A character sheet template will be posted here shortly that you can use... or not. Feel free to create your character sheet however you see fit, but I will be a bit of a stickler when it comes to details.
"If it's not there, it's not there."
Please make sure you track all equipment, money, spells, etc. carefully.
***
Player Characters (Player) Strom Darkbane (Computer +1) - Human | Male | Paladin Gwillt ap Rhys (Alethan) - Human | Male | Ranger Shannigans McLookout (Stonjuz) - Halfling | Male | Magic-User | Thief Ewell D'Alton (onlyme) - Human | Male | Cavalier Kaltar (saalaria) - Human | Male | Cleric Epsilon Condizar (wolfpack) - Human | Male | Cleric Grimnail Onslaught (tooleychris) - Human | Male | Barbarian O'rek (ravenn4544) - Human | Male | Cleric Fimmion (Rukellian) - Human | Magic-User Kendrick Llewellyn (Zhym) - Human | Male | Paladin Aric Inglorak (Grognardsw) - Human | Male | Barbarian
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Deceased
Garth Malschionnay (Nuke66) - Elf | Male | Druid (1) & Magic-User (1) 536/2,001 | 590/2,501 Alordan (ravenn4544) - Human | Male | Ranger (1) 1,398/2,251
Weapons:
Long Sword 1d8
Hand Axe 1d6
Spear 1d6
Dagger 1d4
Equipment:
Splint Mail
Medium Shield (frontal/flank attack)
Backpack
Clothing
Holy Symbol on a chain (worn)
Book of Religious Worship (backpack)
Whetstone (Backpack)
Vial of oil and small cloth (Backpack)
Simple armor repair tools (Backpack)
Candles (3) (Backpack)
Water skin (2) (over shoulder)
Rations – Standard (2 days) (Backpack)
Bedroll (Strapped to Backpack)
Blanket (Backpack)
Gloves (Worn)
Coin Pouch (Backpack)
Special Abilities:
1. Detect Evil up to 60’ distance
2. All saving throws at +2
3. Immunity to all forms of disease
4. Ability to ‘lay on hands’, heals 2 points of damage per level. Once per day
5. Ability to cure any disease, once per week for every five levels.
6. Continuous emanation of Protection from evil in a 1’ radius around the paladin.
7. More abilities at 3rd level
8. More abilities at 4th level
9. More abilities at 9th level
Languages: Common
Money:
pp: 0
gp: 10
ep: 0
sp: 0
cp: 0
Other:
Background: Jareth was born as the 4th of 5 children to a poor woodcutter and his wife. His father, a religious man, wanted one of his children to become a priest and as the youngest male child Jareth was chosen. His father saved every penny to send Jareth to a religious school. With his more common accent and poor clothing, Jareth immediately was targeted as an outsider and picked on by the more wealthy children. After several fights, most of which Jareth won, the headmaster was convinced that the life of a priest was not in store for Jareth. The headmaster took Jareth away to the home of a retired paladin for a more suitable training. Jareth began his tutelage under the older paladin and was set firmly on his path of goodness.
As Jareth turned 20 he was encouraged to see the world and to find his place in it while remembering to protect the innocent, uphold the law and respect the Church.
Appearance: Jareth is a good-looking man with shoulder length dark black hair and a dark beard framing his green eyes. He stands tall with a proud bearing. He is well muscled and walks with a confident ease. Both his hands are calloused from long hours of hard work.
Jareth’s shield, sword and spear are all good quality and very well cared for. His armor is well looked after but lacks any type of ornamentation. Tucked into his belt is a simple hand axe with looks more like a woodsman’s tool than a warrior’s weapon.
Tendencies/Defaults:
Jareth believes in the greater good. He is honest and friendly. He will joke and kid but in the end he will sacrifice everything to uphold the virtues of good. Raised in devotion to the Church he respects the nobility and the royalty but his ultimate allegiance is with the Church. He has not forgotten his background of being poor and he seeks to alleviate the plight of the less fortunate around him. He is unconcerned with money for any type of personal gain. The only possessions he cares for are his hand axe, which was a gift from his father, his holy symbol necklace, which was a gift from the paladin that trained him, and the holy book, which was a gift from the headmaster. Jareth is aware that he does not fit in with upper class people but he is not ashamed of his background.
* If engaged (or threatened to become engaged) in melee combat, how would your character react? Jareth would not strike first as he would attempt to avoid violence. If forced to fight he would offer mercy to any opponent.
* What weapon(s) would they use? He is most comfortable with his sword and shield. If fighting a mounted foe he would use his spear, unless he was also mounted.
* What would cause them to withdraw from combat? Jareth would withdraw in any situation if it was for the greater good of the group so long as no innocent could be hurt. So long as any ally or innocent remained in danger Jareth would not withdraw even if it led to his demise.
* Same for any ranged combat situations. Jareth does not use ranged weapons. If faced against such he would try to close the distance under cover and engage.
Movement Base Rate: 12"
Encumbrance: 92 lbs
Modified Movement Rate: 10"
Special Abilities Damage Bonus vs. Humanoid/Giant Class - Receives a damage bonus of +1 per ranger level vs. certain humanoid/giant-class creatures. Featured Enemy (Orc/Orog): +4 To Hit, -4 Reaction Adj. Surprises Opponents 50% of the time (3 in 6) Surprised Only 16.5% of the time (1 in 6) Weapon Proficiencies: Scimitar, Short Bow, Spear Weapon Specialization: Scimitar (intended at 4th level) Tracking Skill: 40% Move Silently: 30% (includes 10% DEX bonus) Hide In Shadows: 37% (includes 10% DEX bonus)
Inventory
Studded Leather (25lbs)
Shield, Medium (10lbs)
Bow, Short (2lbs)
Sword, Scimitar (4lbs)
Sword, Scimitar 4lbs (spare, strapped to pack for now)
Spear (5lbs)
Dagger (1lb)
Clothing (5lbs)
Boots, Soft
Belt
Trousers
Linen Shirt
Backpack (2lbs)
--50' silk rope (8lbs)
--Sack, Large (2) (1lb)
--Map case (2) (1lb)
--Whetstone (1lb)
--Wineskin ((2) (2lb)
--Iron Rations, 1 week (10lbs)
--Torch (6 5)
Belt Pouch, Small (.5lbs)
--bell
--fishhook and line (6)
--chalk (6)
--Flint and steel
--Signal Whistle
Quiver, Two Dozen Cap. (3lb)
--12 flight arrows
--08 sheaf arrows
--Arrowhead, Sheaf (3) (In a small side pocket on the quiver)
Spare Quiver, Two Dozen Cap. (3lb)
--24 sheaf arrows (3lbs)
Sack, Large (secured to outside of pack)
--19 flight arrows (for restocking main quiver)
In wilderness environment: will act as scout for party
In underground/enclosed environment: will fall back to second ranks and use ranged attacks for as long as possible (will NEVER range into combat where there is a chance of hitting a friendly target).
Standard combat actions: range attack when possible; engage with scimitar and shield when ranged attacks are no longer possible.
Retreat: if a fight looks like it won't turn out well, will call for retreat and then retreat, without waiting to see if anyone else listens or takes a similar action. But he rarely feels like he's going to lose a fight.
Watch: will reluctantly take middle watches at night so casters can get required sleep for spell casting.
* Armor is in effect almost all the time. The day it is dispelled, he studies it the next day.
* If engaged (or threatened to become engaged) in melee combat, Garth would defend himself with a Scimitar. He would withdraw from melee combat and cast.
* Range, cast or sling. Outside Entangle then sling.
* Entangle, Sleep and Magic Missile
Clothing: 5 Adventuring Gear: 20 Armor & Shields: 15 Weapons & Ammunition: 6 Class-Related Items: 6 Provisions: 10 Wealth 0 Total Encumbrance : 62 Movement: 5 Background : Beaten and ridiculed for his wizardry studies and his smaller stature, he has left his tribe with an 'I'll show them' attitude. They were always saying things like "Why cant you be more like your older brother Shenannigans" and "Shenannigans brought us this" or "Shenannigans brought us that". One day he gathered his book of spells and drawings, pouches of components and stole...er...borrowed Shenannigans' adventuring gear 'leftovers' along with some rations and took off.Creation % [1d100] = 48
* If engaged (or threatened to become engaged) in melee combat, how would your character react?
Cease with bow, draw daggers, throwing one, and then dodging manuever trying to keep melee combat out of range, or swing with the other dagger in hand
* What weapon(s) would they use?
thrown dagger, dagger
* What would cause them to withdraw from combat?
close to half of our party dead or also withdrawing
* Same for any ranged combat situations (if applicable).
Magic Missile , then continue with shortbow
* If a spell caster, what are their go-to spells?
Enlarge (on allies) and Magic Missile
Location Items Qty ext wt ext cost
on Belt 1 5 0.15
on Ridingboots 1 -
on Gloves 1 1
on Sword scabbard 1 4
on Tunic 1 -
on Cape 1 -
Tied to belt Bullseye lamp 1 3 12
Tied to belt Wineskin 2 2 0.8
Tied to belt Winter blanket 1 3 0.25
Tied to belt Silk 50ftrope 1 8 10
Tied to rope Grappling hook 1 4 0.4
On Backpack 1 2 2
in backpack Oil (Lamp) 5 5 0.3
in backpack Large sack 2 1 0.2
in backpack Crowbar 1 5 2
in backpack Spikes Iron (doz) 1 5 1
in backpack Iron pot 1 2 0.25
in backpack Iron rations (per week) 1 10 5
in backpack rice (lb) 5 5 0.5
in backpack Tin Cup 1 0.5 0.25
Over belt Large beltpouch 1 1 1
in pouch Whetstone 1 1 0.02
in pouch Sewing needle 5 0.5 1.25
in pouch Soap (per lb.) 1 1 0.25
in pouch Fishhook 5 0 0.25
in pouch Flint and steel 1 0 0.25
in pouch Twine linen (100ft) 1 0.5 0.1
Around shoulder Map or scroll case 1 0.5 0.4
in case Parchment (per sheet) 10 0 10
in case Quill 1 0 0.1
in case Writing ink (per vial) 1 0 8
in Hand Light Horse lance 1 5 0
around hip Pick, Footman's 1 6 8
around hip Long sword 1 4 0
on Chain Mail 1 40 0
in Hand Medium shield 1 10 7
Wt 130 GP 76.72
Clothing: 5
Adventuring Gear: 20
+
Armor & Shields: 50
Weapons & Ammunition: 15
Class-Related Items: 0
Provisions: 15
Wealth: 1
Misc. Items: 0
=
Total Encumbrance: 106 (160 is max before encumbrance penalty)
Last edited by onlyme on Tue Dec 10, 2013 8:12 pm, edited 11 times in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Health
Maximum HP = 29
Damage:
+5 (Kaltar heal)
Current HP = 17
Expenses
- one found rock, the size of a small pumpkin (since used to brain a goblin)
- 1 cp for rolls @ the inn
- 10 sp (Gwillt's money) and 8 sp 20 cp (party treasure) spent on 5 dozen arrows at the Reap & Seed general store
Experience
180 = Rock to goblin head (15), Creativity (50), 1st Encounter (100), Arrow to second goblin (15)
100 = Bonus for reaching 1000 posts!
20 = Critical Hit vs. orc
36 = Defeating party of orcs
46 = Defeating wargs and goblins
47 = More goblins and another warg
160 = DM Bonus
200 = Bonus for reaching 2000 posts!
143 = trog fight
80 = trog fight
389 = more bloody trog fighting
252 = Stanley cup
1 = Cubs
300 = 3,000 posts
20 = crit hit
105 = muckdwellers (mudkins)
100 = tracking troglodytes
365 = one year anniversary bonus
20 = crit hit
320 = Troglodytes
400 = 4,000 posts
216 = huge spiders
50 = chalk it up to a good idea!
325 = large constrictor snake
Experience Orig -500, current 2250 Level Req 2500 All are multiplied by 1.5(human bonus)
30 (2 charming humanoids)
100 (Brown-nosing the dm with strategic amazement.)
60 (disembowelling a goblin and half a wolf)
100 (posting too much instead of working)
36 (de-orcing the band)
20 (great die rolling)
46 (worg kabobs)
47 (lance-chewing worg and some random gobs)
160 (more post padding)
50 (rare good suggestion)
100 (foiled the foiler)
200 (2k too many posts)
20 (incredible dice roll)
143 (almost single handedly destroyed the geico lizard)
80 (gloriously decapitating more geicos.)
389 (practically scared the trogs to death, certainly didnt touch em.)
252 (saw a black hawk poke a bear's heart out, late in the third)
Miscellaneous
Working on a collapsible lance. Currently have the tip and handle.
Last edited by onlyme on Mon Oct 14, 2013 4:36 pm, edited 26 times in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Equipment:
Splint Mail
Medium Shield (frontal/flank attack)
Backpack
Clothing
Cloak (Black with Holy Symbol Sewn in)
Book of Religious Worship (backpack)
Whetstone (Backpack)
Vial of oil and small cloth (Backpack)
Simple armor repair tools (Backpack)
Candles (3) (Backpack)
Water skin (2) (over shoulder)
Rations – Standard (2 days) (Backpack)
Bedroll (Strapped to Backpack)
Blanket (Backpack)
Gloves (Worn)
Coin Pouch (Backpack)
Prayer Beads (Backpack)
Holy Symbol (Iron) (Backpack)
Special Abilities:
1. Detect Evil up to 60’ distance
2. All saving throws at +2
3. Immunity to all forms of disease
4. Ability to ‘lay on hands’, heals 2 points of damage per level. Once per day
5. Ability to cure any disease, once per week for every five levels.
6. Continuous emanation of Protection from evil in a 1’ radius around the paladin.
7. Ability to turn undead (As 1st level cleric)
8. More abilities at 4th level
9. More abilities at 9th level
Languages: Common
Money:
pp: 0
gp: 10
ep: 0
sp: 0
cp: 0
Other:
Background: Strom is the second born son of a noble family. The Gothel name has be linked with power, wealth and cruelty for generations. Strom should have grown up to be as wicked and cruel as his family but this fate was avoided when his grandmother spirited him away from the clutches of his parents into the care of the Church. It was in the care of a holy order of paladins that Strom was raised. Like a piece of iron being beaten and reformed stronger and stronger, Strom was forged into a soldier of good.
Appearance: Strom is pale with his dark hair cut short on top and shaved close on the sides. His piercing grey eyes and well defined physique show years of hard training preparing him to battle evil in all forms. His clothing and equipment are all well cared for. His armor and weapons are all high quality but show signs of being well used.
Tendencies/Defaults:
* If engaged (or threatened to become engaged) in melee combat, how would your character react? Strom fights with a total single mindedness. When engaged he will fight until he wins or is unable to physically continue. He will spare those who yield but those who do not will be destroyed.
* What weapon(s) would they use? Strom primarily wields a large bastard sword. Depending on his opponents style Strom will fight one-handed with a shield or two handed. He is just as confident in using a mace and shield or even a spear and shield.
* What would cause them to withdraw from combat? Strom will only withdraw if faced with overwhelming odds. If he believes he can prevail, even if it costs him his life, he will stay and fight to the end.
* Same for any ranged combat situations: Strom is capable of using his spear as a ranged weapon although he would prefer to use it set to receive a charge. Although he knows how to use a crossbow he has a aversion to fighting in a way that does not directly use his physical skill and ability.
Last edited by Computer +1 on Thu Oct 17, 2013 12:12 am, edited 4 times in total.
Default Actions
In wilderness environment:Stays with Primary group, but enjoys hunting and fire making.
In underground/enclosed environment: Stays in middle of group using sling staff when possible, but will not fire into melee and drops staff and switches to mace when forced to melee.
Standard combat actions: range attack when possible; engage with mace and shield when ranged attacks are no longer possible. Does not charge, waits for fight to come to him. targets enemy spell casters first with preferenc for enemy priests. Will use command spell of "flee" on casters if memorized.
Retreat: If the situation is dire he will retreat, if a retreat is called for will not hesitate to retreat. If in personal mortal danger will use command spell "Flee" on attacker if memorized then cast sanctuary if memorized and retreat.
Watch: will take any watch assigned.
Last edited by wolfpack on Wed Dec 11, 2013 2:06 pm, edited 30 times in total.
Name: Grimnail Onslaught
Class: Barbarian
Race: (Gender)Half-Orc Male
Alignment: Chaotic Good
Age: 15
Height: 67”
Weight: 201 lbs
Move: 12”(less then 85 lbs carried)
Trait: Half Orc Damage Dealing: When you attack with a Martial or Heavy weapon with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6
HIT POINTS: 16/20 Current XP: 792/6000(it stings us precious!)
ARMOR CLASS: -1
THACO: 20
ABILITY SCORES
ABILITY TOTAL MODIFIERS Str 17 to hit+2 Dmg Adj:+3 Int 11 Additional languages:3 Wis 10 Dex 18 Ranged Attack Adj:+4 Armor Adj:-8 react:+2 Con 18 HP Adj:+8 System Shock:94% Stay alive-9HP Cha 09 Max# Henchmen: Loyalty:-5% Reaction Adj:0%
Hit points
Total: 7
Damage: 3 (javelin attack)
Current: 4
Armor Class
Front: 9
Rear: 10
Surprised: 10
Proficiencies
Knife (SM/L 1d3/1d2)
Possessions
Fimmion’s Personal Cookbook (spellbook)
Clothing (Soft Boots, Breeches, Tunic, Gloves)
Backpack
Dry Rations (a weeks’ amount)
Knife
Common spell components (42)
Rare spell components (12)
Writing Quill
Vial full of writing ink
Flint and Steel
Iron cooking pot
Set of bowls and eating utensils
ladle and stirring spoon
Large Sack
A handful of useful ingredients for cooking
Torches (9x) one currently being used
Spellbook spell wish list (Alteration specialist edition)
Burning Hands
Color Spray
Enlarge
Light
Burning Hands
Default Actions:
If engaged in melee combat or threatened to do so, Fimmion will call for melee support from his group. If no one is around him to assist, he will try to flee far enough to safely cast a spell.
His weapon of choice is his Cookbook.
Fimmion will retreat from combat if the enemy gets too close, without ally support nearby, or if he is outnumbered greatly in a ranged battle, without any cover. If he is by himself, he will be more prone to fleeing, not a man of conflict really.
His favorite spell is Burning Hands (currently).
Will update his memorized spell list and follow group suggestions when needed.
Background
A self-proclaimed expert in culinary magic, Fimmion travels across many lands, compiling recipes of common and rare origins, creating his own even. Many people tend to overlook his magical tendencies because his food is much more of a compelling topic. Many have asked him to settle down in one or two cities, wanting him to open a tavern to serve his delicious foods. Every time though, he respectfully declines, claiming that the life of an adventurer is more suited to his ‘tastes’. He also claims that he is directly inspired by the magical arts of alteration and can only practice them thoroughly out on the field. Only when he completes his personal cookbook, will he consider settling down to the quiet life.
Fimmion, being the unique wizard that he is, has a tendency to read off recipes from his cookbooks when casting certain spells. That’s how he remembers them, through food, not components.
Experience (5001 to level):
2645
Last edited by Rukellian on Fri Dec 06, 2013 6:50 pm, edited 5 times in total.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Saving throws: DPP: 14, PP: 15, RSW: 16, BW: 17, SP: 17
(Values do not include +2 paladin bonus to all saving throws)
Abilities and Proficiencies
Paladin abilties:
Detect evil 60'
+2 to all saving throws
Immune to disease
Lay hands 1/day (2hp/level)
Cure disease 1/week
Aura of protection: evil or summoned creatures attack at -1
Weapon Proficiencies: Broad sword, long sword, bastard sword, two-handed sword
Equipment
Broadsword
Chain mail
Buckler
Backpack
Std. rations (1 week)
Wineskin
Treasury
1 GP
Background & Description
Kendrick is a broad-shouldered, upright man with wavy brown hair, piercing blue eyes, and a jaw that could slice paper.
In Kendrick's opinion, too many holy warriors focus on valor and piety over all else. Kendrick follows a different creed. His church, the Congregation of Avatars, strives to embody the virtues of honesty, compassion, valor, justice, sacrifice, honor, spirituality, and humility. As a holy warrior of that church, he tries at all times to be trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent.
Kendrick was born to poor dirt farmers, who may have been poor but at least knew that if you're going to farm, you should do it in dirt. He pledged service to the local church, which had little more money than its parishioners. The church quickly found that the ox-strong Kendrick could best serve the church with his blade. For Kendrick, poverty is not just a vow, it's a tradition.
Name: Aric Inglorak of the Iron Tribes, known at Aric Swiftsword
Race: Human (+50% XP Bonus)
Sex: Male
Class: Barbarian, by Crom!
Alignment: Neutral Good
Age: 18 Height: 6'5" Weight: 225lbs
Level: 1
Base XP: 0
XP With Bonus (=50%):
XP To Next Level: 4,501
Current HP: 18
Maximum HP: 18
AC: 0 (front) / 7 (rear) / 1 (no shield)
THAC0: 20
Abilities
STR: 18.96 (Melee: +3 To Hit, +4 Damage, 2,000 weight; 1-4(1) open doors; 35% bend bars)
INT: 11 (+2 languages)
WIS: 10 (no modifiers)
DEX: 17 (+3 Reaction/Missile To Hit, -6/-3/-1 AC)
CON: 17 (+6 Hit Point Bonus/Level; alive until -8; 97%/98%)
CHR: 10 (+5% Reaction Adjustment)
Barbarian Abilities
- Save pluses: +4 poison; +3 paralysis, death magic, petri, poly; +2 rod, staff, wand, breath; +1 magic every four levels attained.
- Detect illusion 5% per level
- Detect magic 25% +5% per level beyond 1st
- Climbed cliffs/trees: as same level thief (85%)
- Hide in natural surroundings: as thief 3 levels higher (25%)
- Hide in un-natural surroundings as thief same level (10%)
- Surprise on 3 in 6, or 4 in 6 in familiar terrain. Surprised themselves 10%, 5% in familiar terrain.
- Leadership: w/ other barbarians, add level to Cha. to get effective Cha.
- Survival: In familiar terrain - hunting, trapping, food gathering, shelter building, body covering, fire building
- First aid: UA p. 20, no poison
- Back protection: 5% per level detect
- Leaping/springing: Running start 15+d6', upward 4+d4'. Standing start 10' forward, 3' back, 3' up.
- Running: Full speed (30") for three days, rest a day at normal (15"). Endurance twice normal for movement situations.
Languages (Int. 11 = +2 lang.)
- Tribal language
- Common
- one TBD
Gold/Treasure
PP: 0
GP: 12
EP: 0
SP: 0
CP: 10
Gems/Jewelry
none
Magic Items
Bah, I spit on your magic! Die wizard!
Character Description and History: See Bottom of Page
Default Actions
Alignment: Neutral Good
Combat Response: Melee attack with bastard sword two handed usually. Missile attack if too far for melee. If the enemy includes a magic user, he will attack him first. Though a barbarian, he is a sound tactician in fighting.
Cause for Withdraw: Three-quarter HP damage will cause him to re-evaluate the situation.
In wilderness: can act as scout for party
Will use his detect magic innate ability in many situations.
Roll ID Character Campaign Roll result Date
14137 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Starting Human Age 15 + [1d4] = 3 8/2/2013 6:46:56 PM
14136 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Exceptional Str. Roll [1d100] = 96 8/2/2013 6:13:14 PM
14135 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Human: [1d4] = 2 8/2/2013 5:54:47 PM
14134 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 1 [1d4] = 4 [1d4] = 3 [1d4] = 1 [1d4] = 4 8/2/2013 5:54:07 PM
14133 Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword Adventures in Foxmoor Non-Human: [1d4] = 2 [1d4] = 4 [1d4] = 2 [1d4] = 3 [1d4] = 3 8/2/2013 5:53:29 PM
Description and Background (INSERT PHOTO)
Aric Inglorak of the Iron Tribes. Known as Aric Swiftsword
Aric, 18, stands 6'5”, 225 lbs, black hair, blue eyes, chiseled features, muscular but not overly so, and scarred. He is quick in movement, keen of eye, a clever tactician, shrewd strategist, good of heart but dark in vengeance. He gained the tribe nickname Swiftsword for his ability with the sword, the larger the better in his opinion. He is skilled in the traditional barbarian ways but also possesses an unusual curiosity about the world beyond his land, which has led to wanderlust and adventuring.
Aric’s mother passed away several years ago, though his father is alive. He has two brothers and one sister. They stayed with the tribe except his older brother Torac, known as Torac Axecleaver, who left adventuring two years before Aric. Torac would occasionally visit and regale him with stories of the decadent civilizations beyond the Great Woods. He was in part an inspiration for Aric to leave as well, teaching the younger brother barbarian tactics and wily ways to overcome the weak civilized folk, especially those cowardly wizards.
Aric is a member of the Iron Tribes, those Northern Woods barbarian tribes who have mastered the forging of metal. They are often in conflict with their border neighbors to the north, the Mountain Nadhagh, who are jealous of the Iron Tribes metallurgy skills. To the south of the Iron Tribes are the quasi-civilized Vadhagh clans, who have in the past decades slowly been rising out of the barbarian status in their greedy pursuit of commerce with the civilized kingdom south of them. The Vadhagh have little respect for the Iron Tribes (except a grudging acknowledgement of their weapon forging), and even less so for the Nadhagh.
Aric is not particularly religious, but he does pay respects to Crom, god of the northern barbarians. He is an unforgiving deity. Aric owns nothing more than what he carries, and he likes it like that. He has had some harrowing adventures after he left his tribe, including defending a caravan against a Norker attack; body-guarding a rich merchant’s daughter who he unknowingly impregnated; and recovering a religious artifact stolen by a competing temple. Aric seeks to further improve his fighting prowess, explore unknown lands, battle new and challenging enemies, enjoy pleasurable debaucheries as coin permits, and gather what treasure comfortably supports his lifestyle.