Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Leif's Keep on the Shadowfell - RG [Closed, again]
This is the Rogue's Gallery for Leif's 1st 4E game. The idea is to start with Keep on the Shadowfell, and go as far as we can through the H Series: KotS, Thunderspire Labyrinth, and Pyramid of Shadows.
1 Scotley -- Basher7, Warforged Fighter, Battlerager build - posted
2 Mowgli -- Aimhirghin, Doppleganger Bard - posted, Rhun -- probably going to be an Elf/Eladrin Ranger/Rogue if/when I/we can get all the info sent to him. Withdrawn. Abulia -- Taldan, Shadar-Kai Swordmage - posted AWOL
3 Lou -- Elerosse, Eladrin wizard - posted
4 renau1g -- Khellek "Spike", Shifter Cleric - posted
5 Walking Dad -- Tarrk, Minotaur Barbarian - posted
6 Ozymandias79 -- Ghraere Elysialls, Elf Ranger - posted
Scott DeWar -- declined
J. Alexander -- no response
mleibrock -- declined
Characters will be created using the Standard Array on p. 17 of the PH for ability scores. (For any of you who do not have the 4e PH, that means that all characters start with the following ability scores: 16, 14, 13, 12, 11, 10, and then make racial and other adjustments.
Racial Adjustments are:
Dragonborn: +2 Str, +2 Cha
Dwarf: +2 Con, +2 Wis
Eladrin: +2 Dex, +2 Int
Elf: +2 Dex, +2 Wis
Half-Elf: +2 Con, +2 Cha
Halfling: +2 Dex, +2 Cha
Human: +2 to One Ability Score of Your Choice (Humans also get an extra Feat and are trained in an extra Skill at 1st level, so it all balances out, supposedly.)
From the Forgotten Realms Players Guide:
Drow: +2 Dex, +2 Cha
Genasi: +2 Str, +2 Int
From PHII:
Deva: +2 Int, +2 Wis
Gnome: +2 Int, +2 Cha
Goliath: +2 Str, +2 Con
Half-Orc: +2 Str, +2 Dex
Shifter: +2 Str, +2 Wis
From the back of the Monster Manual (p. 276):
Warforged: +2 Str, +2 Con
Minotaur: +2 Str, +2 Con
Gnoll: +2 Con, +2 Dex
Hobgoblin: +2 Con, +2 Cha
From MMII (p. 220)
Bullywug: +2 Con, +2 Dex
Duergar: +2 Con, +2 Wis
Kenku: +2 Dex, +2 Cha
From Advanced Player's Guide (p.4)
Earth Gnome: +2 Con, +2 Int
Orc-Blooded: +2 Str, +2 Wis
Shire Halfling: +2 Con, +2 Cha
I won't bother to go through the entire Monster Manual and list racial adjustments for every race. There are rules to cover some creatures as pcs in an appendix, mostly monstrous humanoids.
For classes, races, feats, skills, etc., the PH, PH2, MM, MM2, Martial Power, Arcane Power, Divine Power, FR Players Guide, Manual of the Planes, Draconomicon are all fair game. (I don't yet have the Eberron Player's Guide that either is now available or soon will be, but I'm open to material from it also. The same applies to MM2, Arcane Power, Divine Power, and all other not-yet-released books. What I'm shooting for here is an all-inclusive 4E campaign, because we can't see how stuff works if we don't use it.)
Class Features
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Battlerager Vigor: Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.
Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
*-1 check penalty for chainmail, -2 check penalty for heavy shield
Languages
Common
Elven (background bonus)
Feats
Weapon Proficiency--Craghammer
At Will Exploits
Brash Strike Fighter Attack 1 With a battle cry, you throw your whole body behind your attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Effect: You grant combat advantage to the target until the
start of your next turn.
Crushing Surge Fighter Attack 1 The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will ✦ Invigorating*, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
* Invigorating: If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit more than once with the power or use more than one power with the invigorating keyword in a round.
Basic Attack
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Ranged attack
Standard Action Heavy Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Encounter Exploits
Passing Attack Fighter Attack 1 You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier damage.
Warforged Resolve Warforged Racial Power You might be bloodied, but the battle is far from over!
Encounter
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: You gain a number of temporary hit points equal to 3+ one-half your level.
Daily Exploits
Knee Breaker Fighter Attack 1 By smashing into your opponent’s legs, you make even the thought of moving painful for him.
Daily ✦ Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized.
Backpack (empty) 2 gp 2 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
4x Sunrods 2 gp 2 lb. [attached component]
Coins:
1 gp 9 sp 10 cp
Basic Warforged info
Racial Traits
average Height: 6'0"–6'6"
average Weight: 270–300 lb.
ability scores: +2 Strength, +2 Constitution
size: Medium
speed: 6 squares
Vision: Normal
languages: Common
skill Bonus: +2 Endurance, +2 Intimidate
construct: You have the construct keyword, so you are considered to be a construct for effects
that relate to that keyword.
living construct: As a living construct, you have the following traits:
✦ You gain a +2 bonus to saving throws against ongoing damage.
✦ You can us attached components and embedded components made for warforged (see
Equipment, page 32).
✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.
Warforged Resolve: You can use warforged resolve as an encounter power.
Appearance/Personality
Basher7 is a tall (6'4") construct of wood and metal. A occasional glimpse of steel cables and hoses can be seen at the joints as he moves. His head is shaped like that of a hammer. Some attempt at human-like features was made by his builders and he has eyebrows that move and his jaw is articulated to move up and down when he speaks. His grin however, is a skull like rictus on his fleshless face. His crystalline eyes glow with a soft blue light as he surveys his surroundings. The designers clearly had battle in mind. His form is draped with chainmail and a heavy shield with an embossed '7' is mounted to his left arm. A massive dwarven-style Craghammer with blunt face and rear facing spike is hung at his side. A bandoleer across his chest is hung with smaller versions of the hammer balanced for throwing. Basher7 was designed to take incredible damage in battle and continue to function. His body is filled with redundant systems and self-repair capability. Despite his coldly efficient fighting form, Basher7 is often childlike in personality. He constructed as an adult, but is only a few years old and relatively inexperienced with the world. He is often fascinated with novel sites and experiences and may stop to examine things others find mundane. He is also given to asking questions about biological functions and may stare at inappropriate times such as when people are engage in such functions.
History/Background: Basher7 began his existence in a Thayan mage factory at the dawn of the conflict with Aglarond. The factory was destroyed and the nearly complete Basher7 was found by Aglarondian troops. The neighboring Basher 5, Basher6 and Basher8 were damaged beyond repair. Basher1 though Basher4 had already left the factory to join Thayan forces and Basher7 sometimes wonders what happened to them. Not knowing what else to do Basher7 joined his rescuers without really understanding that they were the enemies of his creators. As the Aglarondian forces were defeated, Basher7 returned home with them to the fortress city of Glarondar. There he mastered his warrior programing and learned how to be a fighter. He also encountered the Thayan refugee community dedicated to freeing Thay from the undead. Basher7 isn't sure what to feel. Should he continue to serve Aglarond or join the refugees and fight to free Thay and perhaps connect with the other warforged of the Basher series. He has never been fully trusted by the Aglarondians. Restless and unsure of what to do he heard tales of troubles in Winterhaven. He has decided to postpone decisions about the future in favor of honing his warrior skills with a proper challenge.
Experience Points:
95 Kobold battle on the road
170 role play posts 270-272
Fey Step: Eladrin Racial encounter power: Move Action Personal -Teleport up to 5 squares
Build Options: war wizard
Class Features: Arcane Implement Mastery-Wand of Accuracy (1/encounter as free action) add Dex modifier to a single attack roll. Cantrips-ghost sound, light, mage hand, prestidigitation (at will) Ritual Casting
Spellbook (128 pages--6 pages used):
Rituals-Level 1 (3)
---- Comprehend Language
---- Make Whole
---- Tenser's Floating Disk
Daily Spells-Level 1 (2+1 for Expanded Spellbook feat)
---- Acid Arrow
---- Flaming Sphere
---- Sleep
Elerosse is about as average an Eledrin wizard as one can find. Elerosse grew up on a farm on the outskirts of Aglarond. Elerosse is ashamed of his humble upbringing. He's proud to be a soon-to-be mighty wizard. Aglarond is on the eastern coast of the Sea of Fallen Stars, quite some distance to the east from Netheril, and a bit south, about 100 mi. or so.
Rhun's Post to indicate his interest. However, since I have nothing 4E, I'm waiting on Leif to get me some information. My initial thought is an elf or eladrin ranger or rogue.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Appearance/Personality
As a Doppleganger, Aimhirghin can change his appearance at will.
His default appearance is of a young, smallish (5'6", 120 lbs), very good looking human male with dark brown hair and eyes and a neatly trimmed beard/moustache. He wears his hair shoulder length and unkempt. His skin typically appears slightly tanned.
Not a showy person except when he's actually performing, he nevertheless exudes quiet confidence that is never cocky or irritating (unless he wishes to make it so, at least). His voice is deep and rich - much more so than one would expect from someone his size - and for him it is a well honed tool that he uses with a casual familiarity.
Shape Change: Change shape to any medium humanoid (General or Specific) as an At Will Power
Mental Defense: +1 to Will Defense/Saving Throws
Class Abilities (Bard)
Bardic Training (Music)
Bardic Virtue (Cunning): Once/round when enemy attack misses ally w/in 8 Squares, may Slide that ally 1 square as a free action.
Majestic Word (Encounter Power, Close Burst 5): You or one ally in burst can spend a healing surge and regain Charisma Bonus extra HP, slide target one square. Special: May use 2/Encounter, but only 1/Round.
Multiclass Versatility: Choose multiclass abilities from any number of classes.
Skill Versatility: +1 on Untrained Skill Checks
Song of Rest: On short rest you and allies using Healing Surge gain Cha Bonus extra HP.
Words of Friendship (Encounter Power, Personal): Gain +5 Bonus to Diplomacy check made before end of next turn.
Pact Initiate (Dark Pact): Gain Spiteful Glamour as Encounter Power; May use Warlock Implements for Warlock Powers.
The Known Story
Aimhirghin's true origins are something of a mystery, even to himself. His earliest memories are of being raised in a prominent merchant house in Vaelan, the capitol city of Durpar. For the first sixteen years of his life, he was a privileged child of a wealthy family. He studied history, language, music and the arts, worked out daily with the house weaponmaster, and generally had access to all of the perks of the wealthy. Then disaster struck.
For some unknown to any, on his sixteenth name-day Aimhirghin reverted to his true form - a pasty skinned beanpole with huge solid black eyes and wild colorless hair. Horrified, his parents cast him out and put together a story to cover his sudden disappearance. Aimhirghin was dead to his family, and left to fend for himself on the harsh streets of Vaelan.
After a half year of day to day survival, living on his wits and gradually learning to control the shapeshifting ability of his true heritage, the young man's strength of will began to assert itself. Carefully constructing an appearance very different from that of his former life, he set about putting his training and skills to use building a new life. He found a small, poor inn and obtained a position as the house entertainer, working for room and board and tips he shared with his patron. It was difficult going at first - the innkeeper was a rough, unkind man and Aimhirghin had to . . . assert himself . . . strongly to convince the man that he was not to be trifled with. However, once he established that he could hold his own life settled into a bearable routine. During this time he also found a local temple to Oghma and began spending much of his free time in the library there, avidly reading and absorbing without regard to subject, making his way through the books in whatever order they happened to appeal to him.
Three more years of saving his money and gradually accumulating decent arms and equipment saw him ready to strike out on his own. His goal was to make he way out of Durpar and through the Beastlands, to a city or country where he could make continue indulging his thirst for knowledge even as he built a comfortable life for himself.
Recent History & Campaign Intro
He was clear of the Beastlands and well into more civilized areas when he ran into some trouble at a small inn where he'd stopped to shelter for the evening. Aimhirghin was working for his room and board at the inn, about halfway through his performance, when a young shifter stepped through the door. Having never seen such a creature before, the patrons of the inn immediately went into full blown panic. Unfortunately for the shifter there was a guard contingent from a local castle at the inn, and they saw an opportunity to enhance their reputation with the locals. Though well aware of the shifter's true nature they quickly decried him as a werewolf, inciting further panic amongst the locals. After a brief struggle they captured the unfortunate creature and were on their way to execute him when Aimhirghin decided to step in.
Quickly gaining the attention of the crowd through the use of his well trained voice he calmed the situation with wit and daring, and helped them understand the difference between a shifter and a were. Though their emotions were cooled there was still an air of unease about the inn and the shifter was . . . encouraged . . . to leave forthwith. This local encouragement was reinforced by the castle guard, who were none too happy with Aimhirghin for exposing their fraud and forcing them into a position of admitting either dishonesty or stupidity. Needless to say, the young bard left town on the heels of the beleaguered shifter.
Aimhirghin caught up with the shifter a little way down the road and introduced himself. Upon finding out the shifter, Khellek, was on a quest to find his sister he eagerly accepted the extended offer of companionship on the road. The two were soon fast friends, and made their way together toward Winterhaven.
After almost 5 months on the road, Aimhirghin and Khellek are finally in the area of Winterhaven . . . and there the adventure begins!
Campaign/Character Notes
The Real Story
Aimhirghin was exchanged as an infant for the true child of his 'family' in some nefarious Doppelganger plot to gain power in Vaelan. A glamour was cast upon him to disguise his true nature by suppressing his shape changing abilities and altering his appearance.
The Castle Guards
The guards from his first encounter with Khellek might just turn up again later . . .
Stat Block
Aimhirghin Maolán Perception: 17 Insight: 17 Normal Vision AC: 15 Fortitude: 11 Reflex: 14 Will: 16 Hit Points: 25/25 Bloodied: 12 Temporary Hit Points: 0 Action Points: 1 Second Wind: 1 Healing Surge: 6 Surges per day: 08/08 At-Will Powers: Change Shape, Misdirected Mark, Vicious Mockery Encounter Powers: Majestic Word, Words of Friendship, Spiteful Glamor, Blunder Daily Powers: Stirring Shout
+2 Strength, +2 Wisdom (already included)
+2 Athletics, +2 Endurance
Longtooth Shifting (when bloodied; see Monster Manual)
Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead
Healer's Lore (add your wisdom bonus to healing granted by a power)
Healing Word
Ritual Casting [bonus feat, not listed above]
Powers:
2/1/1/0:
At will:
Lance of Faith (Range 5, +4 vs. Ref, 1d8+4 radiant damage + 1 ally gets +2 power bonus on next attack roll against the target)
Righteous Brand (Melee, +5 vs AC, 1d8+3 damage, 1 ally within 5 squares gains a +4 power bonus to melee attacks until end of next turn)
Encounter:
Healing Word (Burst 5, minor action, 2x/encounter, target can use healing surge with a +1d6 bonus)
Healing Strike (Melee, +5 vs AC, 2d8+3 radiant damage, target is marked until end of next turn, you or one ally within 5 squares can spend a healing surge)
Longtooth Shifting (Must be bloodied to use it, until end of encounter or rendered unconscious, gain a +2 to damage rolls & as long as bloodied gain regeneration 2)
Daily:
Beacon of Hope (Close Burst 3, +4 vs. Will, targets are weakened until end of its next turn, you & all allies in burst gain 5 hit points & all your healing powers restore +5 hp until end of encounter)
Total Weight:85lb Money: 35gp Xsp Xcp (assuming 100gp to start)
Age: 32 Height: 5'7" Weight: 175 lbs Hair: Long, Dark Brown Eyes: Hazel Skin: Light, brown fur
Appearance: Khellek is beginning to grow a "mane" of wild, unkempt hair. It is rather long, and with his stubbly beard and massive sideburns, frames his entire face. This mane is mostly black, although tiger-like "Stripes" of red twist through it. Khellek makes it a point to braid small strings and twine into his hair, although they soon fall out or are obscured by burrs.
Khellek's face definately has a feral cast to it. Spike is large for a shifter, with massive arms and that end in vestigial claws. He has two canine teeth that enlarge when he shifts. Khellek wears simple clothing, preferring a simple brown cloak made of wool that he typically uses to obscure his face.
Personality: Khellek is blunt. Those in polite society would call him rude, or uncouth. He does not mean to offend, but does not see the point of embellishing one's words. He detests lies and liars. He has gained control of his bestial side, but the thrill of the hunt and the challenge of a fight make his heart pound. When Khellek makes a promise, he keeps it and he expects others to do so also.
Background: Khellek was born in the Beastlands north of Darpur to a small tribe of shifters, who were doing their best to avoid being noticed by the slaver's and other beasts of that land, especially the kenku.
Seamus and Sylva Swift gave birth to Khellek early in their marriage. It was a proud day for the Swift clan, a clan with a long tradition of razorclaws and longteeth in their blood. Indeed, little Khellek appeared to have the longtooth gift, and all was good.
But a mere three years later, the pair gave birth again, to Siobhan. She did not manifest either gift, but instead, manifested the gift of Dreamsight. The Swift clan was shocked at this, and there was rumor of unfaithfulness and others of impure blood. The other shifters in the tribe, however, viewed this as a blessing Selune, sent to guide them.
Khellek, a young warrior like his father, found himself sticking up for his little sister while she was a kid. What friends he had beyond her were few, and he kept them close as well. He spent much of his time in the wilderness, often with his sister, trying to teach her what he could.
Seamus and Sylva were above most of the fray about Siobhan, though Seamus seemed blissfully ignorant of his daughter's gift. They spared no love for either child, and provided what they could when they could.
One night, Khellek awoke to a racket, and found the other tribesman trying to push their way past his father. They quickly overcame the lone shifter, and they burst into the small hut that Khellek shared with his sister. The tribesman demanded to see the female and were brandishing weapons. Khellek tried to stand in their way, but was also overwhelmed. When the others tore off the blanket from Siobhan's bed, there was nothing there, but a pile of rocks. They demanded to know where she was, but Khellek knew nothing. He suffered a severe beating at their hands and was left in a bloody mess. Crawling over to his bed, the young shifter found a piece of parchment wrapping a small symbol to Selune.
"The Moonmaiden warned me that it was time to move on, that they didn't understand my gift and would come for me. I've been sent on a quest for her and don't know if I will return, please keep this symbol safe and allow The Lady of Silver to guide your path"
Immediately, Khellek began to pack his belongings, including the mace and armour his father had lent him to practice his combat in, and proceeded to strike out on his own to find his beloved sister. When exhaustion overwhelmed him and he was forced to rest for the night, Khellek was given a vision of darkness overcoming the full moon, and great howls of pain from all manner of humanoids. When he awoke,one word was on his lips "Winterhaven". Khellek had never heard of this place before, but knew that he needed to find it. He spent the last two years tracking down the location of this place, and was now finally on his way there.
Last edited by renau1g; 21st February 2009 at 08:23 AM..
Class Features
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military light blades, military heavy blades, simple ranged
Swordbond
Swordmage Aegis, Aegis of Assault
Swordmage Warding
Tarrk Bloodhoof Player: WD
Minotaur Barbarian XP 0 Level 1 Initiative +1 Senses Normal Vision Passive Insight 12; Passive Perception 19 HP 36; Bloodied 18; Surge Value 9; Surges Per-Day 11 AC 15; Fortitude 16; Reflex 12; Will 12
Saving Throw Bonus: -
Resist: - Speed 6 Alignment Unaligned Languages Common
Str 18 Dex 13 Wis 14 Con 16 Int 10 Cha 08
Basic Attack:
Greataxe: +6 ; 1d12+4
Racial Abilities
Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious.
Heedless Charge: You gain a +2 racial bonus to AC against
opportunity attacks you provoke during a charge.
Goring Charge: You can use goring charge as an encounter power.
Class Features
Barbarian Agility: Add +1 to AC and Reflex if not wearing heavy armor.
Feral Might (Rageblood Vigor): Swift Charge Power; Gain 2 THP when getting enemy to 0 HP.
Rage
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you critically hit.
All Powers are vs AC
At-Will Powers Howling Strike
Recuperating Strike
Encounter Powers Swift Charge
Goring Charge
Great Cleave
Greataxe (30), Hide (30), Standard adventurers pack (15), 4 javelins (20), clothes, 5 gp
Picture
Background:
Tarrk was born on the fringes of the civilized lands. While his rough upbringing left him socially inept, his strong arms, great constitution, keen eyes and closeness to nature make him a valuable part of any adventuring group.
Tarrk was part of a feral minotaur. But after the old chiefs death his older brother or his brothers gretest rival, Grimgroo Boarimpaler should duell for the new leader position. His brother died in the ring of honor, but Tarrk suspected tereachery in Grimgoo's victory. Unable to challenge the new chief without a legend of his own, Tarrk left the tribe to seek honor and glory, to one day return and take leadership of his tribe.
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
34sp, one dagger, one short sword, one sling, 5 javelins, and 5 spears. The slinger also has some special ammunition for his sling consisting of 2 firepots and 1 gluepot. http://www.enworld.org/forum/4760194-post161.html