Al-Quadim: The Ties That Bind

Samson

A desert rider, abandoned by his clan and cursed with an unquenchable bloodlust.

Samson

Description

Bio

Born in the deserts of Zakhara, Samson was abandoned when he parents were offered as payment in a Blood Feud. Luck happened to bless him thought, he was found by one of the many wandering nomads in the deserts, The House of Dhi’b (Sons of the Wolf). They had raised him well, teaching him weapons-crafting and combat. Being born a giant, he was blessed with a naturally high strength and constitution. Over the length of his life, he was being trained to be a sheikh, a powerful and noble position among the wanderers. He did rather well with it, providing leadership during the many raids and offering much help with various matters among the clans. One day after a standard raid, he had an unfortunate incident occur. As having his wounds tended, the healers noticed a strange mark; the mark of The Beast carved by chance or perhaps fate even. They immediately went to the leader, Sheikh Anwat al-Makkar, and explained the events. Makkar became worried over his adopted son; the symbol is used by the peoples in the southern free-cities as a way to drive themselves and their enemies into terrible bloodlusts and furies, or so they hear. Being advised by the various nobles of the clans, Samson is told that since he provided so much help to his peoples, he would be allowed to travel to the City of Intrigue, a city that the Dhi’b sometimes travel too, and see if he could remove his terrible fate. Feeling betrayed by his home, he travels off to the city, in hopes of finding answers to his questions.
Character Name Level Class Paragon Path Epic Destiny Total XP Race Size Age Gender Height Weight Alignment Deity Affiliation
INITIATIVE
Score Dex ½Lv Misc
Initiative
Conditional Modifiers +
ABILITY SCORES
Score Mod M+½
Strength
Constitution
Score Mod M+½
Dexterity
Intelligence
Score Mod M+½
Wisdom
Charisma
HIT POINTS
Max HP Bloodied Surge Value Surges Current HP Temp HP Surges Used Death Saves Resistances +
SAVE MODIFIERS
Modifiers +
SKILLS
Bonus A+½ Trnd Arm Misc
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Cha
Diplomacy Cha
Dungeoneering Wis
Endurance Con
Heal Wis
History Int
Insight Wis
Intimidate Cha
Nature Wis
Perception Wis
Religion Int
Stealth Dex
Streetwise Cha
Thievery Dex
NOTES
Note +
DEFENSES
Score 10+½ Abil Cls Feat Enh Misc Misc
AC
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Fort
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Ref
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Will
Conditional Bonuses +
ACTION POINTS
Points MSs
Action Points
Additional Action Point Effects +
RACE FEATURES
Feature +
CLASS FEATURES
Feature +
FEATS
Feat +
LANGUAGES KNOWN
Language +
BACKGROUNDS
Background +
MOVEMENT
Speed Base Arm Item Misc
Speed
Special Movement +
SENSES
Score Base Skill
Passive Insight 10 +
Passive Perception 10 +
Special Senses +
COMBAT WORKSPACE
+
Attack Type
Attack
½Lv
Abil
Cls
Prof
Feat
Enh
Misc
Damage
Abil
Feat
Enh
Misc
Misc
 
AT-WILL POWERS
Power +
ENCOUNTER POWERS
Power +
DAILY POWERS
Power +
EQUIPMENT
Item +
Character By • Sheet By