Rebuilding the World


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Albedo

First Post
Stretch Walken:
[sblock]
3 Scout, 1 Ranger
Human
Gender: Male
Height: 5'4"
Weight: 134 lbs
Eyes: Brown
Hair: Black
Diety: None

Str: 14 (Base 14)
Dex: 16 (Base 15 + 1 Level)
Con: 14 (Base 14)
Int: 14 (Base 14)
Wis: 12 (Base 12)
Cha: 10 (Base 10)

BAB: +3
Fort: 3/+6
Ref: 6/+9
Will: 1/+2
AC: 18 (20 with Shield)
HD: 4d8 (25) (HP = http://invisiblecastle.com/roller/view/1625650/)
Speed: 40ft
Initiative: +4
Languages: All except Druid

Feats: Point Blank Shot, Swift Hunter, Precise Shot, Track

Skills (75):
Survival: 7/+8
Spot: 7/+8
Listen: 7/+8
Search: 7/+8
Tumble: 7/+10
Balance: 7/+10
Climb: 7/+10
Sense Motive: 7/+8
Speak Language: 16 Points
Knowledge Nature: 1/+3
Knowledge Geography: 1/+3
Knowledge Dungeoneering: 1/+3

Special Abilities: Favored Enemies (Undead +2), Wild Empathy, Skirmish 1d6/+1 AC, Trapfinding, Uncanny Dodge, Fast Movement +10, Trackless Step

Equipment:

Mundane:
Might (+2), Composite Long Bow MW
MW Daggers x60
Arrows x60
MW Large Shield

Magical:
+1 Mithril Chain Shirt (2,100)
Bandoleer of Many Daggers (1,000)
Wand of Cure Light Wounds (750)
Cloak of Resistance +1 (1,000)
150 gp

Background: There really is something to be said about living in a cave. Retired mercenary, Stretch Walken, has been living his life in solitude ever since he angered the wrong group of criminals in some noname town back in god knows where. All water under the bridge to him now, for he had been hiding in the middle of nowhere for the last two decades, his safe sanctuary from the criminal sindicate that hunted him around the world for over 5 years before that. His beautiful forest was reduced to nothing but ashes while he slept, and the oblivious man peeked out of his cave for the first time in over a week and found nothing but devestation. Seeking answers for why his home had been ravaged, he ventured to the nearest town, only to find it destroyed. He ventured to the NEXt nearest town, same thing. Finally, he got ambushed by a group of bandits, and managed to 'convince' them to point his way to society. Striding valiantly into the town, he was greeted by its citizens who explained the events that had transpired. Bravery quickly dissolved into quivering as the slow witted Stretch suddenly realized how dangerous it was outside, and decided to throw his fate in with those who lived in the town, too scared to go back to his wandering ways.

Description: There are two very distinct sides to Stretch. He believes he is a strong warrior of virtue, standing up for what is right and defending the weak. Despite being shorter than average, he seems to stand taller, have a more imposing feature and speak with a noble tone of voice. However, whenever danger presents itself, his persona deflates into scared weakling, not wanting to take any risks and hiding behind his fellow party members. Howver, he slow wit tends to lead him into situations he doesn't recognize the dangers of, causing him to commit to acts of extreme heroism, or stupidity. When looked at normally, Stretch looks extremely average, with plain facial features, straight black hair, and very few distinguishing features. Though few miss him in a crowd with his eccentric way of acting and the way he carries himself, either while brave, or cowardly.
[/sblock]
 

Voda Vosa

First Post
Background: Merduj Jahdam, a warlock from ones of the desert tribes that inhabit the wastelands not far from the city, traveled before the impact of the meteor, sent by his uncle, Dahardam, the tribe seer. In his uncle divinations, one of his blood should be the only to continue their dynasty and traditions. He was uncertain if that meant that a desert man could destroy the Great Rock, or if it was ment to be the only survivor. Any how, been to old to travel the distances that separated him from the city, he sent his nephew, Merduj, to carry out his prophetic vision. Merduj was the only one able to use something like magic from an early age. Dahardam's sons didn't share his link with magic, nor the desire to learn it. But Merduj was different. The young boy was a sponge when speaking of absolve knowledge.
So Dahardam choose him above his sons and other relatives, to be the one who should save their traditions. All accepted the prophet choice, for he was far the more respected man in the hole desert.
With such burden in his back, Merduj traveled to the city, just to find that the habitants of it, considered his just a savage, hearing nothing of his accented speech. _He tried to convince them of the words of his uncle, the seer, but they pay no ears to his advice.
Only when they own sages and seers foresaw the Great Rock, they react. Would that dreadful events that happened be avoided, if only the desert man could transmit his message to someone wise enough to hear it, the world will never know. But Merduj will ask himself that question over and over, in the underground, trembling in fear, as the meteor shower changes the world outside.

Appearance: This is an average man, with heavy tanned skin, and cleared black hair, product of the unavoidable effects of the sun. He has a deep beard and mustaches, and his gaze is serious, though he has a well mannered behavior.
He uses a turban made of withe cloth, an adorned cloth shirt over his armor over a soft shirt, and a pair of gloves, adorned with some runes. He wears a pair of wide pants, and a pair of boots, adorned in with sand color draws.

[sblock=Merduj]
Name: Merduj Jahdam
Age: 28
Height: 1.7 meters
Weight: 74 kg
Eyes: Yellow
Hair: Clear black
Skin: Taned
Class: Warlock
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic good


Str: 14 +2 (6p.) Level: 4 XP:
Dex: 16 +3 (8p.) BAB: +3 HP: 9+ 3d6+9= 33
Con: 16 +3 (8p.) Grapple: +3 Dmg Red: 1/cold
Int: 12 +1 (4p.) Speed: 30' Spell Res:
Wis: 08 +0 (0p.) Init: +3 Spell Save:
Cha: 14 +2 (6p.) ACP: -1 Spell Fail: 15%

Base Arm Shld Dex Size Nat Misc Total
Armor: 10 +5 +0 +3 +0 +0 +0 18
Touch: 13 Flatfooted: 15

Base Mod Misc Total
Fort: 1 +3 +4
Ref: 1 +3 +4
Will: 4 -1 +3

Weapon Attack Damage Critical
Falichon +6 2d4 +3 18-20x2
Eldrich blast +7 2d6 +1

Languages: Common, Elven.

Abilities: Endrich blast (2d6)

Feats(Class): Damage reduccion 1/cold, Detect magic, decieve item

Feats: Weapon focus (Ranged spell-like abilities), Martial weapons proficiency , point blank shot.

Skill Points: 16+4+4+4 Max Ranks: 7/3
Skills Ranks Mod Total
Use Magic Device 5 +2 +7
Intimidate 7 +2 +9
Knowledge(arcana) 5 +2 +7
Concentration 5 +3 +8
craft (weaponsimthing) 6 +1 +7

Equipment: Cost Weight
MW Falichon 375gp 8lb
+1 Chain shirt 1100gp 25lb
Desert clothes
Gloves of desterity 2000gp
Backpack 2gp 2lb
Rope 10lb
Hammer
Trai rations x 30 15 gp 30lb
MW artisan tools 5lb
MW tools (weaponsmithing) 1lb
Potion of cure light wounds x5 250gp
Potion of Mage armor x5 250gp
Potion of Invisibility 300 gp
Potion of cure moderate wounds x2 600 gp

Money: 108 gp total: 81 lb

Light load < 58
Medium load: 59-116 <---
Heavy load: 117-175

Spell DC: 2 (Cha) + Spell Level

Invocations:
Least: Earthen grasp, Hideous blow, Eldrich spear


[/sblock]
 

serow

First Post
Jae Jharin

Cleric 4
Human
Gender: Male
Height: 6ft
Weight: 130lb
Eyes: Brown
Hair: Dark Brown
Age: 24
Diety: Pelor

Str: 14 (Base 14)
Dex: 12 (Base 12)
Con: 14 (Base 14)
Int: 10 (Base 10)
Wis: 16 (Base 15 +1 at level 4)
Cha: 14 (Base 14)

BAB: +3
Fort: +7 (4+2+1)
Ref: +3 (1+1+1)
Will: +8 (4+3+1)
AC: 22 (10+9+2+1)
HP: 34 (8+18+2x8)
Speed: 20ft
Initiative: +5 (1+4)
Languages: Common

Attacks:
+1 Morningstar: +6 to hit, 1d8+3
MW Dagger: +6 to hit, 1d4+2
MW Light Crossbow: +5 to hit, 1d8
MW Longspear: +6 to hit, 1d8+3

Feats: Augment Healing, Improved Initiative, Touch of Healing

Skills:
Concentration +9 (7+2)
Diplomacy +5 (3+2)
Heal +7 (4+3)
Knowledge Religion +5 (5+0)
Knowledge Planes +2 (2+0)

Special Abilities: Spontaneous Cure, Spontaneous Rejuvenation, Turn Undead 5/day, Greater Turning 1/day

Equipment:

Mundane:
Backpack
Flint & Steel
Grappling Hook
Silk Rope
Waterskin
Trail Rations x2
Silver Holy Symbol
Healer's Kit
MW Heavy Wooden Shield
250gp

Magical:
Vest of Resistance +1
+1 Fullplate
+1 Morningstar
Wand of Lesser Vigor, 50
Scroll: Remove Fear, x2
Scroll: Detect Undead, x2
Scroll: Obscuring Mist, x2
Scroll: Comprehend Languages, x2
50gp

Spells:
Create Water x2, Purify Food & Drink x2, Light

Bless, Bane, Doom, Prot from Evil, Endure Elements (Sun)

Bull's Strength, Hold Person, Consecrate, Heat Metal (Sun)

Background:
Jae is a Pelor-ite who knew about the coming of the meteor but believed that his god would not abandon the faithful, and thus although they tried to actively stop the meteor, deep down they believed that Pelor would protect them. In the aftermath of the meteor, the question of whether their faith was true in the end is no longer the most pressing question to the "faithful". The biggest question is "Does it matter anymore?"
Though feeling lost at times, Jae's divine magics is still at his command, and so he strives to help bring some semblance of normalcy back as much as he can.

HP rolls for level 2,3,4
Level 4: Wisdom +1

Description:
11-paladin-c-1.jpg
 
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OutlawJT

First Post
Dwovak Nalgirn
Dwarf
Fighter 2/Ranger 2
Gender: male
Height: 4'2"
Weight: 183lb
Eyes: Dark Gray
Hair: Red
Age: 58

Str: 16 (+3)
Dex: 17 (+3)
Con: 16 (+3)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 6 (-2)

BAB: +4
Fort: +9 (6+3)
Ref: +6 (3+3)
Will: +1 (0+1)
AC: 20 (10+5+2+3)
HP: 34
Speed: 20ft
Initiative: +3
Languages: Common, Dwarven

Feats:
1st - Dodge
FB1 - Axe Focus (weapon focus with multiple axe weapons)
Rgr1 - Track
Rgr2 - Two-weapon fighting
3rd - Shielded Axe
FB2 - Mobility

Skills:
Craft (weaponsmithing) +7
Knowledge (dungeoneering) +7
Heal +5
Survival +5

Attack:
+1 Dwarven Waraxe: +9 to hit, 1d10+4 damage or
+1 Dwarven Waraxe: +7 to hit, 1d10+4 damage and MW Dwarven Buckleraxe: +7 to hit, 1d6+1 damage or
MW Throwing Axe: +9 to hit, 1d6+3 damage, range 10 ft

Equipment:
+1 Dwarven Waraxe, MW/+1 Dwarven Buckleraxe, 4 MW Throwing Axe, +1 Chain Shirt, backpack, bedroll, waterskinx2, silk ropex2, grappling hook, flint & steel, winter & summer clothes

Background:
Dwovak was a renowned arena fighter before the cataclysm. Publicly he's known and cheered as a Dwarven champion of the various arena's in the region. Privately and to the holds of his clan, however, he is a self-important malcontent. While he is always jovial and seemingly helpful he is actually neglecting his impending duties to his clan. At a young age Dwovak was chosen to be trained as a Deepwarden because of his skill with the axe and his aptitude for learning the dangers of the deep earth. This was of little interest to him, however, as he developed an over fondness for the drink and for women. He proceeded with his training despite his lack of devotion to it for a long while. As fate would have it, though, his breaking from his duty to the clan coincided with his breaking of one of his worse vices. At the age of 39 he first met a beautiful dwarven maiden named Duralsia. In spite of the fact that he claims not to believe in the idea it was love at first site for him. So began his quest to impress and woo her. This led him to abandon his training to become a deepwarden and to begin his career as an arena combatant. It took him a year and a half to wear down her defenses but eventually his crude efforts at romance combined with his bottomless love for her broke her defenses. The two were wed as soon as her father deemed her old enough. Their life was fanciful and carefree as she toured with him around the various arenas of the world for several years. Eventually she tired of the travel and they settled back into his clanhold in the dwarven city of Thorgirn carved into the Hookspire Mountains. He continued to battle in the arenas though he confined his career to those within two weeks ride so he would never be too far apart from his beautiful bride. Two months before the cataclysm they found out Duralsia was with child. The thought of parenthood started to ground Dwovak for the first time in his life. Responsibility finally took hold in him and he went to his clan elders to ask forgiveness for his abandonment of his duties. He vowed to them he would return to continue his training, asking to become a clanwarden rather than a deepwarden so as not to leave his wife and child. They agreed but he had one last contract as an arena fighter to complete. The annual championship in (city party starts in) was in a month and as a defending champion in the second tier of the tournament he was obligated to compete. So, Dwovak promised his wife he would return once the tournament was over and would never leave her or their children again. Of course, while he was in the city to compete with the tournament the entire world was ravaged by the meteor shower and Dwovak was left stranded there as his horse was killed in the chaos and the path home became far too treacherous to cross by foot. His guilt over leaving his wife at home with child and worry over their fate has slowly been eating away at him since the event happened.

[sblock= HP rolls]
Holy crap did this suck! Higher con and better HD and I still have the same hit points as the cleric. WTF........ I had 15 HP at first level for crying out loud!!!
HP rolls for Rebuilding the World. (1d8+3=5, 1d8+3=5, 1d10+3=9)[/sblock]
 
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Halford

First Post
Abjurer 3/ Master Specialist Abjuration 1

Prohibited Schools = Necromancy & Enchantment

Thadieus Varr

Age 21

Str 10
Dex 14
Con 14
Int 19
Wis 10
Cha 8

Inititative: +2

HP: 22 (4 + 8 + 10)
HP rolls. (1d4=3, 1d4=3, 1d4=4)

AC: 12

Flatfooted AC: 10

Touch AC: 12

Saves: 3/5/4

Feats: Collegiate Wizard, Scribe Scroll, Spell Focus Abjuration, Craft Wonderous Item, Skill Focus Spellcraft

Magic Items:

Wand of Ray of Clumsiness 750gp
Wand of Protection from Evil 750gp
Heward's Fortifying Bedroll 3,000gp (Complete Mage)
Scrolls of Silent Image, Obscuring Mist, Nystul's Magic Aura, Enlarge Person, Disguise Self, True Casting, True Strike, Spell Flower, Reduce Person, Expeditious Retreat Swift, Scorching Ray


Mundane Items:
Dragon Hide Covered Spellbook with Ivory Pages x 3
Backpack
Light wooden portable writing desk - I envision this as being about the 2ft. by 2ft. made of extremely light wood with various holes for quills and ink pots, etc.
Masterwork Artisan's Tools

Familiar = Weasel named Jiffy.

Spell Books:

1st: Alarm
1st: Expeditious Retreat
1st: Featherfall
1st: Grease
1st: Identify
1st: Mage Armor
1st: Magic Missile
1st: Orb of Acid, Lesser
1st: Orb of Electricity, Lesser
1st: Persistent Blade
1st: Protection from Evil
1st: Ray of Clumsiness
1st: Shield
1st: Unseen Servant

2nd: Arcane Turmoil
2nd: Blur
2nd: Foxes Cunning
2nd: Glitterdust
2nd: Invisibility
2nd: Mirror Image
2nd: Resist Energy
2nd: Seeking Ray

Spells Prepared:
0th 4: Detect Magic x2,
1st 4: Magic Missile, Ray of Clumsiness, Mage Armor, Shield
2nd 3: Seeking Ray, Glitterdust, Arcane Turmoil


Skills:
Total = 49
Concentration: 7 + 2 = 9
Craft Trapmaking: 7 + 4 + 2(MW Artisan's tools) = 13
Knowledge Arcana: 7 + 4 + 2(Syn) + 2(Collegiate Wiz bonus) = 15
Knowledge Arch & Eng: 7 + 4 = 11
Knowledge Dungeoneering: 1 + 4 = 5
Knowledge Geography: 1 + 4 = 5
Knowledge History: 1 + 4 = 5
Knowledge Local: 1 + 4 = 5
Knowledge Nature: 4 + 4 = 8
Knowledge Nobility: 1 + 4 = 5
Knowledge Religion: 1 + 4 = 5
Knowledge Planes: 1 + 4 = 5
Spellcraft: 7 + 4 + 2(Syn) + 3(Skill Focus) = 16

Two points used for the Skill Trick Collector of Stories

Languages: Common, Draconic, Dwarven, Sylvan, Elven, Terran

Thadieus grew up in the poor quarter of [Insert large City here] and was sickly throughout his youth. His father managed to get him a place with a local inventor named Gulman Beal, and the young Thadieus soon found himself involved in the alcoholic Beal's ever expanding debt to the local thieves guild. To work off his debt Beal had taken to creating traps for the guild and he set his young apprentice to the same task.

The thieves guild's chief Wizard Werrem Hersh encountered the boy whilst working upon a trap with him. He quickly found Thadieus to be almost frighteningly intelligent and began to give the boy a few magical excersises - in which he excelled. Werrem finally offered to negate Beal's debt in exchange for taking over the boys apprenticeship. His own duties preventing him from taking the time to train his new charge Hersh saw to it that the thieves guild covered Thadieus's entrance to the local Mage's Academy.

Thadieus was a keen student and awed his teachers with his swift progress. When not preparing spells he continued to construct traps for the guild finding the precision required a useful mental excersise.

In the cataclysm Thadieus was working deep in the sewers upon a series of traps designed to discourage casual wanderers from stumbling upon the thieves guilds headquarters. Fortuante to survive he struggled free and found himself ina new and troubling world.
 
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geogator

First Post
Sahar Jalil Bard(1)/ Knight (3)
Human Female, Lawful Neutral, Age 24, 5’9”, 150 lbs., Black Hair, Green Eyes

HP: 22 (http://invisiblecastle.com/roller/view/1644364/)
AC: 23 Touch: 15 FF: 22
BAB: +3

Description: A tall lithe woman layered in brocade silk and Plate mail. The veil over her face is interwoven silk and chain with only her pale green eyes peaking through. In times of peace she decorates herself in noble’s dresses and a shear veil.

Str: 16 +3
Dex: 12 +1
Con: 14 +2
Int: 12 +1
Wis: 10
Chr: 14 +2

Fort: +3
Reflex: +4
Will: +5

Feats: Shield Specialization (Heavy), Shield Ward, Ride-By-Attack

Class Abilities: Bardic Knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage (+1), Fighting Challenge (+1), Knight’s Challenge, Knight’s Code, Mounted Combat, Shield Block (+1), Bulwark of Defense

Skills:
Knowledge (history) 7+1=8
Craft (Alchemy) 4+1=5
Diplomacy 7+2=6
Sense Motive 7+0=7
Use Magic Device 7+2=9
Perform (sing) 7+2=9
Ride 7+1=8
Climb 7+3=10
Speak Language 3 (Draconic, Dwarven, Halfling, Common, Goblin)

Magic Items:
+1 Heavy Steel Shield 1170gp (+3 AC)
+1 Warhammer 2312gp (+7to hit, 1d8+4 x3 bludgeoning)
Wand of Cure Light Wounds 750gp (DC 20 UMD roll) (50 charges)
Wand of Enlarge Person 750gp (DC 20 UMD roll) (50 charges)

Mundane Items:
Masterworked Full Plate (+8 AC, Max Dex +1, Speed: 20)
Masterworked Lance (+7 to hit, 1d8+3 x3, Double Damage on Charge, 1 handed when mounted)
Masterworked Punch Dagger (+7 to hit, 1d4+3 x3)
Heavy Warhorse (Military Saddle, Full Plate Barding (+8AC), Bit, Bridle, etc.)
Back Pack, Waterskins (4), Noble’s Clothing, Spyglass, Bedroll, Tent, 50ft silk rope, Grappling Hook, Climber’s Kit, Hooded Lantern, Crowbar, Writing Box (ink, 100 sheets of parchment, quill), Sealing Wax, Signet Ring, 10 Alchemist Flasks (+4 to hit,1d6), small steel mirror.

Spells: 2 per day lvl 0
Light, Mending, Read Magic, Prestidigitation

History:
Sahar Jalil was the 4th princess of the Vizier of Yasmin. She grew of age in the court of her father and was given the best tutors in the arcane arts and sciences. She learned the arts of diplomacy from the games of statesmanship. Her ability to entertain and host grew to rival most bards for several hundred leagues. She was a jewel in the crown of her father.
It was just this kind of notoriety that attracted many suitors. It was either that or the sizable dowry that her marriage would yield. Her father’s land grew restless with the rumblings of rebellion and he sought unions with neighboring nations to help facilitate a quick end to the uprising. Upon her 14th birthday Sahar was offered as a bride to a great king to the north. His navy was to help blockade the rebellious ports and an alliance would be complete. The bridal party was sent north with much fan fare and under heavy guard.
Sahar’s caravan never reached the northern king’s capital. They were waylaid by brigands after they entered his territory. The dowry was taken and the princess was left for dead. It was at this point in her life that she picked up the sword and started to fend for her life. She spent a cold winter alone in the wilds of an unfamiliar land only to be saved by an errant knight. He led her to safety and back to civilization. Penniless and alone she made use of her skills as a traveling minstrel to work her way back to her father’s lands.
Once she arrived at the court of her father 2 years after her departure, she found much had changed. The rebellion had grown wings and teeth. They had made great gains against her father with the aid of the northern king. He had seen the absence of his bride as a great slight and turned the alliance against her father. Reparations could not be settled by this time. Sahar refused to stand idle in a war that she felt so responsible for and listed into the ranks of her father’s cavalry. Her times of ease and court had official come to an end.
Once indoctrinated into the life of a knight she started to excel. Her martial awareness and quick study let her rise in the ranks quickly. Soon she was leading the defenses of several forts and holds while her brothers assembled forces to quell the rebellion. 4 years of war past as she honed her abilities with hammer, shield, and hoof. Then her eldest brother finally snuck into the den of the rebel leader and slew him in an epic fight. With the death of the Blue Dragon Ah’keer the rebellion lost its legs and retreated into the sands of time.
Peace came to the land and Sahar could not lay down her arms. She took up residence as a protectorate along the northern border. It was during this time that she learned of a necromancer that was rumored to be the true power behind the rebellion. She took upon herself to track him down and find a way to bring him to justice for his wrongdoings. This lead her to (insert city name) where she would find herself when the apocalypse came. Now she is just another survivor.
 

metaldragon0

First Post
Albrak Jonasar Duskblade 4
Human Male, Neutral Good, Age 23, Height 5' 11", Weight 159 lbs

HP:27 http://invisiblecastle.com/roller/view/1648103/
AC: 18, Touch 11, FF 17
BAB: +4, Melee +8, Ranged +5

Description: Slightly taller than average, lean but athletic, average looks, brown hair, blue eyes, when not equipped for battle wears bluish tunic, gray pants and shoes

STR 16
DEX 12
CON 14
INT 15
WIS 12
CHA 10

Fort: +6
Will: +5
Ref: +2

Feats: Exotic Weapon Proficiency (Maul), Power Attack, Knowledge Devotion*, Combat Casting (Bonus)

Class Abilities: Arcane Attunement 5/day, Armored Mage (medium), Arcane Channeling, Spellcasting

Skills: Total Armor Check: -5
Concentration: 7
Decipher Script: 2
Knowledge Arcana: 5
Knowledge Architecture and engineering: 5
Knowledge Local: 3
Knowledge History: 3
Knowledge Nature: 2
Jump: 2
Spellcraft: 6
Speak Language: Common, Draconic, Dwarven

Magic Items:
+1 Maul 2315 gp
+1 Breastplate 1350 gp
1 x wand of Burning Hands w/50 charges 750 gp
1 x potion of cure moderate wounds 300 gp
2 x potion of cure light wounds 100 gp
2 x oil of magic weapon 100 gp
85 gp remaining.

Mundane Items:
Masterwork Light Steel Shield
Masterwork Longsword
Masterwork Composite Longbow +3 w/60 Arrows
Dagger X5
Backpack w/ Bedroll, Crowbar, Flint & Steel, Hempen Rope, Shovel, Torch x5, Waterskin x4, Normal Clothing

Spells:
Spells/day: 0/6, 1/6
Spells Known: 0/4, 1/5
0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1: Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike

History:
Albrak was born to his father, Kellar Jonasar, and his mother, whose name is unknown to him as his father would never tell him about her. They were of the lower class, and Albrak’s father was a cruel man who gave his son little love and respect.
When Albrak was 12, a wandering warrior named Adomorn Fletcher entered the city, while traveling through the market district, Adomorn saw Albrak in a brawl with several other children. Seeing the young man’s potential, he sought him out, and requested of Albrak’s father if he could train his son. Kellar was glad to have his son be raised by someone else and agreed almost immediately.
Adomorn trained Albrak for many years, in the techniques of fighting and combining those combat skills with the arcane arts. Albrak soon began to consider Adomorn has his true father and mentor. Albrak fought with his master as a mercenary in several of the nation’s wars, but neither of them would ever participate in some of the evil and barbaric acts some of their contemporaries participated in.
When the giant rock appeared in the sky, Albrak decided to return to his original home and seek out his birth father, perhaps, after the long ten years since he had left, his father had developed some sense of decency. He was wrong, his father was just as uncaring of his son as he had been years ago, despite Albrak’s accomplishments and the impending crisis. When the disaster occurred, he was staying at his home, his father was killed by falling debris, and Albrak himself barely avoided certain death. In the aftermath, Albrak buried his father without ceremony, as he did not love him. Now he worries about the safety of his master, as he does not know if he is alive or dead.


*From Complete Champion

Note: Oops, just noticed I switched Reflex and Will saves...
 
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