## The Spoils of War

## Barakeam-Hazen

*Shemite Nomad*

###### Description:

# Age of Conan

**Character Name:** Barakeam-Hazen

**Player:** Robert S. Doyle

**Race:** Shemite

**Class:** Nomad

**Level:** 1

**Experience:** 0

### Character Information

**Gender:** Male

**Age:**

**Size:** Medium

**Complexion:**

**Hair:** Color:

**Eye Color:**

**Height:**

**Weight:**

**Languages:** Shemitish, Argossean, Kothic

### Ability Scores

**Strength (STR):** 16 (mod +3)

**Dexterity (DEX):** 18 (mod +4)

**Constitution (CON):** 16 (mod +3)

**Intelligence (INT):** 15 (mod +2)

**Wisdom (WIS):** 16 (mod +3)

**Charisma (CHA):** 13 (mod +1)

### Class Skill Scores

**Bluff:** +3 = [(Ranks: 0) + (CHA Mod: +1) + (Misc Mod: 2)]

**Climb:** +5 = [(Ranks: 2) + (STR Mod: +3) + (Misc Mod: 0)]~

**Craft (herbalism):** +4 = [(Ranks: 2) + (INT Mod: +2) + (Misc Mod: 0)]

**Craft ( ):** +2 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Gather Information:** +3 = [(Ranks: 2) + (CHA Mod: +1) + (Misc Mod: 0)]

**Handle Animal:** +0 = [(Ranks: 0) + (CHA Mod: +1) + (Misc Mod: 0)]*

**Heal:** +4 = [(Ranks: 1) + (WIS Mod: +3) + (Misc Mod: 0)]

**Hide:** +7 = [(Ranks: 3) + (DEX Mod: +4) + (Misc Mod: 0)]~

**Knowledge (local):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]*

**Listen:** +5 = [(Ranks: 2) + (WIS Mod: +3) + (Misc Mod: 0)]

**Move Silently:** +6 = [(Ranks: 2) + (DEX Mod: +4) + (Misc Mod: 0)]~

**Ride:** +6 = [(Ranks: 2) + (DEX Mod: +4) + (Misc Mod: 0)]

**Search:** +4 = [(Ranks: 2) + (INT Mod: +2) + (Misc Mod: 0)]

**Spot:** +7 = [(Ranks: 2) + (WIS Mod: +3) + (Misc Mod: 2)]

**Survival:** +5 = [(Ranks: 2) + (WIS Mod: +3) + (Misc Mod: 0)]*

### Crossclass Skill Scores

**Appraise:** +4 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 2)]

**Balance:** +4 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)] ~

**Concentration:** +3 = [(Ranks: 0) + (CON Mod: +3) + (Misc Mod: 0)]

**Craft (alchemy):** +2 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Decipher Script:** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Diplomacy:** +1 = [(Ranks: 0) + (CHA Mod: +1) + (Misc Mod: 0)]

**Disable Device:** +2 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Disguise:** +1 = [(Ranks: 0) + (CHA Mod: +1) + (Misc Mod: 0)]

**Escape Artist:** +0 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)] ~

**Forgery:** +2 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)]

**Intimidate:** +1 = [(Ranks: 0) + (CHA Mod: +1) + (Misc Mod: 0)]

**Jump:** +3 = [(Ranks: 0) + (STR Mod: +3) + (Misc Mod: 0)] ~

**Knowledge (arcana):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (geography):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (nobility):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (religion):** +0 = [(Ranks: 0) + (INT Mod: +2) + (Misc Mod: 0)] *

**Knowledge (rumors):** +0 = [(Ranks: 1) + (INT Mod: +2) + (Misc Mod: 0)] *

**Open Lock:** +4 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)]

**Perform:** +2 = [(Ranks: 0) + (CHA Mod: +2) + (Misc Mod: 0)]

**Profession (other):** +0 = [(Ranks: 0) + (WIS Mod: +3) + (Misc Mod: 0)] *

Sense Motive: +3 = [(Ranks: 0) + (WIS Mod: +3) + (Misc Mod: 0)]

**Sleight of Hand:** +0 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)] *

**Swim:** +3 = [(Ranks: 0) + (STR Mod: +3) + (Misc Mod: 0)]

**Tumble:** +0 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)] **~
*Use Rope:** +4 = [(Ranks: 0) + (DEX Mod: +4) + (Misc Mod: 0)]

**Cannot be used untrained*

~Armor check penalty

~Armor check penalty

#### Skill Bonuses:

+3 circumstance bonus for Hide, Listen, Move Silently, Survival and Spot when in desert environment. (Plus two from Shemite racial background and +1 from favored terrain.

### Feats & Special Abilities

**Born to the Saddle:** With a successful Handle Animal or Ride Check (DC 15), you can discern the precise number of hit dice and hit points of any camel, horse or pony. Requires 1d6 rounds to perform and you must be within 5 feet of the target.

**Track:** Roll Survival to find or follow tracks for one mile. See p. 139 of the core book for modifiers.

**Others:** Point Blank Shot feat, Favored location (Desert)

### Combat Statistics

**Parry Value: 13** = [(Base: 10) + (Base Parry Bonus +0) + (STR Mod: +3) + (Size Mod) + (Misc. Mod)]

**Dodge Value: 14** = [(Base: 10) + (Base Dodge Bonus +0) + (DEX Mod: +4) + (Size Mod) + (Misc. Mod)]

**Circumstance Bonus:** +1 bonus to Dodge Defense in desert (favored terrain).

**Initiative:** 4 = [(DEX Mod: 4) + (Misc. Mod: 0)]

**Hit Points:** 10 (d10 Hit Dice)

**Fate Points:** 3

**Reputation:** 2

**Speed:**

#### Saving Throws

**Fortitude Save (FORT):** 14 = [(Base: 10) + (CON Mod: 3) + (Class Mod +2) + (Shemite Mod: -1)]

**Reflex Save (REF):** 15 = [(Base: 10) + (DEX Mod: 4) + (Class Mod +2) + (Shemite Mod: -1)]

**Willpower Save (WILL):** 12 = [(Base: 10) + (WIS Mod: 3) + (Class Mod +0) + (Shemite Mod: -1)]

#### Attack Bonuses

**Melee:** 4 = [(Base Attack Bonus: + 1) + (STR Bonus: 3) + (SIZ Mod: 0) + (Misc Mod: 0)]

_1 circumstance bonus to damage rolls when performing coup de grace._

**Finesse:** 5 = [(Base Attack Bonus: + 1) + (DEX Bonus: 4) + (SIZ Mod: 0) + (Misc Mod: 0)]

**Ranged:** 5 = [(Base Attack Bonus: +1) + (DEX Bonus: +4) + (SIZ Mod: 0) + (Misc Mod: 0)]

_1 circumstance bonus to damage rolls with any bow against targets at 100 foot range increment.

+1 bonus on damage and attack rolls with ranged weapons at under 30 feet range._

#### Weapons

**Dagger (Finesse):** Damage 1d4, Critical 19-20/x2, Armor Piercing 1, Hardness 10, Hit Points , Weight 1 lb., Piercing Damage

**Hunting Bow (Ranged):** Damage 1d8, Critical 20/x2, Armor Piercing 1, Hardness 5, Hit Points 2, Weight 1 lb., Piercing Damage, Range Increment 50 ft.

**Scimitar (Melee):** Damage 1d8, Critical 18-20/x2, Armor Piercing 4, Hardness 15, Hit Points 10, Weight 2.5 lbs., Slashing Damage

**Proficiencies:** All simple and martial weapons, two-weapon combat, can wield Shemite bows as martial instead of exotic weapons.

#### Armor

**Proficiencies:** All light and medium armor, shields

**Equipment**

Riding Horse, Riding Saddle, Scimitar, Hunting Bow, 20 Arrows, Dagger, Belt, Saddlebags, Robes, Sandals

10 silver pieces

*Encumbrance/ Load: *

Lift Over Head (1x Max. Load):

Lift Off Ground (2x Max Load):

Push/Drag (3x Max Load):

###### Bio:

Attend now the tale of Barakeam, keen-eyed warrior from the deserts of Shem. Forever without a home, he did find riches and adventure.

Set between the armored Koth and ancient Stygia and between the far deserts of Turan and the Great Western Ocean, Fabled Shem is a land of inbetweens. But traveling in between requires guides, especially when those paths take the unwary past ancient ruins where evil things lurk.

It is from these nomadic guides that Barakeam-Hazen came to adulthood. The boy’s tutelage came at the foot of his uncle, Akram, a man of harsh moods but good renown. Akram was saddled with the boy after his fool sister and her husband strayed too far into the black sands and were swallowed by the great storm. Their bodies were never found, but whole cities can vanish into the storm of sand.

The boy himself wandered the sand for several days, but Akram was eventually able to recover him from Stygian slavers. He took the boy into his retinue and taught the Hazen child the worship of Ishtar and how to avoid being taken into the petty rivalries of the Shemish kings.

But Barakeam had a wanderlust that traveling through the desert could not satisfy and his uncle could not remove with the lash. Distinguishing himself as an archer and horseman, the youth still longed to explore the great desert and waxed philosophic about the doings in neighboring tribes – often sneaking away to learn their ways and tease the local girls. This led to his uncle having to level the sands of hostilities with those fathers unhappy with pure daughters who had been trifled with.

Finally deciding that the boy was too much trouble – or perhaps hoping that a sojourn with the mercenary armies would calm the boy’s instincts, he encouraged him to join the army being organized to defend Koraja against the invading forces of the Kothic prince Gomel.

The sun rises and the sun sets in its predestined motion. Likewise, the boy will find his destiny for either good or ill. Having survived the disastrous invasion of Koraja when a flood decimated two armies, perhaps Barakeam-Hazen has a destiny after all.