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)
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
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
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
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
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
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
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
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