00 |
  |
| |
Bedouin Hooded Cloak |
1 |
Worn |
- |
1.00 |
|
| |
MW Mithral Breastplate +1 |
lots |
Worn |
- |
15.00 |
mithral reward to party from Queen |
| |
+1 Hide Buckler |
loot |
Worn |
- |
5.00 |
emblazoned with the symbol of Pharoah |
| |
Amulet of Stoneskin |
gift |
Worn |
- |
0.00 |
from Nefertiti, 1/day at will CL8 DR10/+5 80HP dur:80min |
| |
Ring of Protection +1 |
loot |
Worn |
- |
0.00 |
|
| |
Locked Spiked Gauntlet |
13 |
Worn |
- |
7.00 |
|
| |
Necklace/Bedouin Passage |
gift |
neck |
- |
0.00 |
from Bedouin halfOrcs on the way to the Oasis |
| |
+1 Glaive w/byzantium head |
408 |
carried |
- |
15.00 |
made by Corporal Rilnim, enchanted by Quinian |
| |
+2 Falchion |
loot |
carried |
- |
16.00 |
once belonged to a mighty (but evil) warrior named Angroth |
| 5 |
Javelin(s) |
3 |
quiver |
- |
10.00 |
|
| |
MW Hand Crossbow
(10) Bolts of Infl LW d8+2
( 9) Bolts of Cure LW d8+2
|
loot |
on belt |
- |
4.90 |
|
| |
Hunter's Knife |
2 |
rh belt |
- |
1.00 |
|
| |
MW Sling |
0 |
rh belt |
- |
0.00 |
made from krenshar hide |
|
Belt Pouch
Coins
Gems
Ring for "Shield Other"
(2) Potions of Healing d8+1
Potion of Prot from Evil CL1
Potion of Blur CL3
Potion of Sneaking CL1
Potion of Vision CL1
Antitoxin
Flint and Steel
12 smooth sling stones
2 large sacks
MW Climber's Kit
Astrolabe
|
- |
RH on Belt |
0.50
0.10
0.00
0.10
0.10
0.10
0.10
0.10
0.10
0.50
0.00
3.00
0.10
5.00
4.00
|
13.20 |
Jet90gp, ClQuartz50gp, Rhodo9gp
Nezzar bought 7 of these, one for each member
secured with inner straps
|
| |
Leather Backpack
7 Days Trail Rations
50 ft rope, silk
grapple
fishing line and lures
shovel
crowbar
(2) +1 punching daggers
|
|
on back |
2.00
7.00
5.00
4.00
0.00
8.00
5.00
4.00
| 32.00 |
|
| |
119.30 |
|
|
| Also owned |
| |
Orc Double Axe - from Khepri
Greatsword - from Khepri
+1 large steel shield - from Night Hag
|
|
|
| Significant Gifts/Donations |
| |
Traded +1 spear and 400GP to Ashi for 1.5lbs mithral
Paid Podiphar 1000GP for 1.5 lbs mithral
Paid Akeem my 2nd pick in Sabean Winds part I for 1.5 lbs of mithral
Gave each a 50GP ring for Shield Other: Pod, Ash, Akem, Rahk, Bob, Quin, Nez
Gave Pod, Ash, Akeem a antitoxin (50GP) prior to Sabean Wind I
|
|
|
| Debts owed |
| |
A visit to Abdar the Hammer and his 12 brothers
A lesson to "Teelid the Unstoppable" and "Arnir the Mighty"
|
Owe Rakhhamet for 1.5 lbs Mithral
Owe Aikeem some money (?) for Labyrinth treasure taxes
|
| Looking to buy/find |
| |
Magical wisdom enhancement
Masterwork Spiked Gauntlet
Written works about the Planes
Enchantment services
|
|
---------------------------
Unformatted character notes
---------------------------
Scores: STR DEX CON INT WIS CHA
-----------------------------------
Original 17 13 15 14 12 10
Racial 19 13 15 12 12 08
2 for 1 20 13 15 12 12 06
Level 4 20 14 15 12 12 06
Level 8 20 14 16 12 12 06
------------------------------------------------------------------------------------
Lvl Class BAB HPts SPt F R W CL STAT OTHER
------------------------------------------------------------------------------------
0 (Cur Stats) +27 + 9 +3 +2 +1
1 Barbarian 1 +1 +10 +20 +2 +0 +0 +0 Combat Reflexes
2 Fighter 1 +1 + 5 + 2 +2 +0 +0 +0 Dodge
3 Barbarian 2 +1 +10 + 4 +1 +0 +0 +0/1 Mobility, Uncanny Dodge
4 Fighter 2 +1 + 6 + 2 +1 +0 +0 +0 +DEX Spring Attack
5 Fighter 3 +1 + 7 + 2 +0 +1 +1 +0
6 Fighter 4 +1 +10 + 2 +1 +0 +0 +0/1 Iron Will, WF: Glaive
7 H Liberator 1 +1 + 5 + 2 +2 +0 +2 +1 Spells, Det Evl, Res Encht
8 H Liberator 2 +1 + 7 + 2 +1 +0 +1 +1 +CON Div Grace, Smite, Det Evl
9 H Liberator 3 +1 + 5 + 2 +0 +1 +0 +1/1 WS: Glaive, Imm C&C, Turn
------------------------------------------------------------------------------------
T Current +9 93 47 +14 +4 +5 3/3
------------------------------------------------------------------------------------
10 Plnr Champion 1 +1 +d10 + 4 +2 +2 +0 +0 Favored Plane: Elem-Fire
11 Plnr Champion 2 +1 +d10 + 4 +1 +1 +0 +0 See Invisible
12 Plnr Champion 3 +1 +d10 + 4 +0 +0 +1 +0/1 +INT Attk Ethl, Expertise
13 Plnr Champion 4 +1 +d10 + 4 +1 +1 +0 +0 Planar Survival
14 Plnr Champion 5 +1 +d10 + 4 +0 +0 +0 +0 Favored Plane: Elem-Air
15 Plnr Champion 6 +1 +d10 + 4 +1 +1 +1 +0/1 Ethereal Jaunt, Power Atk
16 Plnr Champion 7 +1 +d10 + 4 +0 +0 +0 +0 +STR Rip Portal
17 Plnr Champion 8 +1 +d10 + 4 +1 +1 +0 +0 Sunder Portal
18 Plnr Champion 9 +1 +d10 + 4 +0 +0 +1 +0/1 DR 20/+1, Cleave
19 Plnr Champion 10 +1 +d10 + 4 +1 +1 +0 +0 Favored Plane: Astral
20 H Liberator 4 +1 +d10 + 2 +1 +0 +1 +0 +STR 2nd level spells
------------------------------------------------------------------------------------
FR TTL
Skills MxRnks=12 Bb1 Fi1 Bb2 Fi2 Fi3 Fi4 HL1 HL2 HL3 L9 MOD LV9
------------------------------------------------------------------------
21 3 5 3 3 3 3 3 3
Balance DEX+2 - - - - - - - - - 0 +1at + 3
Climb STR+5 - - - - - - - - - 0 -1a + 4
Diplomacy CHA-2 4 - - - - *1 - - - 5 + 3(4)
Handle Animal CHA-2 - 3 - 1 - 1 - - - 5 + 3
Hide DEX+2 - - - - - - - - - 0 -1a + 2
Intimidate CHA-2 - - - - - - 3 3 2 8 + 6(7)
Jump STR+5 - - - - - - - - - 0 -1a + 4
Kno: The Planes INT+1 4 - - - - - - - - 4 + 5
Kno: Religion INT+1 - - - - - - - - 1 1 + 2
Listen WIS+1 1 - 3 - - - - - - 4 + 5
Ride (Horse) DEX+2 1 - - - - - - - - 1 +2h + 5
Ride (Camel) DEX+2 1 - - - - - - - - 1 +2h + 5
Search INT+1 - - - - - - - - - 0 + 1
Sense Motive WIS+1 - - - - - - - - - 0 + 1
Spot WIS+1 3 - - *1 - - - - - 4 + 5
Swim STR+5 - - - - 1 - - - - 1 -?g + 6
Tumble DEX+2 4 - - - *1 - - - - 5 + 7
Wilderness Lore WIS+1 3 - 2 - - - - - - 5 + 6
------------------------------------------------------------------------
* cost doubled, cross class skill
a Armour Check -1 w/MW Chain Shirt, -0 for magic buckler
b +2 from Silk Rope
g Weight of gear affects swimming
h +2 synergy to ride from Handle Animal 5
t +2 synergy bonus to balance from 5 ranks Tumble
Experience Tracking Award Running Total
----------------------------------------------------------
Gift of the Gods -> level 2 15000 15000
Travel to Outpost XXIX -> level 3 270 15270
Oasis of the Khepri 3200 18470
Nubia Bound Part I 1606 20076
Ta Seti Part I 857 20993
Ta Seti Part II 2550 23483
Ta Seti Part III 360* 23843
Day of the Crocodile Part I 1250* 25093
Day of the Crocodile Part II 1200 26293
Day of the Crocodile Part III 4000 30293
Kingdom of Kush Part I 2800 33093
Kingdom of Kush Part II 3675 36768
Sabean Wind I: Obelisk 1600 37368
Sabean Wind II: Big Skye 1100 38468
Sabean Wind III: Into the Labyrinth 2000 40468
Sabean Wind IV: A Key Recovered 1100 41568
Sabean Wind V: Boguns & Specter 1200 42768
Sabean Wind VI: Lamasu & Mirror 1050 43818
Sabean Wind VII: Welcome to level 9 945 44763
----------------------------------------------------------
*partial experience
Description:
Nezzar is a huge and toothsome half-orc, favoring his orcish side. His face is
usually grinning or scowling, rarely in a state in between these two extremes.
Theme Song:
Whitesnake - Slow and Easy
http://www.youtube.com/watch?v=gW4LQN1Bx1Q
http://www.golyrics.net/lyrics/Whitesnake/Slow+And+Easy/
I don't care about, oh,
I don't care about love, no more.
The way you keep abusing me
Oh, I can't take no more.
I wanna woman She got a superstitious mi...iii...ind.
So take me down slow an' easy,
Make love to me slow an' easy.
I know that hard luck an' trouble is coming my way,
So rock me 'til I'm burned to the bone,
Rock me 'til I'm burned to the bone,
Rock me 'til I'm burned.
Personality:
Nezzar is supremely confident in his abilities, and will rarely if
ever back down from a fight. He craves the respect of being
considered an equal among peers, but has over time come to feel that
this will never happen, so he seeks out what is second best by proving
his superiority, almost always in a physical fashion. His wisdom is
more about craftiness than common sense, although he is a shrewd warrior
with a strong sense for tactics. When faced with a foe bigger or stronger
than he is, which is a rarity, he relies upon his superior speed and
reflexes. Nezzar comes off as a crude, unrefined, unkempt beast of
questionable morality; but beneath all this he has scholastic interests
that he tends to conceal - he views them to an extent as personal
"weaknesses" that temper the respect he can garner from other warriors.
Nezzar's Religious Philosophy:
So who's snooping around in my mind? *growl* alright, if you gots to know,
I kinda keep an eye on them gods. All uv'em. You never know when wunnadem's
gonna zap you or something. Imagine that. Yeah, imagine freakin that. That'd
never happen, right? Yeah. So, I'm a "take'em as a group" kinda guy. I wuz
drinkin with my buddy one day bout a year or so back. and told him bout this,
he said I he had not idea I wuz "pantheistic". I broke my mug over his head,
walked out, and ain't been back there since. Why'da people think religion
makes ya a pansy? So I keep it on the sly, right, since then. My business,
no one gotta know but me. 'Course, they know too - the Gods know every damn
thing, that's just the way it is. So one guy likes only Ra, see, and he
ignores Bast -- Bast knows this. Then he get's clawed to death by a pack o'
wild cats. Not too hard to figger out, right? So you gots to give them all
their props. That's the plan. Defend whose temples, you ask? All the temples.
Well, not the bad ones, see. Even the Gods take sides, right? I figger ya
gots ta pick yer side and hope your buds cover your tail end. So I save the
life of a Bast priestess, I figger Bast kinda owes me, so maybe she sends a
cat to pull me outta a quicksand pit. I keep the books from bein' stolen from
a Temple o' Ptah, he maybe wakes me up when some dude tries to help himself to
my stash. And so on. You pick the fleas outta my mange, and I'll pick the
fleas out of yours. Unfortunately, the bad ones got a rep for not always
returnin' loyalty - heck, that's a good part o' the reason why they're the
bad ones - so I'll stick with the good guys. Cool? Cool.
Now don't you go calling me pantheistic too, or you'll make me angry. You
wouldn't like me when I'm angry.
Nezzar's Tactics
One thing to keep in mind about Nezzar that while he conveys the image of a brutish savage, his mind is that of a trained, disciplined warrior, a student of battle. He chooses to cultivate this image because at times some warriors will tend to underestimate him - advantage to Nezzar. Nonetheless, he spends considerable time mulling combat tactics, concentrating on maximizing his advantages. He can generally count on the following as advantages he enjoys over his opponents: foot speed, spring attach, reach, combat reflexes, and raw brute strength. Not suprisingly, most of his tactics revolve around these strengths
One of the two general truths about Nezzar in combat is that he is keenly aware that his natural skill in cutting his opponent to ribbons dramatically outstrips his ability to defend himself. Said another way, he has plenty of "O" but is a little light in the "D" department. Therefore, it is almost always true that he will enter battle in defensive mode (-4 to hit, +3 AC). The other truth is that Nezzar carefully reserves his "Rage" ability, preferring not to employ it in combat if at all possible. There are three exceptions to this: 1) If Nezzar is near death, he will use Rage to supply himself with the necessary HPs to remain conscious and effective, albeit he will then seek out healing if it is available and the opportunity presents itself, or 2) if a valued comrade is being badly beaten and in threat of death, Nezzar will use rage and charge to either quickly dispose of the attacker, or failing that at least draw the attackers attention to Nezzar and thereby away from his beleagered comrade, or 3) if facing a sole opponent who employs "mind tricks" to overcome him, Nezzar will employ rage simply to keep his mind clear.
Nezzar's favored standard tactic in 1-on-1 combat is to approach to within 10' of the target, strike with the glaive, then "retreat" 5' additional away. Preferably, this spring move puts him within 10' of one or more archers and/or spellcasters, but we'll come back to that later. This has two beneficial effects - first, the target is forced to move more than a 5' adjustment move to attack Nezzar, which in turn means he is denied full\multiple attacks against Nezzar. Second, by moving to engage Nezzar, the target also moves through Nezzars glaive-controlled area, usually earning Nezzar an AoO before the target gets to make his own first attack. Two attacks from Nezzar are enough to stop many mortal beings permanently, and regardless Nezzar will gladly trade his two attacks at full attack bonus for his targets single attack all done long. Further, if the spring "retreat" places him within 10' of a spellcaster or archer, and said secondary target fires/casts, they too will earn an AoO due to Nezzar's combat reflexes
Archers are another matter entirely. Nezzar was nearly killed by some very capable archers in the recent past, but as Conan the Wise once said - "that which does not kill you, makes you stronger". Nezzar has had some time to carefully review that painful event, and has developed an entirely different tactical approach to archers. First, he uses his superior footspeed to close rapidly to within 5' of the target archer, once again preferring a location that puts him within 10' of one or more additional archers and/or spellcasters if all else is equal. If he cannot close the distance in a single round, he employs full defensive move (+6 AC) while closing the gap, or ends segments of movement under cover or concealment as the situation presents. Once within 5', he employs his glaive as an improvised (-4 to hit, d6 dmg) weapon, which may seem odd, but read on. On the archer's turn, he will generally step 5' away to use his bow in full attack mode, but because the glaive has reach, Nezzar earns an AoO in such a case. If the archer steps more than 5' away, but still turns to fire on Nezzar, Nezzar also earns an AoO as the archer moves away. In either case, the Nezzar prefers to deliver this AoO as a "Sunder" to reduce the bow to a tangle of useless wood and string. Since the archer has no melee weapon in hand at the time of the sunder, he does not earn a return AoO on Nezzar that a melee combatant would.
The tactics against spellcasters are almost exactly the same as against archers, except that Nezzar prefers "Disarm" if a held device is being used (again, no melee weapon in hand, no return AoO against Nezzar) or good old raw spell-disrupting damage if a spell is being cast.
Against a fleeing opponent, a "Trip" sometimes followed by a "Grapple" (if the overall battle is well in hand and/or the target is best captured rather than killed) is preferred
Nezzar recognizes that he does not have an effective means to deal with flying opponents, other than the standard missile fire. While this is a problem for any earth-bound being, he continues to mull this problem exxtensively because a number of the most problematic opponents he has faced (dragons, griffon-mounted Stygians, and of course the Hive Overmind) all can fly. It is a tactical situation he seems to find himself in, like it or not, far more than he'd expect.
Nezzar's Journal
ENTRY 1: I met companions Podifar, Ashi, Aikeem, Bob, and Rakhamet while
tryin' to get a payin' client (4sp) closer to the ceremony of the naming of the
Chosen. I hadda beat the stuffin's outta a coupla lame-o's who got in the way,
like this one fella callin himself Abdar the Hammer. As if. Abdar the
Glass-Jawed, I say. Anyway, some lame-o's who might possibly be as strong as me
were gonna chosen as Champions of Osirus, and everyone wanted to be close, so to
watch these pampered wanna-bes get their comeuppance. I got lifted out of the
crowd magically - guess I was too aggressive getting my dude closer - and
'bounced' around like an inflated pig's bladder at a spear-nosed child's birthday
party. These fellas tried to stick me like a pig, so a bashed one uv'em good -
turned out to be Podiphar (an alright guy but stuffy as all get out). Anyhow,
the witches floatin' me got distracted and I got dropped right onto Ashi's
swords - hurt like a bitch, but I didn't let them in on that, see? So they wuz
distracted alright - buncha demons - one got a good look at me wavin Widowmaker
at him, and he took off. Demons are smart monkeys - and cultists killing people
all over, and one uv'em struggles with the grand high poobah on the pyramid so
his staff sends the "Wisdom o' the Gods" inta the 6 of us instead of those
pansies, the 'Chosen'. They looked liked runts ta me. Anyway, we get arrested
(well, the others did, I got damn near kilt by these skirts with sticks fulla
piss-n-lightning) and thrown in the dungeon pits. I wake up like 3 days later,
hungrier than I've ever been, and they take to putting questions to us. Boss-man
Pharoah cuts us a deal later, we work for him or we take a long walk on the
bottom of the Nile with boulders for shoes, see, so we hire on. Kinda cool, he
sends us for some trainin' and I pick up some cool moves I hadn't seen before
from some old warriors who know their stuff. He pays us too: big money, so much
I think I could talk the the Pharoah's daughter inta a little romance *wink*.
Podiphar says I might get my sack and more chopped off iffn I try it, so I'll
just stash the stash for now. Life Rocks.
ENTRY 2: Coffee Break's over, back on your heads, eh? The Pharoah, you know,
the boss - he sends us on some bullshit goose chase on a garbage-barge to some
wasted hellhole on the Northern border to find some missing boys while the Glory
Boys go off on a big ship with marchin bands and open bar. Damn, I'm gonna bust
some of their way-too-pretty-to-be-warriors heads when I get a chance. Abdar
(bless his heart) sees me off. Yeah, you got it, him and his 12 bigger tougher
brothers too. Well, they gotta be tougher than that, you know? So we head up
there, gotta sleep on the deck, and damned if we don't have to row too. You'd
think a high roller like the boss'd be able to afford rowers, but at least we
gettin paid, you know, and I wouldn't like it if they sent slave rowers along.
So we get there, we gotta deal with some overgrown pack rats that sees us as
dinner, and then a big goof callin himself the Mad Djinn. He feeds us after we
answers his silly riddle, we feed him (a pack rat, by god, and damned if he
didn't all but inhale the damn thing), and he directs us onto town. Town isn't
much more than a pissbucket and a coupla boards nailed together, but they got a
cheap whore or two so bein' as I got some cash left over I make lemons outta
lemonaid. Whatever that means. Anyway, so the townfolk point us to the outpost,
and we're heading over there tommorrow. I hope they got liniment there, my
scroggies have taken ta itchin like a dog at a flea circus.
|