Character Sheets

Please post details of all PCs and henchmen in this thread.  In the next post, I will share a framework for you to use.  Please do NOT make any posts in this thread except details of PCs and henchmen.  If you have any questions or comments, use the OOC thread.

Current roster

 

Vinric Lahes, L7 Venturer, HP 20/20, AC xx | TBD

Arnolt, L7 Cleric, HP 38/38, AC xx | TBD

Siegmar, L6 Paladin, HP 26/26, AC xx | TBD

Sceadu, L4 Assassin, HP 12/12, AC xx | TBD

Godric the White, L6 Wonderworker, HP 18/18, AC xx | Staff 9+, 1d6

Eardwulf, L4 Explorer, HP 14/14, AC xx | Sword 6+, 1d6+4 

Cenric, L4 Cleric, HP 10/10, AC xx | Mace 10+, 1d6-1

Hilda, L4 Bard, HP 21/21, AC xx | Sword 5+, 1d6

Harold, L5 Mage, HP 13/13, AC xx | Staff 8+, 1d6-1

Alistair Stone, L7 Mage, HP 23/23, AC 0 | Staff 8+, 1d6

Ser Emmon Sommer, L6 Paladin, HP 17/17, AC 10 | Sword 5+, 1d6+5 (+7 vs dragons)

Mundo, L4 Fighter, HP 23/23, AC xx | 2H Sword 5+, 1d10+6

Billious Slick, L3 Venturer, HP 9/9, AC xx | TBD

Egil, L7 Assassin, HP 25/25, AC xx |  2H Axe 1+, 1d10+8

Leila, L7 Thief, HP 22/22, AC xx | TBD

Reinhart, L4 Explorer, HP 14/14, AC xx | Spear 7+, 1d8+3

Taered Orc-bane, L7 Fighter, HP 54/54, AC xx | Warhammer 4+, 1d6+5 

Tohopka, L6 Shaman, HP 23/23, AC xx | Spear 7+, 1d6

== Rank ==
Race Class Level
XP: XX/YY
Alignment (note that being chaotic in ACKS is '''bad''', stick to neutral or lawful please.)
List whether the character is a full PC or henchman, if the latter list chain of command to a PC.
List any titles or holdings

== Attributes ==
STR
INT
WIS
DEX
CON
CHA

== Skills ==
Languages

General Proficiencies
(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)

Class Proficiencies


== Combat ==
AC
HP (just list the max here, current HP will go in the first post.)
Movement Rate
Initiative Modifier
Base Attack Throw


Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
Secondary Melee Attack:
Primary Ranged Attack:
Saves:
Petrification & Paralysis
Poison & Death
Blast & Breath
Staves & Wands
Spells

== Spells ==
First Level: Spells Per Day
A first level spell in your repertoire
Another first-level spell in your repertoire
Etc
Second Level: Spells Per Day
One
Two
You-know-what-to-do

== Equipment ==
Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. This is to keep track of those things that are relatively permanently staying with your character.
Then list
Those things
Individually

Sceadu

== Slayer ==
Human Assassin 4
XP: 6,800/14,000
Alignment Lawful
Henchman, direct to Arnolt.

== Attributes == (8,10,12,8,12,10 roll)
STR 9
INT 10
WIS 10
DEX 9
CON 10
CHA 10

== Skills ==
Languages

General Proficiencies
Disguise - successful on 11+

Class Proficiencies
Alertness - +4 hear noise, +4 secret doors (18+ casual observation), +1 avoid surprise
Skulking - +2 hide in shadows/move silently

== Combat ==
AC 2
HP 11
Movement Rate 120'
Initiative Modifier 0

Attacks
Primary Melee Attack: Sword and Dagger (7+) (1d6+2)
Primary Ranged Attack: Crossbow (8+) (1d6)

Saves:
Petrification & Paralysis 13+
Poison & Death 12+
Blast & Breath 14+
Staves & Wands 14+
Spells 15+

== Equipment ==
Total Encumbrance: 3-4/6 stone
Leather Armor
Sword
Dagger
Crossbow
Case of 20 bolts
Backpack
Pouch
Blanket
Cloak
Boots
Light Riding Horse
Leather Barding
Saddle and Tack (riding)
Saddlebags

Leila the camp follower
== Rank ==
Human Thief 7
XP: 40000/80000
Alignment Neutral
Henchmen of Egil
Pilferer
 
Egil and Leila met while Egil was working as a scout for the Brave Eagle Company. He noticed she was spying but instead of ratting her out they hatched a plan to spy and steal from both sides before making a run for it. Somehow it worked out and neither of them ended up with a dagger in their back. Both are partner in crime ever since.
== Attributes ==
STR 9
INT 9
WIS 9
DEX 9
CON 12
CHA 9
== Skills ==
Languages
 
 
General Proficiencies
  • Seduction (G1) always receive a +2 bonus on reaction rolls with others who are potentially attracted to the character.
  • Skulking (C1)  receive a +2 bonus on proficiency throws to hide in shadows and move silently.
  • Bribery (C4) Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe
  • Lip Reading (G5) receive a +1 bonus to carousing and spying hijinks & “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise

 

== Combat ==
AC 2
HP 7*D4
Movement Rate 120
 
 
Initiative Modifier +0
Attacks (long sword or spear 2-Handed, Crossbow)
Primary Melee Attack: 6+ / 1D8
Primary Ranged Attack: 7+ / 1D6
 
Saves:
Petrification & Paralysis 10+
Poison & Death 10+
Blast & Breath 13+
Staves & Wands 11+
Spells 12+
== Equipment ==
Crossbow, case with 20 bolts, spear, long sword, leather armor, traveler’s tunic and pants, riding
boots, light war horse, military saddle and tack, leather saddlebags, thieves’ tools, 1 week’s
iron rations
Enc: 4+4/6 = 5
Reinhart the outrider
 
== Rank ==
Human Explorer 4
XP: 8000/16000
Alignment Neutral
Henchmen of Egil
Explorer
 
Reinhart is the trusted lieutenant of Egils Horse Archers and especially valued by him for his sharp eyes, quick wit and love of bawdy jokes.
== Attributes ==
STR 10
INT 10
WIS 10
DEX 10
CON 10
CHA 10
== Skills ==
Languages
 
Hear Noise: 14+
Open Doors: 18+
Detect secret doors: 14+
Detect secret doors with casual observation: 18+
Detect Traps: 18+
Difficult to spot Outdoors: 3+
Difficult to spot in Dungeons while motionless: 14+
Animal reflexes  +1 bonus to initiative  and a +1 bonus to surprise rolls
Accuracy Bonus +1 to Hit with missiles
Avoid getting lost in familiar terrain: +4
Evade wilderness encounters: +5
Evade wilderness encounters when surprised: 19+
 
General Proficiencies
Riding(G1)
Combat Reflexes(C1)  +1 bonus to initiative  and a +1 bonus to surprise rolls
Alertness(C4) +1 to Surprise and gets a bonus of +4 to find secret doors and hear noise. Can find secret doors on 18+ on casual observation
 
== Combat ==
AC 4
HP 4*D6
Movement Rate 90
Surprise: +3
Initiative Modifier +2
 
Attacks
Primary Melee Attack: Spear 7+ / 1D8+3
Secondary Melee Attack: Dagger 7+ / 1D4+3
Primary Ranged Attack: Bow 6+ / 1D6+3
with Egils swords:
Longsword +1 +2vs Lycanthropes ("Wolfeater") & Shortsword +1 Locate Objects ("Northstar"): 4+ /1D6+4
 
Saves:
Petrification & Paralysis 11+
Poison & Death 10+
Blast & Breath 12+
Staves & Wands 12+
Spells 13+
 
== Equipment ==
Composite bow, quiver with 20 arrows, dagger, spear, chainmail armor,
traveler’s tunic and  pants, riding boots,
light war horse, military saddle and tack, leather saddlebags,
2 weeks’ iron
rations
Enc: 6+4/6 = 7
Egil, "the Butcher of Bridgewater"
 
 
== Rank ==
Human Assassin 7
XP: 80000/110000
Neutral
PC
Blackguard
 
Suspected murderer of a cottar with his two sons and a merchant with his wife, guilty of armed robbery and mayhem in multiple cases.
He is now a loyal follower of Alistair Stone and obsessed with his wickedly sharp axe. The story behind these two is shrouded in secrecy and it might be a bad idea to press him for details. When generally asked about his past he admits that he made some bad calls and done some bad things but that he wants to make up for it and is now a good person.
 
== Attributes ==
STR 18
INT 8
WIS 14
DEX 13
CON 10
CHA 9
 
== Skills ==
Languages
 
 
 
Proficiencies
Acrobatics(C1) +2 on balance saves, 13+ to tumble behind enemy for a backstab
A quick and brutal fighter living the life of a thug
 
Disguise (G1) Look like someone else on 11+
He ended up wanted, had to flee from neighbour Kingdom,
 
Climbing(C3) Climb like a thief
Crossed the mountains to lose his pursuers
 
Survival (B3) Can find enough food for his own on a wilderness track
Had to live of the land for many moons
 
Tracking (G5) Can find tracks on 11+ and follow them with half speed
Joined a group of mercenaries as a Scout
 
Navigation (B6) +4 to avoid getting lost
Deserted a doomed expedition and found his way back into civilisation
 
Alertness(C6) +1 to Surprise and gets a bonus of +4 to find secret doors and hear noise. Can find secret doors on 18+ on casual observation
Made some uneasy alliances and journeyed with adventurers of questionable character before meeting Alistair Stone. 
 
== Combat ==
AC 5
HP 7*d6
Surprise +1
Movement Rate 120
Initiative Modifier +0
Attacks Two-Handed Axe +2 with Str 18 and Fighter Damage Bonus
Primary Melee Attack: 1+ / 1D10+8
Unarmed Melee Attack: 3+ /1D3+6
Dagger Ranged Attack: 5+ /1D6+3
 
Saves:
Petrification & Paralysis 10+ (-1 if Spell)
Poison & Death 9+ (-1 if Spell)
Blast & Breath 11+ (-1 if Spell)
Staves & Wands 10+
Spells 11+
 
== Equipment == 
Leather armor +1 (AC3)
2H Axe +2 ("The cleaver")
Longsword +1 +2vs Lycanthropes ("Wolfeater")
Shortsword +1 Locate Objects ("Northstar")
Sap
Black cloak, traveler’s tunic and pants, high boots
Bola, dagger, net, crowbar, 50' rope, manacles, 12 iron spikes, small
hammer, 2 weeks’ iron rations
Bag of holding
Ring of Protection +1.
2x Potion of Clairvoyance.
Bag with 455 gold
Enc: 2+18/6 = 5
 
==Mount==
Light riding horse with military saddle & tack
 
==Magic Items & Valuables==
Scroll of Lightning Bolt
Scroll of Necromantic Potence.
Scroll of Ward against Magic
Scroll of Ward against Undead.
Ring of Invisibility
 
 
 
 

Siegmar, the Sword of Ammonar

== Sentinel ==
Human Paladin 6
XP: 29,600/60,000
Alignment Lawful
Henchman, direct of Arnolt

== Attributes == (10,13,7,11,13,9 roll)
STR 13 (+1)
INT 9
WIS 7 (-1)
DEX 9
CON 13 (+1)
CHA 9

== Skills ==
Languages

General Proficiencies
Animal Husbandry - Heal animals 1d3 hp/day, identify disease 11+
Riding - Use weapons while mounted (missiles -2), +1 mount morale

Class Proficiencies
Command - henchmen and mercenaries +2 to morale
Military Strategy - +1 mass combat initiative
Manual of Arms - Train light infantry and light cavalry

== Combat ==
AC 7
HP 26
Movement Rate 60'
Initiative Modifier 0

Attacks
Primary Melee Attack: Sword (6+) (1d6+4)
Secondary Melee Attack: Lance (mounted) (6+) (1d10+4)
Primary Ranged Attack: Arbalest (7+) (1d8)

Saves:
Petrification & Paralysis 12+
Poison & Death 11+
Blast & Breath 12+
Staves & Wands 14+
Spells 15+

== Equipment ==
Total Encumbrance.9-5/6 stone

Plate Mail
Shield
Sword
Backpack
Blanket (in saddlebags)
Tent (in saddlebags)
Holy Symbol of Ammonar
Arbalest
Case of 20 Bolts
2 Bolts +2
Lance
Torches, 6
Tinderbox
Boots
Cloak
Medium War Horse
Chain Barding
Saddle and Tack (war)
Saddlebags

60 Veteran Light Cavalry, Daily Move 48 miles, Weekly Move 192 miles, Total Cost 3,570 gp/month
Lance, sword, shield, leather, light warhorse
AC 3/2, Move 240', HD 1, hp 5, Att 1/2, Morale +1, Dam +1, BR 4.5

Eardwulf

== Rank ==
*Explorer 4
*XP: 8000/16,000
*Neutral
*Bodyguard to Godric
*List any titles or holdings

== Attributes ==
STR 13 (+1)
INT 8 (-1)
WIS 9
DEX 13 (+1)
CON 7 (-1)
CHA 10

== Skills ==
*Languages
** Common


*General Proficiencies
Riding


*Class Proficiencies
Tracking
Fighting Style (Weapon & Shield - +1 AC)
 

== Combat ==
AC 10
HP TBD, 14
Movement Rate
Initiative Modifier +1
Attacks
Trollslayer (Sword +1, +3 vs regenerating) Attack Throw 6+, 1d6+4 damage
Hatchet Attack 7+, 1d6+3 damage
Longbow, 6+, 1d6+2 damage
Thrown hatchet, attack 6+, 1d6+2 damage
*Saves:
Petrification & Paralysis 13+
Poison & Death 12+
Blast & Breath 14+
Staves & Wands 14+
Spells 15+

== Equipment ==

Total Encumbrance 9 stone

Trollslayer (Sword +1, +3 vs Regenerating Creatures)
Shield +3
Chain Hauberk AC 4    40 gp
Longbow                      7 gp        
quiver 20 arrows          1
quiver 20 silver arrows    100
bola*3                            15
hand axe                       4        
backpack (4 st)              2
-wool blanket                 2
-rope tied to grappling hook        25+1
-crowbar                      1
-iron spikes*12             1
-small hammer            2
-torches*12                 .2
-iron rations 1 week     1
-water skin*2                1.2
-large sack*2              1.6
belt pouch (½ st)       .5
-tinderbox                  .8
-extra bowstring    
-steel mirror               5
-whistle                       1
leather riding boots & gloves, armiger's tunic, pants & hat, forest green cloak
                                24.4
War Dog                    75
Leather armor & spiked collar
                                  40
Medium Warhorse    250
-Chain Barding           150        AC 3
-Saddle & Tack           25
Saddlebags (3 st)        5
-tent                           20
-water skin*2             1.2
-mallet, 4 stakes         3

=805.9 gp in starting equipment, +8000 gp for starting xp = 8805.9 gp

 

Cenric

== Rank ==
*Cleric 4
*XP: 6000/12,000
*Lawful
*Chaplain to Godric
*Curate

== Attributes ==
STR 7 (-1)
INT 10
WIS 15 (+1)
DEX 10
CON 7 (-1)
CHA 8 (-1)

== Skills ==
*Languages
 Common


*General Proficiencies
Theology, pg 64


*Class Proficiencies
Divine Blessing, +2 to all saves (already factored)
Lay on Hands, restore 8 hp once per day
 

== Combat ==
AC 7
HP 10
Movement Rate
Initiative Modifier +0
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
Silver-Headed Mace, 10+, 1d6-1
Small Hammer, 10+, 1d4-1
Sling, 9+, 1d4
*Saves:
Petrification & Paralysis 10+
Poison & Death 7+
Blast & Breath 13+
Staves & Wands 10+
Spells 12+

== Spells ==
First Level: 2 Spells Per Day

Second Level: 1 Spell Per Day
 

== Equipment ==
Total Encumbrance 13 stone

Plate Armor     AC 6    60 gp
Silver-Headed Mace    50 gp
Mirrored Shield  AC +1    250 gp
Holy Symbol        25
backpack (4 st)    2
-candle (wax) *9    6
-small hammer        2
-iron spikes*12        1
-iron rations 1 week    1
-wine skin*2        1.2
-rope tied to grappling hook    25+1
-lantern        10
-lantern oil*10    3
-military oil*5        10
-blanket        2
-torches *6        .1
belt pouch (½ st)    .5
-sling            2
-30 bullets
-flint & steel        .8
-1 wax candle        
leather boots, priest's robes and cassock, 
            16
light riding horse    75
saddle and tack    10
saddlebags (3 st)    5
-water skin*2        1.2
-iron rations 1 week    1
-small tent        3

starting gear totals 563.8, and 6000 xp brings it to 6563.8 gp.

Hilda

== Rank ==
Bard 4
XP: 5600/11,200
Neutral
Chronicler to Godric
Annalist

== Attributes ==
STR 8 (-1)
INT 9
WIS 9
DEX 13 (+1)
CON 10
CHA 18 (+3)

== Skills ==
*Languages
 Common


*General Proficiencies
Perform (Singing) (Journeyman), pg 62


*Class Proficiencies
Magical Music (charm person male gender or sleep savage beasts on 7+ perform, not if already in combat), pg 62
Weapon Finesse (Dex mod in place of Str with one handed melee weapons)
 

== Combat ==
AC 3
HP 21
Movement Rate
Initiative Modifier +1
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
Florentine Swords, 1 glowing, 5+, 1d6
Twin silver daggers, 7+, 1d4-1
Composite bow, 8+, 1d6
Saves:
Petrification & Paralysis 12+
Poison & Death 12+
Blast & Breath 15+
Staves & Wands 13+
Spells 14+

 

== Equipment ==
Total Encumbrance

Sword +1, Light 30' radius
Sword +1, Locating Objects
silver dagger*2    60
net            1
Leather Armor AC 2    20 gp
Backpack        2
-thick wool blanket    2
-lantern        10
-lantern oil*10    3
-military oil*5        10
-iron rations 1 week    1
-wine skins*2        1.2
leather satchel    (½ stone)    .5
-steel mirror        5
-tinder box        .8
-extra bow string    
-whistle        1        
grappling hook, tied to 50' rope    25+1
Composite Bow    40    1d6
quiver/20 arrows    1
quiver/20 silver arrows    100
light riding horse    75
saddle & tack        10
saddlebags        5
-small tent        3
-water skins*2        1.2
-iron rations 1 week    1

379.7 gold on equipment, +5600 xp is 5979.7 gold to start

Godric

== Rank ==
Nobiran Wonderworker 6
XP: 80,000/100,000
Lawful
PC
Holdings:  8000 gp laboratory

== Attributes ==
STR 12
INT 16 (+2)
WIS 12
DEX 12
CON 11
CHA 12

== Skills ==
*Languages
 Common


*General Proficiencies
Alchemy x2 (Identify alchemical substances, potions, poisons 7+.)
Military Strategy x2 (Recognize famous historical battles, generals, weapons 7+.  Forces under command at +2 to initiative rolls in mass combat.)
Riding
Leadership (one additional henchman and base domain morale +1)
*Class Proficiencies
Elementalism, Fire (Spells using this element, i.e. Fireball, do +1 damage per die and impose a -2 on saving throws.  Fire elementals summoned gain +1 hp per die.  Magic missiles may be considered Fire if desired.)
Magical Engineering (+1 to magic research throws.  Recognize common magic items 11+, but not uncommon/unique, command words, trapped or cursed, exact bonus or number of charges.)
*Class Abilities
Divine Favor: +2 to all saves (already factored below)
Ageless, and immune to ghoul paralysis.  Divine Health: immune to all forms of disease.
Lay on Hands, 2 points of damage per level (12 points), once per day.
Blood of ancient kings: may hire one additional henchman, and base morale of any henchmen is increased by +1.

== Combat ==
AC 0
HP 18
Movement Rate
Initiative Modifier +0
*Attacks
Staff: 9+, 1d6
Dagger: 9+, 1d4
Dart: 9+, 1d4
*Saves:
Petrification & Paralysis 10+
Poison & Death 10+
Blast & Breath 12+
Staves & Wands 8+
Spells 8+

== Spells ==  [in book but not in repertoire]
*First Level Arcane: 2 Spells Per Day
**Charm Person
**Floating Disc
**Chameleon
**Jump
**Sharpness


*Second Level Arcane: 2 Spells Per Day
**Mirror Image
**Invisibility
**Detect Invisible
**Detect Secret Doors
*Third Level Arcane: 2 Spells Per Day
**Fireball
**Hold Person
**Clairaudience
**Command Person

== Equipment ==

Total Encumbrance 

Pretender's Signet Ring (of Command Humans: 6 HD, or 12 0 levels, save vs Wands, Concentration, 1/turn)
Five Emerald Ring (of Djinni Calling, Djinni up to one day, 1/week, worthless if slain)
Prophet's Staff (of Commanding: Plants, Animals or Humans; charged)        
water-tight scroll tube    100 gp
-Reincarnate & Mass Infravision
-Flesh to Stone
Elaborate Silk Robes & oiled silk cloak, leather riding boots & gloves
gold holy symbol    250
leather satchel        .5
-tinder box        .8
-steel mirror        5
-darts*5        2      
silver dagger        30      
backpack (4 stone)    2
-thick wool blanket    2
-iron rations 1 week    1
-Spell book        25        100 pages, 25 in use
-50' rope, tied to grappling hook    25+1
-torches*6        .1
-iron spikes*12    1
-small hammer    2
-large sack*2        1.6
-water skin*2        1.2
light warhorse        150 

-chain barding         150
saddle & tack        25
saddlebags        5
-water skins*2        1.2
-small tent        3
-thick wool blanket    2
-darts*20        8
-torches*6        .1

544.5 gold in starting equipment.

 

Harold

A classically trained magician who attached himself to Godric in hopes of gaining arcane secrets and greater wealth.

== Rank ==
Mage 5 
XP: 20,000/40,000
Lawful
Henchman to Godric
Magician

== Attributes ==
STR 8 (-1)
INT 18 (+3)
WIS 10
DEX 10
CON 12
CHA 10

== Skills ==
Languages
-Common


General Proficiencies
Collegiate Wizardry

Riding

Military Strategy x2

Mapping


Class Proficiencies

Familiar


== Combat ==
AC: 0
HP: TBD (4d4)
Movement Rate
Initiative Modifier: +0
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
Staff: Att 8+, 1d6-1
Silver Dagger: Att 8+, 1d4-1
Dart: Att 7+, 1d4
Saves:
Petrification & Paralysis 12+
Poison & Death 12+
Blast & Breath 14+
Staves & Wands 10+
Spells 11+

== Spells ==
First Level: Spells Per Day
A first level spell in your repertoire
Another first-level spell in your repertoire
Etc
Second Level: Spells Per Day
One
Two
You-know-what-to-do

== Equipment ==
Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. This is to keep track of those things that are relatively permanently staying with your character.

Staff

leather satchel

-Potion of Dimunition

-tinder box 

-steel mirror 

-darts*5  1d4

silver dagger  1d4

backpack (4 stone) 

-thick wool blanket 

-iron rations 1 week 

-Spell book  100 pages, 

-50' rope, tied to grappling hook

-torches*6 

-iron spikes*12

-small hammer

-large sack*2 

-water skin*2 

light warhorse 

-chain barding

saddle & tack 

saddlebags 

-water skins*2 

-small tent 

-thick wool blanket

-darts*20

-torches*6 

Arnolt, the Wrath of Ammonar.

Arnolt rarely speaks, but the force of his personality is felt throughout his camp.  Decisions are spoken about by others, but they always glance in his direction to get a curt nod to allow it or a firm head shake to disallow it.  His eyes hold a thousand years, and his glance is enough to make the most hardened man cringe.  If the stories are true, thousands have been put to death on his command.  The rumor of him runs through the pagan villages on the edge of the empire.  They tell of a demon, a hunger from outside the world, in human form spreading the wrath and judgment of Ammonar.

== Prelate ==
Human Cleric 7
XP: 80,000/100,000
Lawful
Full PC
 

== Attributes ==

STR 13 (+1)
INT 12
WIS 16 (+2)
DEX 11
CON 9
CHA 14 (+1)

== Skills ==
Languages

General Proficiencies
Intimidation - +2 to reaction rolls
Theology - Recognize symbols, etc. 11+
Siege Engineering - Operate heavy war machines
Profession (Judge) - Expert commentary 11+


Class Proficiencies
Battle Magic - +1 Initiative bonus when casting
Sensing Evil - Detect evil up to 60' away
 

== Combat ==
AC 10
HP 38
Movement Rate 60'
Initiative Modifier 0


Attacks
Primary Melee Attack: War Hammer (6+) (1d6+1)
Primary Ranged Attack: Sling(7+) (1d4)


Saves:
Petrification & Paralysis: 10+
Poison & Death: 7+
Blast & Breath: 13+
Staves & Wands: 8+
Spells: 10+

== Spells ==
First Level: 2
Second Level: 2
Third Level: 2
Fourth Level: 1
Fifth Level: 1

== Equipment ==
Total Encumbrance: 8-1/2 stone

Plate Mail
Shield +2
Backpack
Blanket
Holy Symbol of Ammonar (winged sun)
Rope
Pouch
6 Torches
War Hammer
Sling, 20 bullets
Boots, high
Cloak, hooded
Ring of Command Humans
Ring of Protection, +1
Rod of Resurrection
Broom of Flying
Potion of Polymorph
Potion of Flying
Scroll of Ward against Undead
Potion of Growth
Potion of Treasure Finding
Scroll of Sanctuary

Medium War Horse
Chain Barding
Saddle and Tack (War)
Saddle bags

18,030 gp

 

 

Taered Orc-bane

An adherent of the Church of Ammonar who has gained notoreity for his battlefield exploits against the beastmen of the wildlands, any expedition that desires triumph against the hordes of the uncivilized lands knows to include the Orc-bane of Avauntar, though his interests have turned more to his own pursuits than those of others. It's unclear what the bond between him and the tribesmen is, but the shaman appears to have authority to speak for the vaunted warrior.

Taered Orc-bane's most notable trait is his inability to cease. His persistence is legendary, and tales are beginning to spread of a juggernaut wading through beastmen to take the head of his foe, despite arrows and axe-cuts that would kill ten lesser men.

== Champion ==
Human Fighter 7
XP: 80,000/130,000
PC, Lawful
Holdings: none

== Attributes ==
STR 11
INT 09
WIS 10
DEX 09
CON 18 (+3)
CHA 07 (-1)

== Skills ==
Languages: Common

General Proficiencies
Adventuring
Military Strategy III: The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +3 bonus to initiative rolls in mass combat. 
Riding I: judge of horseflesh 14+, mounted combat (-2 to ranged while moving), control animal (+1 to morale)

Class Proficiencies
Command: The character has mastered the art of command. His authority inspires men to follow him into danger. The character’s henchmen and mercenaries receive a +2 bonus to morale. 
Fighting Style (weapon+shield)
Leadership: The character is an inspirational authority figure who earns great loyalty. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any domain he rules is increased by 1. 

Class Abilities

Base damage: +3
Battlefield Prowess: Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever he personally leads them. 

== Combat ==

AC 12 (+1 plate, +3 shield, fighting style)
HP 54
Movement Rate 60/20/60
Initiative Modifier +0

Attacks 
Primary Melee Attack: +2 Warhammer, attack throw 4+, 1d6+5 damage
Secondary Melee Attack: Sword, attack throw 6+, 1d6+3 damage
Tertiary Melee Attack: Dagger, attack throw 6+, 1d4+3 damage
Primary Ranged Attack: +1 Composite Bow, attack throw 5+, 1d6+4, 70/140/210 range
Primary Mounted Attack: Lance, attack throw 6+, 1d10+3 damage (double on charge)

Saves
Petrification & Paralysis 11+
Poison & Death 10+
Blast & Breath 12+
Staves & Wands 12+
Spells 13+

== Equipment ==
Total Encumbrance: 8 stone, 4 items

Worn: +1 Plate Armor, +3 Shield, +2 War Hammer, +1 Bow, sword, dagger, quiver of arrows, waterskin
Beltpouch: Potion of Flying, flint & steel
Beltpouch: coinpurse

Stormheart, medium Warhorse, war saddle & tack, plate barding (AC 7)
Saddlebag 1: lance, two quivers of arrows, backup shield, backup dagger, backup sword, full waterskin x2
Saddlebag 2: week of iron rations x2, spare tunic and pants, full waterskin x2, blanket, large sacks x12

Razor, medium Riding horse, leather barding (AC 3)
Saddlebag 1: two quivers of arrows, blanket, backup bow, spare tunic and pants, full waterskin x2, large sacks x6
Saddlebag 2: backup shield, backup bow, two quivers of arrows, week of iron rations x2, lantern + oil

Herig, medium Draft horse
Saddlebag 1: 18 flasks of military oil
Saddlebag 2: 18 flasks of military oil
Saddlebag 3: 18 flasks of lantern oil
Saddlebag 4: 400' rope, grappling hook x2, crowbar x2, iron spikes x36, shovel

Magic items

Tagfarg (+3 Shield), a ragged black shield constructed of dragonhide, torn from the grasp of Aggrak One-Eye, an orc chieftain slain by Taerad two years ago

Aggram's Fist (+2 Warhammer), this battle hammer fashioned of white platinum with a handle wrapped in griffon-hide is an ancient weapon fashioned for a champion lost to time. All that remains of the tale of Aggram is that he defended a vale from hill giants. Taerad acquired the weapon on his last expedition into the wildlands, ironically in the lair of a young giant.

Boots of Traveling and Springing: While these boots are worn, the wearer need not rest if engaged in ordinary movement. Further, he may spring up to 10' high, and to a distance of 30'. A character equipped with this item gains a +10 bonus on any Acrobatics throws. 

== Hirelings ==

Mikyun, a League of Surveyors guide from Ket with experience of the Badlands. Paid for two months, through to Sixthmonth 4. He's been giving a light riding horse with a pair of saddlebags.

== Domains at War ==

PC: Leadership 4, Strategic +3, Morale +2

Shaman: Leadership 4, Strategic +3, Morale +2

Mercenary Lieutenants: Leadership 4, Strategic +1, Morale +3

== Objectives ==

Free the wildlands from orcs and their ilk (institute + freedom).

Find items of historical value (access + ghosts).

Take over any means of production or harvest (take + industry).

Tohopka

== Witch Doctor ==
Human Owl Shaman L6
XP: 35,000/50,000
Neutral, Henchman of Taerad Orc-bane
Holdings: none

== Attributes ==
STR 10
INT 09
WIS 16 (+2)
DEX 13 (+1)
CON 09
CHA 12

== Skills ==
Languages: Common

General Proficiencies

Diplomacy: The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.
Lip Reading: The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.

Class Proficiencies

Battle Magic: The character gains a +1 initiative bonus when casting spells. He is considered 2 class levels higher than his actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance. 
Beast Friendship: The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen. 

Class Abilities

Commune w/Ancestral Spirits: 1/week, three yes/no questions
Research spells, scribe scrolls, and brew potions
Shapechange into Totem Animal: 2/day, double-sized owl
Sensing Power: (Totem Benefit) The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn.
Spiritual Ritual: take one hour to regain spells already cast (only once/day for each spell level)
Totem Animal: Owl

== Combat ==
AC 4 (leather + shield + dex)
HP 23
Movement Rate 120/40/120
Initiative Modifier +1 (+2 when casting spells)

Attacks

Primary Melee Attack: Spear, attack throw 7+, 1d6
Secondary Melee Attack: Handaxe, attack throw 7+, 1d6
Tertiary Melee Attack: Dagger, attack throw 7+, 1d4
Primary Ranged Attack: Handaxe 6+, 1d6, Range 10/20/30

Saves

Petrification & Paralysis 10+
Poison & Death 7+
Blast & Breath 13+
Staves & Wands 10+
Spells 10+ (includes WIS bonus)

== Spells ==
First Level: 2/2
Command Word
Cure Light Wounds*
Faerie Fire: 60', 1 round/level, 2 man-sized creatures, all attacks versus get +2 to attack throw
Locate Animal or Plant
Pass Without Trace
Predict Weather
Purify Food and Water
Remove Fear*
Resist Cold
Trance

Second Level: 2/2
Bless*: 6 turns; 50' radius; +1 to attacks, damage, morale, and saves vs fear; can't be cast on those in melee
Charm Animal
Delay Poison
Holy Chant: continuous chant, 30' radius, allies: +1 attack/damage/saves, enemies: -1 attack/damage/saves; ends if distracted/injured
Obscuring Cloud: 1 turn/level, 1' high/10' diameter/level, blocks LOS
Produce Fire
Resist Fire
Snake Charm
Speak with Animals
Warp Wood    

Third Level: 1/1
Call Lightning
Cure Blindness
Cure Disease*
Detect Curse
Eyes of the Eagle
Growth of Animals: 120', 12 turns, twice size, double damage, +2 AC
Striking: 30', 3 turns, +1d6 damage from affected weapon
Water Breathing
Water Walking
Winged Flight

Fourth Level: 1/1Command Animals
Create Water
Cure Serious Wounds*: 2d6+6 healing
Dispel Magic
Divination
Fate
Neutralize Poison*
Skinchange: 1 turn/level, change to new form of normal or giant animal each round until reverts to normal form
Sticks to Snakes: 120', 6 turns, 4d8 sticks to snakes, 50% chance of poisonous, follows caster's commands
Summon Animals: 360', 3 turns, 6HD normal creatures, understand/befriend/help caster

== Equipment ==
Total Encumbrance:  4 stone, 5 items

Worn: leather + shield, spear, handaxe, dagger, waterskin
Beltpouch: Potion of Flying, flint & steel
Beltpouch: coinpurse

Dowanhowee, light Warhorse, war saddle & tack, chain barding (AC 5)
Saddlebag 1: backup shield, backup spear, backup dagger, backup handaxe, full waterskin x2, military oil x2
Saddlebag 2: throwing spears x3

Ehawee, light Riding horse, leather barding (AC 3)
Saddlebag 1: spare tunic and pants x2, full waterskin x2, scrollcase x2 (Scroll of Faerie Fire and Detect Magic, Scroll of Wall of Smoke)
Saddlebag 2: 2-person tent, stakes & mallet, lantern + oil, week of iron rations x4

Huyana, medium Draft horse
Saddlebag 1: 18 flasks of military oil
Saddlebag 2: 18 flasks of military oil
Saddlebag 3: 18 flasks of lantern oil
Saddlebag 4: 18 flasks of lantern oil

Magic Items

Horn of Naurivus: a Decanter of Endless Water. If the stopper is removed from this horn and a command word spoken, an amount of fresh or salt water pours out. The water continues pouring out until the command word is spoken to stop it. “Stream”: pours out 1 gallon per round. “Fountain” produces a 5' long stream at 5 gallons per round. “Geyser” produces a 20' long, 1' wide stream at 30 gallons per round. The geyser effect causes considerable backpressure, requiring the holder to be on stable ground and braced to avoid being knocked down. The force of the geyser kills small creatures of 1/2 HD or less and knocks down man-sized creatures unless they make a saving throw versus Paralysis. Creatures larger than man-sized are immune to the geyser. 

== Totem ==

Gawonii the Owl: INT 4, HD 3, HP X, Saves as L3 Cleric, large owl, Move 300', AC 1, one attack, Damage 1d2+1, night vision, +3 to surprise

Tohopka's Owl Form: AC 1, one attack, Damage 1d2+1, night vision, +3 to surprise, same HD/HP/attack throws/saves as human form

== Objectives ==

Tohopka seeks to strengthen the old ways in the face of the new gods (conquer + new religions).

Tohopka hunts for the secrets of others (obtain + knowledge).

Tohopka is an interpreter of dreams and portents (advise + dreams).

Alistair Stone, gentlemage. An absent-minded scholar who graduated from the Imperial Academy and, chafing under the strict hiearchy of the Thirteen Circles of Magi, left to seek fortune and discovery. Out here, in the East, he will create arbitrary crossbreeds, research strange new spells, and train a new generation of wizards. He is friendly and kind, and well versed in practical anatomy (which laymen call "healing") and generally happy to help anyone in need. He thrives on self-imposed rules and mostly disregards externals ones- the kind of person who insists that there's such a thing as Food Laws and would never let a pickle touch a potato, but would participate in a money-laundering scheme without a second thought.  His sigil is a cherry blossom.

== Rank ==
Human Mage 7
XP: 80,000/160,000
Neutral
PC
Sorceror

== Attributes ==
STR 9 (0)
INT 18 (+3)
WIS 9 (0)
DEX 10 (0)
CON 9 (0)
CHA 13 (+1)

== Skills ==
Language
Language
Language
Language


General Proficiencies
Healing 3: Once per day per patient, I can neutralize poison, cure disease, or cure serious wounds on a 14+. I can use medical herbs and supervise up to six patients.
Leadership: +1 to domain morale, +1 to maximum henches.
Diplomacy: +2 to reaction rolls when being diplomatic.
Class Proficiencies
Class1: Familiar: Grants a familiar, which gives +1 to all saves, and has just as many proficiencies as me.
Class2: Elementalism: +1 damage per die when casting fire spells. Enemies are at -2 to save against them. +1 HP per HD when summoning elementals.

Ser Huffle the Hare's Proficiencies:
Class: Loremaster: May identify runes, legends, and historical artifacts on an 12+, reduced by one per level.
Class: Soothsayer: The judge will give Huffles visions that are both cryptic and useful. Also, cast Contact Other Plane once per week.
General: Knowledge: Geography. Huffles knows Geography pretty well.
General: Knowledge: History. Huffles also knows history very well.
General: Knowledge: Mathematics. Rabbits are great at multiplying.
General: Naturalism: Rabbits are experts in plants and animals.
General: Engineering: Huffles knows buildings too.  

== Combat ==
AC 0
HP 23
Movement Rate 120'
Initiative Modifier 0
Attacks
Primary Melee Attack: Staff. 1d6, hits on 8+
Primary Ranged Attack:Dart. 1d4, hits on 8+
Saves:    
Petrification & Paralysis11+
Poison & Death 11+
Blast & Breath 13+
Staves & Wands 9+
Spells 10+

== Repertoire and Known Formulas In Spellbook ==

Shield, Magic Mouth, Silent Step, Sleep, Unseen Servant, Winter Berserkers

Ogre Power, Summon Hero, Stinking Cloud, ESP, Web, Alter Self

Fireball, Hold Person, Fly, Chimerical Force, Clairaudience,  

Find Treasure, Spell Storing, Conjure Ooze, Scry, Magic Carpet, Spectral Force

== Equipment ==
Gear:
Herbs: Six clumps of comfrey, one of belladonna, one of birthwort, two goldenrod, three woundwart, one wolfsbane.
Supplies: Two week's iron rations, six torches, one large surgical saw.
Backpack to carry it all.
Light Warhorse

Total weight: 4 and one half stone.


 Scrolls of Magic Mouth, Fireball


DRUMS OF PANIC!!!

15 gp

90 Veteran Light Cavalry, the Circle of the Stone, Alistar's veteran retainers. As a group, they're more intelligent than average, because Alistar tries to hire the kind of people who can at least sorta follow along as he thinks aloud at anyone within earshot. They were originally just random soldiers Alistar hired, but they've been adventuring long enough to function as a group. Recently, Alistar finally sprung for tabards for all of them so they can actually look like a unit.

Ser Emmon Sommer is a veteran knight whose years of battle are beginning to catch up with him as his legs and lungs stiffen. He's more valuable now for his experience and leadership ability than his skill with a blade, although Alistar frequently entrusts his life to both. 

== Rank ==
Human Paladin 6
XP: 40,000/60,000
Lawful
Alistar's Henchman
The Summer Knight

== Attributes ==
STR 13
INT 9
WIS 9 
DEX 7
CON 6 
CHA 18

== Skills ==
Languages

Proficiences:
CLASS FEATURES:
Aura of Protection: +1 AC against evil creatures
Fighter Fightfulness: +3 damage on melee and missile attacks
Sick Purity: Immune to disease
Detect Evil: Detect evil.
Lay on Hands: Give a healthy groping for 2/level HP. Stacks with proficiency.
Here comes inspiration: +1 to hireling morale.

Gen 1: Riding: Can charge, recognize unhealthy horses on a roll. 
Gen 2: Leadership: +1 max henches, domain morale
Class 1: Command: +2 morale for henches and hirelings he commands 
Class 2: Laying on Hands. Heal target up to twice his level twice per day. 
Class 3: Military Strategy. Recognize military stuff on 11+, +1 to init in mass combat. 

== Combat ==
AC 10 (11 vs evil creatures)
HP 17
Movement Rate 120'
Initiative Modifier -1
Attacks 
Primary Melee Attack: Wrymfel. 1d6+5 damage, hits on 5+
Primary Ranged Attack: N/A. 
Saves:    
Petrification & Paralysis12+
Poison & Death 11+
Blast & Breath 13+
Staves & Wands 13+
Spells 14+

== Equipment ==

Ring of Protection +1
Full Plate
Wrymfel, +1 sword, +3 against dragons. 
Kurue's Grace, a +3 shield.
2 weeks iron rations
 

Oil of Sharpness, Potions of Superheroism, Heroism.
Medium Warhorse

 

Wyrmfel is one of thirty swords that pierced the dragon Mordack the Invincible during the Battle of Bargeburg, and was granted unique properties by his foul ichor. Emmon inherited it from his mentor, who perished during the battle. 

Kurue's Grace is a unicorn leather shield, created at the request of Kurue, a legendary unicorn, who fought for justice and demanded to be allowed to continue the fight after death. Alistar found it inside a purple worm and gave it to Emmon, who, recognizing the value of the artifact, pledged to serve Alistar for six years. That time is up, but they remain companions and close friends. 

 

 

 

MUNDO LOYAL HENCH. MUNDO STRUGGLE IN WIDER WORLD BECAUSE SPEECH IMPEDIMENT. MUNDO NO CONJUGATE, NO MODERATE VOLUME. MUNDO NOT DUMB THOUGH. ALISTAR NOT LOOK DOWN ON MUNDO. 

== Hero ==
*Fighter 4
*XP: 8,000/16,000
*Alignment: Lawful
*Alistar's Henchman
*None

== Attributes ==
*STR 18
*INT 9 
*WIS 9 
*DEX 9
*CON 12 
*CHA 4

== Skills ==
*Languages
** 
**
 

General:
Art (Painting): MUNDO APPRECIATE FINER THINGS 
Class:
Fighting Style: Two-handed: +1 to damage when wielding two-handed weapon. 
Berserkergang: Can trade -2 AC for +2 to hit, immunity to fear, cannot retreat. 

== Combat ==
*AC: 6
*HP 23
*Movement Rate
*Initiative Modifier
*Attacks: Two handed sword, longbow, throwing axes
**Primary Melee Attack: Two handed sword: 5+, deals 1d10+6.
**Primary Ranged Attack: Longbow, 8+, 1d6.
*Saves:
**Petrification & Paralysis 13 
**Poison & Death 12 
**Blast & Breath 14
**Staves & Wands 14 
**Spells 15

== Equipment ==
Full plate, two-handed sword, two throwing axes, longbow, quiver of arrows, torches. 
Medium Riding Horse
2 weeks iron rations
 

Billious Slick was an urchin who got a job as a servant at the arcane university, then lost it when they caught him stealing alchemical glasswear and using it to run a small still. Alistar was impressed with his entreprenuership and the quality of his product, and, after failing to convince the Dean to reduce his punishment, slipped the kid a helmet and disguised him as a member of his mercenary crew. Since then, Slick has repaid the favor by knowing everyone, everywhere, somehow.  

== Rank ==
*Venturer 3
*XP: 3,720/6,100
*Lawful
*Alistar's Hench
*Owner of Dave's Happy Wagons. 

== Attributes ==
*STR 8 
*INT 11 
*WIS 9 
*DEX 4 
*CON 9 
*CHA 16

== Skills ==
[Class Feature]: Bargaining
[Class Feature]: Network: Treat settlements as larger. 
[Class Feature]: Caravan Leader: +4 to avoid being lost in familar terrain. 
[Class Feature]: Bribery
[Class Feature]: Diplomacy
[Class Feature]: Read Languages

General: Lip Reading
Class: Arcane Dabbling

== Combat ==
*AC 0
*HP 9
*Movement Rate
*Initiative Modifier
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
**Secondary Melee Attack:
**Primary Ranged Attack:
*Saves:
**Petrification & Paralysis
**Poison & Death
**Blast & Breath
**Staves & Wands
**Spells

== Equipment ==
Leather Armor, Short Sword
Medium Riding Horse
2 weeks iron rations
 

10 gp

== Vinric Lahes ==
Human Venturer 7
XP: 80,000/100,000
Neutral
Full PC

== Attributes ==
*STR 11
*INT 16 (+2)
*WIS 11
*DEX 10
*CON 9
*CHA 13 (+1)

== Skills ==
Languages

  • Cantaman (Common)
  • Draconic
  • Faery

General Proficiencies

  • Adventuring
  • Lip Reading
  • Bargaining II (general + class)
  • Leadership 
  • Riding
  • Mapping

Class Proficiencies

  • Arcane Dabbling (may use wands and other magical items restricted to magic-users on a roll of 6+)
  • Magical Engineering

Class Abilities

  • Treat any urban area they have previously visited as being one market class better.
  • Expert bargainer.  Items purchased cost 10% less and items sold cost 10% more.
  • Hear noises as a thief of equivalent level. 8+
  • Reading Languages.  On a throw of 5+ may decipher documents, excluding magical writings.
  • +4 bonus to avoid getting lost while in familiar territory.
  • +2 bonus on Diplomacy type rolls, can also bribe to get a second reaction roll.

== Combat ==
AC 0
HP 20/20
Movement Rate
Initiative Modifier 0

Base Attack Throw 7+
Attacks 
Primary Melee Attack: Sword +2, 5+, 1d6+2
Primary Ranged Attack: Crossbow 7+, 1d6
 

Saves:
Petrification & Paralysis 10
Poison & Death 10
Blast & Breath 13
Staves & Wands 11
Spells 12

== Spells ==
 

== Equipment ==

  • Ten 1,000 gp gems
  • Seven 100 gp gems
  • Three hundred gold
  • Backpack
  • Two weeks rations
  • Saddle and Saddlebags
  • Blank book, quill and ink
  • Two waterskins
  • Five pounds comfrey
  • One pound of garlic
  • One pound of wolfsbane
  • Crossbow with 40 quarrels
  • Leather armor.

 

  • Sword +2 
  • Ring of Command Animals
  • Ring of Fire protection
  • Wand of Magic Missiles
  • Elven Cloak
  • Boots of Levitation

==Mount==

Horse, light