CHARACTER STATISTICS (ONLINE D&D TOR CAMPAIGN)

Aanton the Dunce

Arrius Falhon (jonnycig)

Dernham (Grudgeal)

Gildeth Gardinien (Werezombie)

Hyaun (Sup)

Kendrek Jond (Lupus)

Kestrel (Dogma)

Taegan Redwood (Cheshire Puss)

Thengarl Kalgirsson (Terraxos)

Thokk Brishar (Spankmasta)

Strike-through indicates inactive players.

Aanton the Dunce

Race: Half-Elf

Class: Bard

Hit Dice: 7d6 (33 hp)

Initiative: +3

Speed: 30

AC: 18 (+3 Dex, +3 Magical Enhancement, +2 Armor)

Touch AC: 13

Attacks: Rapier +4, +2 Longbow +10 (or +8/+8)

Damage: Rapier 1d6-1, Longbow 1d8

Face/Reach: 5x5, 5 Feet

Special Attacks: Spells (10% Caster Failure)

Special Qualities: Bardic Knowledge, Bardic Music (Inspire Courage, Countersong, Fascinate, Inspire Competence), Half-Elf Traits

Saves: Fortitude +2, Ref +8, Will +6

Abilities: Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14

Skills: Bluff +10, Decipher Script +9, Diplomacy +10, Disable Device +7, Listen +8, Perform +10, Search +8, Spot +4

Feats: Combat Casting, Point-Blank Shot, Rapid Shot

Languages: Common, Elven, Undercommon

Challenge Rating: 7

Alignment: Chaotic Neutral

Gender: Male

Age: 22

Height: 5’2

Weight: 112 lbs.

 

Equipment:

+3 Leather Armor

+2 Longbow

40 Arrows

Bedroll
Some Parchment
Graphite Pencil
String
Old Cards
Traveling Bard Clothes
Pocketknife
Lute, 10 gold, 2 pounds
Monocle

1,273 Gold

 

Spells Known: 6/4/4/2

Spells Per Day: 3/3/2/0

0) Daze, Detect Magic, Light, Prestidigitation, Read Magic, Resistance

1) Expeditious Retreat, Identify, Mage Armor, Sleep

2) Bull’s Strength, Cat’s Grace, Glitterdust, Tongues

3) Greater Magic Weapon, Slow

 

Appearance: A human of smallish stature, due to his elven blood, Aanton has brown hair, blue eyes, and a sage-like expression. He always wears the same outfit of spiffy bard clothes, which looks remarkably like a court jester's uniform which was dipped in mud and thrashed—the cap still retains its glorious red, yellow, and blue, however. He carries his longbow and arrows behind his back, his rapier covered by his clothes, and his lute in his hands. He also has a monocle—for various reasons.

Bio: Aanton tells people that he was born somewhere out in the sticks; but nobody really knows where. Nobody knows his last name, either, or how he came to be a half-elf, or if he had any say in the matter. But that isn't what's important here. He says that one day while walking around, he found a lute laying around by a tree, and decided to keep it. . . For posterity, of course (he doesn't mention the wagon of traveling minstrels laying around by the lute). It was a pretty nice lute.

So then Aanton came out of the sticks to see what this lute of his could do. He found that if you play a few erratic cords in a tavern, people will actually GIVE you money. For no reason. Wow. So he started working the villages near the sticks, and then the towns near the villages, and then finally the world-class cities near the towns. And he found, as his experience grew, that if he sang some stuff about dragons and warlocks that he had learned on his travels, people gave him more money. And now that he had some lore, he could offer his advice to peasants (you can cook stuff faster if you just set it on fire), nobles (give me your money, and I'll triple it for ye), and adventurers alike (an eye-tyrant huh, that's EASSSSY; I took one out with nothin' but my wits and a toothpick, see the trick is to take out the eye), for money, of course. To this day, Aanton's advice has claimed 74 lives, broke 13 stupid nobles, and turned a group of 8 sturdy men into squirrels.

Aanton doesn't believe he's doing anything wrong, because if you can believe that a lowly half-elf bard from the sticks can kill a beholder with nothing but his wits and a toothpick, well, you're gonna get what's comin' to ye. Eventually, he made the mistake of passing through a town where he already gave advice once. After that, he decided to arm himself.

 

XP: 21,000

Arrius Falhon (jonnycig)

Race: Bamboo Spirit

Class: Ex-Samurai Crane Clan/Fighter (Level 5/2)

Hit Dice: 7d10+14 (63 hp)

Initiative: +7

Speed: 30

AC: 18 (+3 Dex, +3 Armor, +2 Magical Enhancement)

Touch AC: 13

Attacks: +1 Keen Katana +10/+5, Chain +6/+1, Wakizashi +10/+5, Punching Dagger +9/+4

Damage: Magical Katana 1d10+3 (17-20 crit), Chain 1d6+2/1d6+1, Wakizashi 1d6+2 (19-20 x2 crit), Punching Dagger 1d4+2 (x3 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: None

Special Qualities: Bamboo Spirit Racial Traits, Trackless Step

Saves: Fort +9, Ref +4, Will +4

Abilities: Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha

Skills: Craft (Weapon-Smith) +7, Jump +6, Iaijustsu Focus +6, Sense Motive +7, Wilderness Lore +4

Feats: Alertness, Ambidexterity, Combat Reflexes, Dodge, Improved Initiative, Mobility, Track

Languages: Common, Spirit Tongue

Challenge Rating: 7

Alignment: Chaotic Good

Gender: Male

Age: 130

Height: 5’2

Weight: 160 lbs.

 

Equipment:

+1 Keen Katana

+2 Studded Leather

Cloak of Resistance +1

Chain

Masterwork Wakizashi

Punching Dagger

Caltrops

Tindertwigs

Smokesticks

Torch

Backpack

Bed roll

Waterskin

Silk Rope (100 ft.)

Belt Pouch

Candle

Pipe & Tobacco

5,501 Gold Pieces

 

Appearance: Arrius Falhon is taller then the average spirit folk, but of course short by most other medium sized race standards. His weight in slightly over perfect for his size, and his age doesn’t show in the least, appearing no older then 115 years. His skin is pale, almost grey, but with a tinge of color, making his grey/white/blond hair color all the more intensive in the sun, and particularly Eire in the moon light. His hair is long and un-kept, a piece of thin rope tying the back ends into a ponytail. His face is scarred by combat, although not revolting, it is certainly far from the beautiful work of art most spirit folk usually posses. His body is also a patch work of scars, and marking from not only countless battles with warring neighbors of his once master, but also from strange, evil markings put upon his skin, which he has since scratched out to destroy the imagine with daggers.
Biography: The following is an excerpt from the journal of Arrius Falhon:
The first task any being must take to quell an angered spirit is to finish a specific task with meaning and conviction. It is because of this that I cast off the weight that was bushido, and my lord and master. To understand my lord, you must first understand his god, Erythnul. My lord and master was a tyrant, who reveled in the slaughter of his slaves, and workers. He would often proclaim entire villages sacrifices to his dark god. And until such a dark day as the one that change my life arrived, I must admit I found the palpable fear amusing, perhaps even enjoyable. But upon that fateful day, I was sent to a village very familiar, and it was upon that day that I refused my master and lord. For I could not strike down my own family, my spirit self would not allow such a transgression. I slew the men of my lord who had gone with me, and then I went back to my lords manor, and slew him, leaving him, gutted on his mighty throne. My spirit, although troubled from the taint of my master and lord, bid me to flee to the west, and so I made my way, a ronin, communing with the place I had forsaken at will many years ago, the woodland, and forests. But a deed must be seen to its end, and there is still yet much to do until I can be forgiven for all that I have done. The demon infested part of my spirit self demands retribution and revenge, for it is in pain, ever thrashing in a battle between self’s. Much blood must be spilt before it ends, and it must end, because the first step to quell an angered spirit is to finish a specific task with meaning and conviction.

XP: 21,580

Dernham (Grudgeal)

Race: Human

Class: Cleric (Level 7)

Hit Dice: 7d8+7 (48 hp)

Initiative: +0

Speed: 20

AC: 22 (+8 Armor, +2 Shield, +2 Magical Enhancement (Armor and Shield), +1 Deflection (Ring of Protection +1), -1 Dex)

Touch AC: 10

Attacks: +2 Heavy Mace +9, or Light Crossbow +4

Damage: Magical Heavy Mace 1d8+4 (x2 crit), or Light Crossbow 1d8 (19-20, x2 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: Cleric Spells, Smite 1/day, Turn Undead

Special Qualities: Strength Boost +7 1 round/day

Saves: Fort +6, Ref +1, Will +9

Abilities: Str 14, Dex 9, Con 12, Int 10, Wis 18, Cha 10

Skills: Concentration +10, Diplomacy +7, Heal +11, Knowledge (Religion) +7

Feats: Cleave, Combat Casting, Power Attack, Spell Penetration

Languages: Common

Challenge Rating: 7

Alignment: Lawful Neutral

Deity: St. Cuthbert (Destruction, Strength)

Gender: Male

Age: 23

Height: 5’11

Weight: 158 lbs.

 

Equipment:

+2 Heavy Mace

Light Crossbow

+1 Full Plate

+1 Large Steel Shield

Ring of Protection +1

5 Potions of Cure Moderate Wounds

40 Crossbow Bolts

Backpack

Bedroll

Flint and Steel
Hooded Lantern
3 Pints of oil
Bedroll
Tent

Traveler’s Clothing

2,723 Gold Pieces

 

Prepared Spells (6/6/5/4/2):

0) Detect Magic x2, Detect Poison x2, Guidance x2

1) Bane x2, Bless x1, Inflict Light Wounds x1, Protection from Chaos x2

2) Bull’s Strength x1, Hold Person x2, Zone of Truth x2

3) Contagion x1, Prayer x1, Searing Light x2

4) Cause Critical Wounds x2, Holy Power x1

 

Appearance: Dernham is a well-muscled male human of average build. He has dark brown hair and green eyes. His skin is somewhat tanned, and his facial features are not particularly outstanding in any way. He carries himself with dignity, and his outward behavior suggests wisdom beyond his years.
Biography: Being born in a minor noble house that lost its fortune and social standing due to enemies with strong underworld influences, Dernham felt a compelling from an early age to fight powers such as those influencing the fall of his family. Drawn by a desire for vengeance and by a strong sense of ethics, Dernham became a supplicant for St. Cuthbert, the god of retribution and punishment. Impressing even some of the more veteran clerics with his religious zeal, he quickly found himself working for the church as a religious support for the local law enforcement, strengthening their faith in order and curing their wounds in the field. Eventually, after a good deal of time, he managed to aid the authorities as they uncovered and destroyed a major smuggling ring which was later proven to be the force behind his house’s fall. During a final attack on the guild’s headquarters orchestrated by the local militia with support from the church of St. Cuthbert, Dernham single-handedly slew the personal bodyguard of the guild’s grandmaster, and was awarded his foe’s weapons and armor by the authorities as thanks for his service. Dernham has since left his home city as a wandering holy man for his deity, preaching the importance of order and punishment of chaos and evil wherever he goes. He has recently been on the search for adventurers he may quest with, in the hopes that it will lead him to greater possibilities for punishing the unlawful and evil.

XP: 22,280

Gildeth Gardinien (Werezombie)

Race: Human

Class: Rogue (Level 7)

Hit Dice: 7d6 (33 hp)

Initiative: +4

Speed: 30

AC: 19 (+4 Dex, +3 Armor, +2 Magical Enhancement)

Touch AC: 14

Attacks: Dual +1 Rapiers +8/+8 or Light Crossbow +9

Damage: 1d6+1/1d6+1 (18-20 crit) (Rapiers) or 1d8 (19-20 crit) (Light Crossbow)

Face/Reach: 5x5, 5 Feet

Special Attacks: Sneak Attack +4d6

Special Qualities: Evasion, Uncanny Dodge

Saves: Fort +2, Ref +9, Will +2

Abilities: Str 10, Dex 18, Con 10, Int 14, Wis 11, Cha 10

Skills: Balance +14, Disable Device +14, Hide +24, Listen +10, Move Silently +14

Feats: Ambidexterity, Dodge, Two-Weapon Fighting, Weapon Finesse (Rapier)

Languages: Common, Draconic, Dwarven

Challenge Rating: 7

Alignment: Chaotic Neutral

Deity: None

Gender: Male

Age: 21

Height: 5’9

Weight: 153 lbs.

 

Equipment:

Two +1 Rapiers

+2 Studded Leather of Shadow

Light Crossbow

Hat of Disguise

Slippers of Spider-Climb

Masterwork Thieves’ Tools

30 Crossbow Bolts

Silk Rope 100 ft.

Backpack

Bedroll

Lantern, Bulls-Eye

Traveler’s Outfit

1,308 Gold Pieces

 

Appearance: Gildeth is a wiry, younger man with very short black hair (maybe an inch long on top). His skin is semi-tan, as he has often been outside, but his habit of staying in the shadows has made it less than it could be.
Bio: Although many rogues (believed by many to be plain thieves) are unpopular, Gildeth has not become so for his visits to towns are usually made while staying hidden, preferring rooftops to the streets below. When he must travel openly, he frequently utilizes his Hat of Disguise to appear as an innocent townsfolk, or perhaps to look more like a warrior than what he is.
Born into having nothing, like many that grow up to his profession, he fell into the local thieves' guild and got his training there, focusing on staying out of sight. He is almost obsessed with being his own individual, and does not enjoy being told he must do something. Many people find him standoffish, but if you know him then he'll be a lot more friendly and tolerable of company, even starting random meaningless conversations.

XP: 22,280

Hyaun (Sup)

Race: Kobold

Class: Monk (Level 7)

Hit Dice: 7d8+14 (55 hp)

Initiative: +2

Speed: 35

AC: 18 (+3 Armor, +2 Dex, +1 Wis, +1 Monk Bonus, +1 Size)

Touch AC: 14

Attacks: Unarmed +7/+4, Nunchaku +7

Damage: Unarmed 1d6+1, Nunchaku 1d6+1 + 1d6 Lightning

Face/Reach: 5x5, 5 Feet

Special Attacks: Flurry of Blows, Stunning Attack 7/Day

Special Qualities: Darkvision 60, Evasion, Kobold Traits, Leap of the Clouds, Light Sensitivity, Purity of Body, Slow Fall (30 feet), Still Mind, Wholeness of Body

Saves: Fort +7, Ref +8, Will +6

Abilities: Str 13, Dex 14, Con 14, Int 12, Wis 12, Cha 8

Skills: Balance +6, Climb +4, Diplomacy +8, Escape Artist +7, Hide +6, Jump +7, Knowledge (Arcana) +7, Listen +9, Move Silently +7, Search +3, Spot +3, Tumble +8

Feats: Alertness, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Run

Languages: Common, Draconic, Kobold

Challenge Rating: 7

Alignment: Lawful Good

Gender: Male

Age: 21

Height: 3’7

Weight: 30 lbs.

 

Equipment:

400 gp

+1 Shocking Nunchaku

Bracers of Armor +3

 

XP: 21,000

Kendrek Jond (Lupus)

Race: Human

Class: Fighter (Level 7)

Hit Dice: 7d10+7 (56 hp)

Initiative: +5

Speed: 20

AC: 23 (+8 Armor, +3 Magical Enhancement, +1 Deflection (Ring of Protection), +1 Dex)

Touch AC: 12

Attacks: +1 Greatsword +12/+7, or Longbow +8/+3 (+9/+4 at ranges of 30 feet or less)

Damage: Magical Greatsword 2d6+9 (19-20 crit), or Longbow 1d8 (20, x3 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: None

Special Qualities: None

Saves: Fort +6, Ref +3, Will +2

Abilities: Str 18, Dex 12, Con 12, Int 13, Wis 10, Cha 8

Skills: Climb +8 (+3 with magical armor check), Craft (Weapon-Smith) +5, Handle Animal +3, Jump +8 (+3 with magical armor check), Ride +6, Swim +8 (+3 with magical armor check)

Feats: Blind-Fighting, Improved Initiative, Precise Shot, Quick-Draw, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)

Languages: Common, Dwarven

Challenge Rating: 7

Alignment: Chaotic Good

Deity: Tempest

Gender: Male

Age: 28

Height: 6’8

Weight: 298 lbs.

 

Equipment:

+1 Greatsword

+3 Full Plate Mail

Ring of Protection +1

40 Arrows

5 Potions of Cure Moderate Wounds

6 Daggers

Backpack

Bedroll

Flint and Steel

Hooded Lantern

3 Pints of Oil

Tent

3,461 Gold Pieces

96 Copper

 

Appearance: Kendrek is looks slender if he is wearing clothing but if his skin is torso is seen he looks very well muscled ala bruce Lee-ish look. he has blue eyes, black hair, he has a 3 in. scar under his left eye that looks like it was made by a claw.
Bio: Kendrek was born in a city but as he grew he began to get a wanderlust, his first weapon was a longsword but as he got out on his own he found some adventurers that let him come along but they thought he would be better off with a greatsword, which he also liked. The group came across an adventure that led them into a hill giant’s lair, but because they were ill-prepared, all but him died because as he saw his friends dying around him he ran. Ever since then he’s been a wandering mercenary.

XP: 22,280

Kestrel (Dogma)

Race: Half-Elf

Class: Sorcerer

Hit Dice: 7d4 (25 hp)

Initiative: +1

Speed: 30

AC: 15 (+2 Dex, +2 Armor, +1 Natural)

Touch AC: 12

Attacks:

+1 Crossbow: +6

Short-Spear (Melee): +3

Short-Spear (Thrown): +5

Damage: +1 Crossbow: 1d8+1 (19-20 crit)

Short Spear: 1d8 (x3 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: Spells

Special Qualities: Half-Elf Traits

Saves: Fort +4, Ref +6, Will +7 (+2 will vs. enchantments)

Abilities: Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 18

Skills: Alchemy +4, Concentration +8, Diplomacy +4, Gather Information +4, Knowledge (Arcana) +4, Spellcraft +4

Feats: Combat-Casting, Spell Focus (Evocation), Greater Spell Focus (Evocation)

Languages: Common, Draconic, Elven

Challenge Rating: 7

Alignment: Chaotic Good

Gender: Male

Age: 38

Height: 5’6

Weight: 160 lbs.

 

Equipment:

Short-Spear

+1 Light Crossbow

40 Bolts

Wand of Magic Missiles (5th level)

Amulet of Natural Armor +1

Bracers of Defense +2

Cloak of Resistance +2

5 Potions of Cure Moderate Wounds

Spell Component Pouch

Backpack

Waterskin

Belt Pouch x2

Bedroll

Traveler’s Clothing
Flint and Steel

1 Shiny Stone

Tindertwigs x3

997 Gold Pieces

9 Silver Pieces

 

Sorcerer Spells Per Day: 6/6/6/4

Sorcerer Spells Known: 7/6/4/3

 

0) Detect Magic, Flare, Light, Mage Hand, Mending, Read Magic, Resistance

1) Color Spray, Hold Portal, Magic Missile, Protection from Chaos/Evil/Good/Law, Sleep

2) Flaming Sphere, Invisibility, Knock, Melf’s Acid Arrow, Web

3) Dispel Magic, Lightning Bolt, Wind Wall

 

Familiar: Weasel (Snitch)
HP 12
Int 9
Abilities: +4 Natural Armor, Alertness (shared with Kestrel if within 5 feet), improved evasion, empathic link, touch, speak with master, speak with animal (of it's type)

 

Appearance: At first look, Kestrel appears to be a slight human male with green eyes, pale blond hair. Upon closer inspection, one would notice the slight features that would indicate his partial elven ancestry.

Bio:

XP: 21,580

Taegan Redwood (Cheshire Puss)

Race: Human

Class: Necromancer (Level 7)

Hit Dice: 7d4 (25 hp)

Initiative: +4

Speed: 30

AC: 12 (+2 Deflection (Ring of Protection +2))

Touch AC: 12

Attacks: Dagger +3

Damage: Magical Dagger 1d4, or Masterwork Dagger 1d4-1 (both 19-20 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: Spells

Special Qualities: Necromancy School Specialization

Saves: Fort +2, Ref +2, Will +6

Abilities: Str 8, Dex 10, Con 11, Int 18, Wis 12, Cha 14

Skills: Alchemy +14, Concentration +13, Knowledge (Anatomy) +14, Knowledge (Arcana) +15, Knowledge (Necrology) +15, Spellcraft +15, Spot +4, Listen +4, Heal +3

Feats: Command Undead, Death Touch, Improved Initiative, Scribe Scroll, Skill Focus (Concentration), Spell Mastery (Mage Armor, Magic Missile, Spider Climb, Whispering Wind)

Languages: Common, Abyssal, Draconic, Elven, Infernal

Challenge Rating: 7

Alignment: Lawful Evil

Deity: None

Gender: Male

Age: 31

Height: 5’8

Weight: 163 lbs.

 

Equipment:

+1 Dagger

Masterwork Dagger

Ring of Protection +2

Boots of Elvenkind

Bag of Holding (Type I)

1 Potion of Invisibility

4 Potions of Cure Light Wounds

Spellbook

Bedroll
Water-skin

Bottle of Brandy

Ink pen and parchment

3,915 Gold Pieces

5 Silver Pieces

 

Spells Known:

0) All

1) Animate Skeleton, Comprehend Languages, Endure Elements, Identify, Mage Armor, Magic Missile, Magic Weapon, Spider Climb, Tenser’s Floating Disk

2) Bleeding Wound, Cat’s Grace, Protection from Arrows, Whispering Wind

3) Fly, Lightning Bolt, Water Breathing, Vampiric Touch

4) Stoneskin, Wall of Bone

 

Spells Prepared:

0) Detect Magic, Disrupt Undead, Light x2, Prestidigitation

1) Animate Skeleton, Mage Armor x2, Magic Missile x3

2) Bleeding Wound, Cat’s Grace x2, Protection From Arrows, Whispering Wind

3) Fly, Lightning Bolt x2, Vampiric Touch

4) Stoneskin x2, Wall of Bone

 

Necromancy School Specialization: Taegan gets one extra Necromancy spell per spell level and a +2 bonus to learn Necromancy spells, but can’t learn or cast Illusion spells.

 

Familiar, Kizzak
Type: Tiny Magical Beast (Female Raven)
Hit Dice: 7d4/2 HP: 12
Initiative: +2
Speed: 10 ft. fly 40 ft. (average)
AC: 18 (Touch 14, flatfooted 16)
Attacks: Claws +5
Damage: Claws D2-5 (x2)
SQ: Share Spells, Empathic Link, Touch, Speak with Master, Speak with animals of same type, Bonus language for Master
Alignment: True Neutral
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 9, Wis 14, Cha 6
Skills: Listen +8, Spot +8
Feats: Weapon Finesse (Claws), Alertness, Improved Evasion

 

Appearance: Taegan is a thin middle aged man with long shoulder-length black hair. His dark hair and dark robes make for a strong contrast against his pale skin. He carries only one bag wherever he travels, preferring to travel light. He travels with his familiar, a Raven.
Bio: A man who deals in the art of Necromancy is at best tolerated amongst polite society, often feared, more often hated. Taegan is none of these things, as he keeps his profession secret as best as he can, well aware of his professions unpopularity. After spending fully 15 years under the tutelage of an old reclusive Wizard he began his travels determined to learn all there was to know about magic.

Necromancy was his secret passion, and his desire to learn more about it led to a few... misunderstandings with the law. Curse that book-keepers loose tongue! He had now fled witch-hunters and pious Paladins long enough to know that they were a constant curse to his ongoing research. Creepy book-worming wizards were always being watched, but adventurers were liked and given wide berths by most communities.

So he turned to adventuring, traveling from town to town always searching for rumors of Lorebooks that contained information of his Dark Art, always finding means to acquire them, legal or otherwise, questing into dungeons when the need was great.

XP: 22,280

Thengarl Kalgirsson (Terraxos)

Race: Dwarf

Class: Barbarian/Fighter (Level 5/2)

Hit Dice: 5d12 + 2d10 +21 (76 hp)

Initiative: +5

Speed: 15

AC: 24 (+8 Armor, +2 Shield, +2 Magical Enhancement, +1 Deflection (Ring of Protection +1), +1 Dex)

Touch AC: 12

Attacks: +2 Dwarven War-Axe +12/+7, or +1 Mighty Composite Longbow +9/+4

Damage: Magical War-Axe 1d10+7 (x3 crit), or Longbow 1d8+4 (x3 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: None

Special Qualities: Battle Rage 2/day, Uncanny Dodge, Dwarf Traits

Saves: Fort +10, Ref +2, Will +4

Abilities: Str 16, Dex 13, Con 16, Int 8, Wis 12, Cha 8

Skills: Handle Animal +3, Heal +2, Intimidate +4, Intuit Direction +3, Listen +3, Ride +4, Spot +3, Wilderness Lore +3

Feats: Cleave, Exotic Weapon Proficiency (Dwarven War-Axe), Improved Initiative, Iron Will, Power Attack

Languages: Common, Dwarven

Challenge Rating: 7

Alignment: Chaotic Neutral

Deity: Moradin

Gender: Male

Age: 53

Height: 4’2

Weight: 185 lbs.

 

Equipment:

+2 Dwarven War-Axe

+1 Mighty Composite Longbow (+3 Str)

Full Plate Mail +1

Large Steel Shield +1

Ring of Protection +1

5 Potions of Cure Moderate Wounds

3 Vials of Anti-toxin

20 Arrows

Tindertwig

Clay Jug of Dwarven Ale

Clay Tankard

Crowbar

Miner’s Pick

Backpack

Bedroll

Winter Blanket

Explorer’s Outfit

595 Gold Pieces

96 Copper

 

Appearance: Thengarl is slightly taller than most dwarves and much stronger and tougher, as his thick muscles show. He has long, wild, reddish-brown hair, which he has tied back so it does not distract him in combat, and a thick plaited beard of the same color. His facial appearance is stern, rugged and unforgiving, and his eyes are dark green. His face and upper body are marked here and there with scars and old war wounds, which he bears with pride, and he has faded blue tattoos of dwarven symbols on his arms and back. He is missing most of his left ear and the smallest finger on his right hand.
Biography: Thengarl was born in a small dwarven mountain city to a moderately rich family with a long warrior tradition. When growing up, he tried hard to fit in with the rest of dwarven society, but his personality was too wild and unpredictable for most professions, and so he soon became a warrior in the city guard, sworn to defend his city and its people. Even then, he was often in trouble with authorities for his frequent drinking and short temper. The turning point came when word reached the city of a hidden horde of treasure in an abandoned mine nearby, and an expedition was organized to find it. Thengarl was eager to join, attracted by the lure of gold and riches, but as a member of the city guard he was forbade from leaving the city during such a dangerous time. A wandering band of ogres had been attacking dwarven settlements in the local area, and the inhabitants of Thengarl's city feared they were next. His father, Kalgir, personally saw to it that he stayed in their house, to protect it from the ogres.
However, Thengarl's greed was greater than his respect for orders, and he managed to force the lock on his door and escape to join the expedition. As it turned out, the rumors had been true, and the treasure horde was where it should be, but much of it had already been looted, and half of the expedition had died from traps or goblin ambushes by the time they found it. Nevertheless, Thengarl was satisfied, took what gold he could, and returned to his city triumphant with the other survivors. However, as soon he got back he made a terrible discovery; while he had been gone, the ogres had attacked. Most of the city was in ruins, and worst of all, his father was dying. He was only able to say a few words to Thengarl, cursing him for leaving, and describing the ogre who had mortally wounded him, in the hope that someday he could get revenge. The remaining city authorities declared Thengarl to have committed a grave crime. He had broken his oaths to the city guard by deserting, but far worse, he had failed to protect his father and family when they were in danger, which meant he had broken one of the fundamental laws of dwarven society.
His punishment was to be exiled, although he was allowed to keep some of the magical items he had discovered, more for protection than out of benevolence. Hence he found himself wandering around the unforgiving mountains of his homeland, with only a magical axe and armor to protect him from the roaming monsters. Eventually he moved down from the mountains into the plains, where he met up with a tribe of human barbarians, and they accepted him among them. For many years he fought alongside these barbarians, aiding them in their struggle against the orcs of the lowlands. He took up their way of fighting and became a raging berserker in battle, respected and feared by much of the tribe. Finally, he led the tribe in an all-out assault on the orcs' settlement, and although many tribesmen died, the orcs were slaughtered. It was only after the battle that he realized that the ogre who had led the orcs in battle was the same one who had killed his father; it matched his deathbed description perfectly, even after many years. Satisfied that his vengeance had been exacted, Thengarl left the tribe, feeling this part of his life was over.
Since then, Thengarl has become a wanderer again, crossing the land in search of treasure or monsters to kill, and stopping in towns and villages now and again for healing and to repair his equipment. He has taken it upon himself to rid the land of the monsters like those that killed his father, and is seeking penance for his actions that led to his father's death. Despite his guilt about this event, he still has something of a desire for treasure, but it is less strong than it once was, and he now rarely drinks or brawls as he used to. He decided to join an adventuring party when he felt it would help him improve his skills and aid him in his task of slaying ever more powerful monsters, as he seeks to make up for the mistakes of his past.

XP: 22,280

Thokk Brishar (Spankmasta)

Race: Half-Orc

Class: Barbarian (Level 7)

Hit Dice: 7d12+7 (64 hp)

Initiative: +2

Speed: 40

AC: 20 (+5 Armor, +2 Dex, +2 Magical Enhancement, +1 Deflection (Ring of Protection +1))

Touch AC: 13

Attacks: +2 Great-Axe +14/+9 or +1 Short Bow +10/+5

Damage: Magical Great-Axe 1d12+8 (20, x3 crit), Magical Short Bow 1d6+1 (20, x3 crit)

Face/Reach: 5x5, 5 Feet

Special Attacks: None

Special Qualities: Battle Rage 2/day, Fast Movement, Uncanny Dodge, Illiteracy

Saves: Fort +6, Ref +4, Will +2

Abilities: Str 19, Dex 14, Con 12, Int 10, Wis 10, Cha 8

Skills: Handle Animal +2, Heal +2, Intimidate +4, Listen +9, Spot +4, Wilderness Lore +5

Feats: Cleave, Dodge, Weapon Focus (Great-Axe)

Languages: Common, Orcish

Challenge Rating: 7

Alignment: Chaotic Good

Deity: Kord

Gender: Male

Age: 23

Height: 6’1

Weight: 212 lbs.

 

Equipment:

+2 Great-Axe

+2 Breast Plate

+1 Short Bow

Ring of Protection +1

3 Potions of Cure Moderate Wounds

20 Arrows

Backpack
Explorer's outfit
Bedroll
Flint and Steel
50' silk rope
Grappling Hook
Flask
Tent

1,327 Gold Pieces

5 Silver

96 Copper

 

Appearance: Thokk is like most other half-orcs: he has grayish-green skin, and bears a semblance to both his orc and human parents. He is in very good shape: muscles and sinews bulge from his body. In addition, he has many scars, which he views with pride when amongst his orc brethren, but less so among humans. He carries himself with a poise not unlike that of a noble warrior; but deep in his eyes, you can see the fury of his orcish side.
Bio: Born and raised at an early age with an orc tribe, Thokk was quickly abandoned in the night by orders of the chief, looking to purge the tribe of all "impurities". Soon taken in by a human village at age 2, he lived out the rest of his youth there.
His experience left him profoundly different than most half-orcs: he is fairly intelligent, and learned to read and speak the common tongue. Although he still keeps the name Thokk, he took the last name of Brishar, which was that of his human stepfather.
Hearing the call to duty, Thokk was a full member of the town guard by age 13. Being an outpost on the border of orcish land, Thokk found himself often confronted with battles against his orc brethren. This was a major concern for the town's sheriff, but Thokk convinced him that he would serve the town honorably. That all changed at the age of 19 when he came face to face with his orc father in combat. Seeing his only known blood parent killed in combat and then beat on disgracefully by the members of the town guard, Thokk went into a blood rage, and slaughtered all humans around him.
Because of this incident, he was cast out of the town, and now wanders the land, looking for anyplace or anyone to take him in. Thokk finds himself most happy while adventuring, and has had many expeditions with many groups of adventurers. He hopes to right the wrongs of his past and follows a strict personal moral code, but is hesitant to follow the orders of human authorities.

XP: 22,280