IRON KINGDOM the Witchfire Chronicles

Karl Green

First Post
Please repost your characters here. Present "Cast of Characters"...

Evangaline Di La Travasse – Human (Rynish) female Duelist (fighter) level 2 (played by Bobitron)
Margalla of Marrow – Human (Cygnaran) female, Cleric of Marrow level 2 (played by Songdragon)
Jorm Skullsplitter – Trollkin male, Barbarian level 1 (played by Gli’jar)
Feides Okhabem – Human (Midlunder) male, ex-Smuggler (Rogue) level 2 (played by Yozosafi)
Multiple – Human (Midlunder) male, Ranger (Scout) level 2 (played by doghead)
Weel Naxel – Human (Thurian) male, Arcane Mechanik level 2 (played by jkason)
Zamdu’uk – Gobber male, Gun Mage level 2 (played by Herobizkit)
 
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Code:
Name: Weel Naxel
Class: Arcane Mechanik 2
Race: Human (Thurian)
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Cyriss

Str: 14 (6p)  +2       Level: 2        XP: 1000
Dex: 16 (10p) +3       BAB: +1         HP: 9/9 (2d4+2)
Con: 12 (4p)  +1       Grapple: +3     Spell Fail: -
Int: 18 (16p) +4       Speed: 20'/30'      
Wis: 10 (2p)  +0       Init: +3        
Cha: 10 (2p)  +0       ACP: +0         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +2    +0    +3    +0    +0    +0    15
Touch: 13              Flatfooted: 12

conditional: Fire Resistance 7 (Steamo + Alchemists' Apron)
                Cold/acid resistance 3 (Alchemists' Apron)
                DR 3 vs. firearms (Reinforced Greatcoat)

                         Base   Mod  Misc  Total
Fort:                      0    +1          +1
Ref:                       0    +3          +3
Will:                      3    +0          +3

conditional: +4 vs. visual effects when using goggles


Weapon                  Attack   Damage     Critical
Dagger, punching.........+3.....1d4+2.........x3, piercing 
Sickle...................+3.....1d6+2.........x2, slashing 
Light Crossbow...........+4.....1d8...........19-20/x2, range 80 ft.


Languages: Cygnaryan, Ordic (spoken)
Caspian, Khadoran, Khurzic, Llaelese

Abilities:

--Human--

* Extra feat 1st level
* Extra skill points (4 at 1st, 1 ea. level thereafter)
* Any favored class

--Thurian--

* Automatic skill: Bluff
* +2 racial bonus to Diplomacy and Spellcraft
* Automatic Languages: Cygnaryan (common trade tongue), Ordic (spoken)
* Bonus Languages: Caspian, Khadoran, Khurzic, Llaelese, Ordic (written) 

--Arcane Mechanik--

* Simple weapon proficiency
* Light armor proficiency (still suffers spell failure %)
* Spell Casting:
     cantrips (4/day) - DC 14 
        In LM: all
     1st level (2/day) - DC 15 
	In LM: Unseen Servant, Grease, Animate Rope (standard)
               Hold Portal, Feather Fall, Reduce Person, Charm Person (Int bonus)
               Color Spray, Mage Armor (2nd Class Level)
* Fabrication Score (10% reduction in XP cost for creating Mechanika devices)
* Charge Accumulator


Feats: 
Etch Rune Plate (AMech 1st)
Steamo (1st level) - Fire resistance 4, Endure vs. hot/muggy enviroments
Dodge (bonus human)
Skill Focus: Disable Device (campaign bonus 2nd)


Skill Points: 65       Max Ranks: 5/2.5
Skills                   Ranks  Mod  Misc  Total

--Class--
Appraise...................3....+4..........+7 (+9 with craft items)
Bluff......................5....+0..........+5
Concentration..............5....+1..........+6
Craft
    Alchemy................5....+4..........+9
    Clockwork..............5....+4..........+9
    Mechanika..............5....+4..........+9
    Steam engine...........5....+4..........+9
'Jack Handling.............5....+0..........+5
Knowledge
    Arcana.................5....+4..........+9
    Mechanika..............5....+4..........+9
    Arch & Engineering.....5....+4..........+9
Search.....................2....+4..........+6 (+9 secret doors / compartments)
Spellcraft.................5....+4....+4*^..+13

--Cross Class--
Diplomacy..................0....+0....+4^"..+4
Disable Device...........2.5....+4....+3~...+9
Intimidate.................0....+0....+2"...+2


* +2 Know (arcana) synergy
^ +2 Racial bonus
~ +3 Skill focus
" +2 Bluff synergy


Equipment:               Cost  Weight

--Worn / Carried--
Punching Dagger............2gp....1lb
Sickle.....................6gp....2lb
Light crossbow............35gp....4lb
Crossbow bolts (10)........1gp....1lb
Traveler's Outfit..........--.....--
Backpack...................2gp....2lb
Spell comp pouch...........5gp....2lb
Reinforced Greatcoat......35gp....7lb  
Goggles....................4gp....1lb  
Alchemist's Apron........25gp*....5lb 

--In Backpack--
Liber Mechanika...........15gp....3lb
Potion CLW x2............100gp....1/10lb
Clockwork tool kit.......300gp....15lb
Mechanika's toolkit.......75gp....30lb
Steamo's toolkit.........75gp*....15lb

* self-crafted

Total Weight:88.2 lbs      Money: 30 gp


                           Lgt   Med   Hvy  Lift  Push
Max Weight:                58   116   175   350   875

Age: 20
Height: 5'10"
Weight: 180lb
Eyes: Brown
Hair: Brown
Skin: Dark Tan

Appearance: Weel is tanned and in good shape, but his grease-monkeying tends to undermine both facts. His hair is constantly mussed and haphazardly trimmed. His clothes are always characterized by one or more stains from whatever device he was last fiddling with. And while he's got a mind for complex machinery, the routine of shaving never did catch with him, so he's always sporting unkempt stubble.


[sblock=Background]Weel has always been good with his hands. By the time he was ten, he was already fixing more of the slapdash furnishings in his home than his own father. Weel understood the kinds of things a person could touch, and the ways a body could shape and bind those things to make a life easier. He figured he'd be a blacksmith, maybe get his hands on some steamworks if he got really lucky. Certainly never a wizard, harnessing unseen forces using abstracted theories. Weel wasn't good with abstract, so he figured he'd leave that up to those who were.

And then he discovered the teachings of Cyriss. Here was a god who understood *things*. Wood and stone and metal, and how to put them together. The world was one great machine to be tinkered with and maintained. And magic? Just another cog in that machine. With his newfound deity to embolden him, Weel applied himself to the study of mechanika.

An athletic body toned from hefting large pieces of machinery gave him a more mercenary look than your average wizard. Combined with a handiness for coaxing most machinery into working better, Weel's recently managed to get himself hired on as a guard-cum-handyman with a caravan out of Fellig. He also took the opportunity to scribe a few spells more martial in application than those he usually had use of. Hopefully, the more aggressive folk on guard will assure he doesn't need to test out those spells.[/sblock]
 

Multiple, male Midlunder Scout

Multiple
Human (Midlunder) male Ranger (Scout) 2nd level

[sblock]-- Attribute and base abilities --
Strength: 14 [+2] {6pts}
Dexterity: 16 [+3] {10pts}
Constitution: 14 [+2] {6pts}
Intelligence: 14 [+2] {6pts}
Wisdom: 14 [+2] {6pts}
Charisma: 14 [+2] {6pts}

-- Status --
Current XP: 1,000
XP toward next level: 3,000
Hit Points: 18
Alignment: Neutral Good.
Movement: 30ft

Fort +5 (+3 class, +2 Con)
Refl +6 (+3 class, +3 Dex)
Will +2 (+0 class, +2 Wis)

AC 16, touch 13, flat-footed: 13 (studded lethal +dex)

Init +3 (+3 Dex); Senses: Listen +7, Spot +7
Languages: Cygnaran, Llaelese, Rhulic (spoken)

Base Atk +2 (+2 class)
Grapple +4 (+2 bab, +0 size, +2 Str)
Spd 30 ft
Melee
* +4 Long Sword (DMG 1d8+2, Crit 19-20/x2)
* +4 Dagger (DMG 1d4+2, Crit 19-20/x2)
Ranged
* +5 Long Rifle (DMG 2d6, Crit 19-20/x3, Rng Inc 320ft
* * {special with scope penalty is only -1 each rng increment})
* * {+1 to hit and damage within 30ft}

Special Qualities (Racial): Extra Feat, Extra Skills, Favored Class, Bonus Skills
Special Qualities (Ranger): Favored Enemies (Trolls), Track Feat, Wild Empathy (+4), Favored Terrain (Forest)

-- Special Qualities --
* Favored Enemy (Ex): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
* Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
* Favored Terrain (Ex): The ranger gains a +2 competency bonus to Hide, Move Silent, Spot and Survival in his favored terrain and this ability also reduces movement penalties in this terrain to the next highest facto

-- Skills ([11 x4 =44 +11 =55]pts) --
Climb (str) 5/+7, Craft (int) [blacksmith] {+2 racial bonus} 0/+4, Craft (int) [small arms] 5/+7, Creature Lore (int) 2/+4, Handle Animals (cha) 1/+3, Gather Information (cha) 0/+4 {+2 racial bonus}, Hide (dex) 5/+8, Jump 2/+4, Knowledge (int) [geography] 2/+4, Knowledge (int) [history] 3/+5, Knowledge (int) [nature] 5/+7, Knowledge (int) [tactics] 2/+4, Listen (wis) 5/+7, Move Silent (dex) 5/+8, Search (int) 3/+5, Spot (wis) 5/+7, Survival (wis) 5/+7 {+9/+11} {+2 synergy bonus for above ground, +2 circumstance bonus in forests}

-- Feats: (2 +1 +1 class bonus feat) --
Exotic Weapon Focus (Small Arms)
Point Blank Shot
Precise Shot
Track

-- Equipment (starting gold 720gp) --
Dagger (1gp, 1lb)
Longsword (15gp, 3lbs)
Long Rifle with Scope (575gp, 11lbs)
10 regular rounds (80gp, 5lbs)
Bandolier for ten rounds of ammo (5sp, 1lb)
Studded leather armor (25gp, 20lbs)
Traveler’s Outfit (1gp, 5lbs)
Backpack (2gp, 2lbs)
* Blanket (5sp, 2lbs)
* Rations, 1 week (3gp 5sp, 7lbs)
* Waterskin (1gp, 2lbs)

Money: 15gp 5sp
Encumbrance: (Combat Load w/o backpack) 46lbs (Full load) 59lbs [/sblock]

http://www.privateerpress.com/images/ironkingdoms/miniatures/Rifleman.jpg

Description: Multiple is a fairly ordinary looking young man. He has a soft face, dark brown eyes and a mop of curly dark hair. His life so far has left him fairly lean and strong for his size, and he moves with a deceptive ease.
Height: 5'10"; Weight: 176 lb; Age: 23

Background: Multiple grew up in the Thronwood of northern Cygnar where he learned his trade as a ranger and scout fighting the various Troll-breed of the forest (occasional marauding Trollkin, but mostly ‘True’ Trolls and Forest Pigmy Trolls). He inherited his father’s rifle, which was handed down from his grandfather and is still in good shape (the scope is new). Wanting to see the world, he wandered south and hired on a scout with the Steam and Iron Works Union.

Personality: Multiple is a softly spoken young man. Generally cheerful, he has moments of brooding quiet.
__________________
 
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Margalla of Morrow, Cleric (2)
Medium Human, Neutral Good,
21 years, 4'11", 100 lbs, Female, deep blue eyes, light creamy complexion, black hair

STR: 14 +2 ( 6 point)
DEX: 12 +1 ( 4 point)
CON: 14 +2 ( 6 point)
INT: 10 +0 ( 2 point)
WIS: 18 +4 (16 point)
CHA: 14 +2 ( 6 point)

Hit Points: 18
Speed: 20ft
Initative: +1
AC: 19 (+10 Base +6 armor +2 sheild +1 dex), flatfooted AC 18, touch AC 11
BAB/Grapple: +1/+1

Fort: +5 (+3 Base, +2 CON)
Ref: +1 (+0 Base, +1 dex)
Will: +7 (+3 Base, +4 will)

Attacks:
* mw longsword +4 (1d8+2 19-20/x2)
* heavy mace +3 (1d8+2 x2)
* light twin bolt crossbow +2 (+0) (1d8 (2d8) 19-20/x2)


Special Abilities:
--- Human ---
* medium size
* 30 ft movment
* 1 extra feat at 1st level
* 1 extra skill point per level
--- Racial ---
* automatic skill: sense motive
* +2 racial bonus to diplomacy and knowledge (religion)
--- Cleric ---
* proficient with simple weapons and all types of armor
* cleric has a powerful arua corresponding to the diety's aligment
* spells: 4 / 3+1
* healing threshold ((10+4)x2)x2 = 56 points
* domains:
- healing (+1 to healing spells and double healing threshold, -1 applied to rolls)
- warrior (martial weapon (longsword), and able to take the feats, greater weapon focus, weapons specialization)
* spontanously cast healing spells
* turn undead 1d20+4 (2d6+4 dmg)
--- Ascendant of Solovin ---
* +2 on concentration checks for healing spells
* +1 on Heal checks

Skills: (20 skill points, max ranks 5/2.5)
* concentration +10 = +5 ranks +2 Con +3 skill focus (+4 combat casting) (+2 healing spells)
* dipolomacy + 9 = +5 ranks +2 Cha +2 raical
* heal +10 = +5 ranks +4 Wis +1 Asc Solovin
* knowledge (religion) + 7 = +5 ranks +0 Int +2 racial
* spellcraft + 5 = +5 ranks +0 Int

Languages:
* Cygnaran

Feats:
* skill focus (concentration) (bonus, Human)
* martial weapon proficency (longsword) (bonus, Warrior Domain)
* combat casting
* weapon focus (longsword) (2nd level feat)

Equipment:
* longsword (15gp) 3 lbs
* heavy mace (12gp) 8 lbs
* light twin-bolt crossbow (87.5gp) 8 lbs
* 30 bolts (3gp) 3 lbs
* banded mail (250gp) 35 lbs
* heavy shield (wooden) (7gp) 10 lbs
* holy symbol (silver) (25gp) 1 lbs
* holy symbol (silver and continual flamed) (135gp) 1lbs
* ascendant talisman (Solovin) (5sp) 0.5 lbs
* explorer's outfit (0gp) (8 lbs)
* reniforced great cloak (35gp) 7 lbs
* mechaniks boots (3gp) 2 lbs
* backpack (2gp) 2 lbs
* belt pouch x2 (2gp) 1 lbs
* healer's kit (50gp) 1lbs
* waterskin x2 (2gp) 8 lbs
* rations x4 (2 gp) 4 lbs
* spell component pouch (5gp) 2 lbs
* small steel mirror (10gp) 0.5 lbs
* calk (5 peices)

* 8 gp 13 sp 10 cp

Total weight carried - 97 lbs
Light load 58, medium 116, heavy 175.

XP: 1000 / 3000

Appearance:
[imagel]http://www.songdragon.net/pics/margalla.jpg[/imagel]
The small female form before you is dressed in used but well cared for banded mail armor. When her helm is removed you can see that she has a light creamy colored skin and long black hair. The young woman has unusual deep blue eyes that are not common to her people. While lithe of form, she does seem to carry herself well under the weight of the heavy armor and gear she appears to be carrying.

A white tabard with a black symbol of Morrow across the frond and back is firmly tied to the armor as not to come away. Across the heavy shield is yet another black marl of Morrow. At her side is a sheathed long blade and resting behind that is a heavy mace hanging from a good think leather cord, and ready for use. On some kind of sling, is a light twin-bolt crossbow that sits across her back.

A silver holy symbol of Morrow rests on a good think chain with a small disk, an Ascendant talisman that you cannot yet make out. Several small pouches, and some sort of small kits rest at her belt and a good sturdy pack sits nearby.

When not dressed within her armor she wears her explorer's outfit and a reinforced great cloak. Hear blade is always at her side.

Personality:
Margalla is a pious cleric of Morrow. Raised within the confines of a temple she respects those of authority and listens obediently to those within her Order. She is very wise for one so young. She is also confident, sometimes overly so, of her abilities and also takes the responsibility of her position very seriously.

Background:
Margalla has not known much save the temple of Morrow. At a young age, her parents died in a fire that comsumed them and all she knew. An orphan, a elder Battle Chaplain and family friend, Griffin Blackburn, took her in as his own. He raised Margalla in the ways of the Morrow and Acsendant of Solovin. Even as a young child, Margalla showed promise as a healer, and with the lessons she had learned became even better. She also caught the eye of Morrow, and through her many acts of kindness and in the defenses of others, she soon found herself as one of his clerics. She has since taken up the challenge she sees before her, and now goes out into the world, to do what is needed of her, and bring the word of Morrow to those who need to hear it.
 

Code:
[B]Name:[/B] Jorm Skullsplitter
[B]Class:[/B] Barbarian
[B]Race:[/B] Trollkin
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B]  The Lord of Predators (Devourer Wurm) 

[B]Str:[/B] 20 +5 (16p.)     [B]Level:[/B] 1 (LA1)  [B]XP:[/B] 1000/3000
[B]Dex:[/B] 12 +1 (6 p.)     [B]BAB:[/B] +1         [B]HP:[/B] 17 (1d12+5)
[B]Con:[/B] 20 +5 (10p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] 5(Nonlethal & Firearms)
[B]Int:[/B] 10 +0 (2 p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (2 p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (4 p.)     [B]ACP:[/B] -3         [B]Spell Fail:[/B] --%

               [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +3    +0    +1    +0    +0    +2    15
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 14

                     [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  2    +5     +0     +7/+11/+9  vs poison/disease
[B]Ref:[/B]                   0    +1     +0     +1/+5/+3   vs poison/disease
[B]Will:[/B]                  0    +0     +0     +0/+4/+2   vs poison/disease

[B]Weapon                   Attack   Damage    Critical[/B]
Great Axe (mstwkd)	    +8     1d12+7     x3
Glaive (Reach)              +6     1d10+7     x3
Great Club                  +6     1d10+7     x3
Heavy Crossbow              +2     1d10       x2/19-20

WHEN RAGING THE FOLLOWING CHANGES ARE MADE:

[B]Str:[/B] 24 +7      [B]Con:[/B] 24 +7                         [B]HP:[/B] 19 (1d12+7)
[B]Grapple:[/B] +8     [B]Dmg Red:[/B] 7(nonlethal)/-- 	   [B]AC:[/B] 13

                     [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  2    +7     +0     +9/+13/+11  vs poison/disease
[B]Will:[/B]                  0    +0     +2     +2/+6/+4    vs poison/disease

[B]Weapon                    Attack   Damage    Critical[/B]
Great Axe (mstwkd)	    +10    1d12+10     x3
Glaive (Reach)              +8     1d10+10     x3
Great Club                  +8     1d10+10     x2

Duration 10 Rnds, 1/day

[B]Abilities:[/B] 
[sblock][SIZE=1]Troolkin Attributes
--Level Adjustment +1
--Ability Adjustment: Standard Trollkin - Str +2, Con +4, Dex -2, Cha -2. 
--Saving Throw bonus: +4 racial bonus vs. posions, +2 racial bonus vs. diseases
--Sight: Darkvision 30ft
--Improved Healing (Ex): Trollkin heal twice as fast naturally, three times if 
resting. They can also regen lost limbs, 1d6+1 days if surgically re-attached, 
2d20 +30 days to regrow a limb entirely.
--Posion Resistance 4: -4 all damage affects and stat losses caused by posion
--Toughness: Trollkins have a damage reductions vs. nonlethal damage equal to 
their Con bonus. Including nonlethal damage from enviroment hazards, but cannot 
reduce it below 1 point.
--Favored Class: Fighter or Fell Caller
--Base Height: Male 5'10"
--Base Weight: Male 250lbs
Automatic Language: Molgur (Molgur-trul dialect, spoken), Cygnaran (spoken)*
Bonus Language: Cygnaran (written), Khadoran (spoken), Molgor (written), Rhulic (written)
*Scharde Island Trollkin speak the "Scharde Tongue" dialect of Cygnaran

Class Abilities
--Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, 
medium armor, and shields (except tower shields).
--Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. 
This benefit applies only when he is wearing no armor, light armor, or medium 
armor and not carrying a heavy load. Apply this bonus before modifying the 
barbarian’s speed because of any load carried or armor worn.
--Illiteracy
Barbarians are the only characters who do not automatically know how to read and 
write. A barbarian may spend 2 skill points to gain the ability to read and write 
all languages he is able to speak. A barbarian who gains a level in any other class 
automatically gains literacy. Any other character who gains a barbarian level does 
not lose the literacy he or she already had.
--Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a 
barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, 
and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. 
The increase in Constitution increases the barbarian’s hit points by 2 points per level, 
but these hit points go away at the end of the rage when his Constitution score drops 
back to normal. (These extra hit points are not lost first the way temporary hit 
points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or 
Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), 
the Concentration skill, or any abilities that require patience or concentration, 
nor can he cast spells or activate magic items that require a command word, 
a spell trigger (such as a wand), or spell completion (such as a scroll) to function. 
He can use any feat he has except Combat Expertise, item creation feats, 
and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + 
the character’s (newly improved) Constitution modifier. A barbarian may prematurely 
end his rage. At the end of the rage, the barbarian loses the rage modifiers and 
restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, 
can’t charge or run) for the duration of the current encounter (unless he is a 
17th-level barbarian, at which point this limitation no longer applies). A barbarian 
can fly into a rage only once per encounter. At 1st level he can use his rage ability 
once per day. At 4th level and every four levels thereafter, he can use it one 
additional time per day (to a maximum of six times per day at 20th level). 
Entering a rage takes no time itself, but a barbarian can do it only during his 
action, not in response to someone else’s action.[/SIZE] 
[/sblock]
[B]Feats:[/B] 

1st level Weapon Focus (Greataxe)


[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                     Ranks  Mod  Misc  Total[/B]
Climb                        2    +5          +7
Craft (Armorsmithing)        3    +0          +3
Craft (weaponsmithing)       4    +0          +4
Handle Animal                1    +0          +1
Intimidate                   3    +0          +3
Jump                         2    +5          +7
Listen                       2    +0          +2
Ride                         1    +1          +2
Survival                     4    +0          +4
Swim                         2    +5          +7

Equipment [sblock]
[B]Equipment:               Cost    Weight[/B]
Greataxe masterworked       320 gp     12lb
Glaive                      8   gp     10lb
Great Club                  5   gp     8 lb
Heavy Crossbow              50  gp     8 lb
Bolts, Crossbow (40)        4   gp     4 lb
Studded Leather		    25  gp     20lb
Armoured Greatcloak         75  gp     10lb
Explorers Outfit            3   gp     (worn)
Dagger			    2	gp     1 lb
Artisian's Tools            5   gp     5 lb
Bedroll                     1   sp     5 lb
Backpack (empty weight)     2   gp     2 lb
Flint and steel             1   gp      --
Waterskin                   1   gp     4 lb
Whetstone                   2   cp     1 lb       
Rations, trail(per day) (2) 10  sp     2 lb

[B]Total Weight:[/B] 100lb     [B]Money:[/B] 82gp 7sp 8cp

                           [B]Lgt   Med     Hvy      Lift  Push[/B]
[B]Max Weight:[/B]          133   134-266  267-400   800   2000
[/sblock]


[SIZE=1]Updates [sblock]
April 24  +25 gold crowms for job from Guner Wadock
April 30  -1 silver for boat trip
[/sblock][/SIZE]
[B]Age:[/B] 21
[B]Height:[/B] 7'2"
[B]Weight:[/B] 410lb
[B]Eyes:[/B] Colourless (White)
[B]Hair:[/B] None, Black Headspikes that fade to red towards the end tip
[B]Skin:[/B] Blue hued with green flecking
BACKGROUND

Hailing from the Bloodstone Marches, Jorms life has known little peace, rather his constant
companion while in the harsh realm was the constant chaos of raiding barbarian tribes in
the wilds. Jorm’s kriel, devout followers of the Devourer Wurm, traveled throughout the
Marches, preying upon those weaker than themselves. However, eventually the kriel
challenged another, near he eastern border of Cygnar, which overpowered his own and
those that did not fall in battle scattered to the winds. Left for dead, Jorm awoke days
later amid a pile of putrefying bodies. After clawing his way out and collecting what he
could, Jorm, a follower of the Lord of Predator aspect of the Devourer Wurm, saw this as
a way to adventure and focus on becoming the unbound predatory force of the wilds. He
vowed that day he would never again find himself amid the cast off bodies of the dead.
Jorm made his way through Cygnar’s wilds, challenging both beast and man, eventually
finding his way to Fellig where was hired by the Steam and Iron Works as caravan
protection.

APPEARANCE

Before you stands a large blue hued mass with green flecking across his skin and head
spikes, black fading to red along their length, as long as a grown mans forearm sprout
from his head and neck. Clear pupils gaze across the horizon and a bellowing laugh
that seems to shake the foundations of the earth erupt from the square set jaw. He
wears a stylized studded leather armour with symbology that seem to indicate fealty
to the Predator Wurm. His broad and well muscled form indicate a strong and healthy
individual, that has survived the rigors of wilds. Across his back over each shoulder are
strapped a greataxe and a great club and he carries his glaive as he walks. Upon
closer inspection one can notice the embellishments upon the weapons, flared head,
enlarged blades, notched lips, deep blood channels, curved spikes, elongate lower blade
curve and other stylized details on the equipment that seem to cry out pain. One
knowledgeable in weaponcrafting can see that the weapons are crafted specifically for
his use. A necklace of teeth and claw is worn around his neck created from various
creatures, however they all seemed to have sharp teeth and claws in common.

PERSONALITY
Raised in the wilds by barbarians, Jorm’s view is seen as rather uncivilized. Jorm realizes
his size, physique, appearance, and heritage can be intimidating and often in initial
encounters he plays up the large and in charge aspect of it upon first meeting new people
in order to establish a hierarchy. He sees much of the world in a predator-prey pack
might makes right mentality. As such he is very loyal, and altruistic to his friends and
intemperate in dealing with his enemies or those that dishounor him or his friends. As a
newcomer to civilization, he often applies the laws of the wilds in improper setting getting
himself into trouble of one manner or another. His mistrust with civilization makes itself
apparent in his unwillingness to associate with firearms or other manner of mechanika.
 

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