[GRIM TALES] Warhammer characters


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[B]Name:[/B]  Grimmor Rockfist
[B]Class:[/B] Strong 1/ Tough 3
[B]Race:[/B]  Dwarf
[B]Size:[/B]  Medium
[B]Gender:[/B] Male

[B]Str:[/B] 18       [B]Level:[/B] 4        [B]XP:[/B] -
[B]Dex:[/B] 12       [B]BAB:[/B] +3         [B]HP:[/B] 1d8+3d10+12=44
[B]Con:[/B] 18       [B]Grapple:[/B] +6     [B]MDT:[/B] 20
[B]Int:[/B] 10       [B]Speed:[/B] 20'      [B]Damage Reduction:[/B] 3/-
[B]Wis:[/B] 10       [B]Init:[/B] +1        [B]Defense Bonus:[/B] +3
[B]Cha:[/B] 6        [B]AP:[/B] 7           [B]Reputation Bonus:[/B] +0

                   [B]Base  Armor Shld   Dex  Size   Nat  Def  Total[/B]
[B]Armor:[/B]          10   +3    +0/2    +1    0    +0    +3   17/19
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +4        +6
[B]Ref:[/B]                       0    +1        +1
[B]Will:[/B]                      0    +0        +0

[b]Armor                       Defense   DR  MDB  ACP   Weight    Cost[/b]
Sleeved Mail Hauberk (w/ Helm)    +3     2    +2   -5    40lb
Wooden Shield                     +2     -         -2    10lb

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
Masterwork Great Axe           +8    1d12+7/S     x3          -        12lb     -
- [i][b]Gnasher[/b][/i]
Warhammer                      +7    1d8+5/B      x3          -         5lb     -
Dagger                         +7    1d4+5/P   19-20/x2     10'         1lb     -         
Light Crossbow                 +4    1d8/P     19-20/x2     80'         4lb
- 10 bolts                                                              1lb 
Fists                          +8    1d6+5(NL)            

[B]Languages:[/B] Common, Dwarven Battle Speak, Reikspiel

[B]Background:[/B] Ex-Imperial Soldier (military)- Climb, Jump, Spot, Survival; Career- 

Craft (weaponsmith), Knowledge (local), Profession (Soldier); Choose- Heal, Hide, Intimidate

[B]Talents:[/B] Strong- Melee Smash (+1 melee damage); Tough- Remain Conscious, Damage 

Reduction (1DR)

[B]Feats:[/B] Armor Proficiency (all), Brawl, Cleave, Martial Weapon Proficiency, Power 
Attack, Shield Proficiency, Simple Weapon Proficiency

[B]Skill Points:[/B] 14    [B]Max Ranks:[/B] 7
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Craft (Weaponsmith)       Int  3      +0         +3
Climb                     Str  2      +4   -5    +1
Heal                      Wis  2      +0         +2
Intimidate                Cha  3      -2         +1
Knowledge (Local)         Int  2      +0         +2
Spot                      Wis  1      +0         +1
Survival                  Int  1      +0         +1

[B]Equipment:                Cost  Weight[/B]
Travelers Outfit              -    5lb
Mess tin and cutlery          -    1lb
Hooded Lantern                -    2lb
Flask of Oil                  -    1lb
Waterskin                     -    4lb
Flask of Whisky               -    1lb

[b]Mount:[/b] Tom, Riding Pony, bit & bridle, saddle, saddle blanket, and saddlebags

One man tent                      10lb
Iron Rations (7)              -    7lb
Bedroll                       -    5lb
Oats (7)                         

[B]Total Weight:[/B] 83lb             [B]Money:[/B] 10 silvers

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]       100lb 200lb 300lb 600lb 

[B]Age:[/B] 58 years
[B]Height:[/B] 4'3"
[B]Weight:[/B] 160 lbs
[B]Eyes:[/B] Gray
[B]Hair:[/B] Black-Gray
[B]Skin:[/B] Brown

Alliance: Friends, Empire, Order of the Knights Panther

Background: Grimmor Rockfist was a tough-headed dwarf who decided to earn his wealth as an imperial soldier, just like his cousin Marvie, since he had little interest as a forger. His skill with the axe allowed him some respect amongst his fellow soldiers.

However, his officer Reckham, whom he never got along with, sold off the ragtag bunch of soldiers to a bunch of Beastmen who were ready to sacrifice the soldiers to Khorne, and all others in Grimmor's company were slain except for him. After resting, he eventually found Reckham drinking at a bar, and promptly seperated the officer from his head. It took four guards to take him down, where he awaited to be hung or torn apart by horses. Getting 'pardoned' was certainly an act he was surprised at, but he's glad to be reunited with his axe Gnasher. He's still wondering what in the heck is a panther.

Description: Battle-scarred and blackfaced, one eye is almost shut, the result of a brawl with a half-ogre. His clothes smell badly of ale. His beard and hair dart all over the face, stuck in a perpetual mess.

Behaviour: Grimmor, like his name, is a grimy individual. He's started many a brawl and been involved in a number of fights; he's already been banned in a number of bars. He doesn't think of himself as a hero, merely a warrior.
 

Professor Johannes von Tritheim
Smart Hero 4th level; Grim Tales character

Background: Academic. Allegiances: Himself, Knowledge, Order of the Knights Panther. Reputation: +2

Johannes von Tritheim: Human, Smart 4th-lvl. (hero)
Combat: Hit-points: 22; MAS 13; Initiative: +0; Speed: 30 ft.; Defense 11 (touch 11, flat-footed 10); BAB +2; Grap +3; Atk +3 melee (1d4, dagger), or +3 ranged (2d6, pistol); AP 7.
Saves: Fort +2, Ref +1, Will +5.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 12 (+1).
Racial Traits: Human
Skills: Bluff +8, Craft (bookbinding) +8, Craft (calligraphy) +8, Decipher script +8, Forgery +8, Heal +8, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Listen +10, Profession (teacher) +6, Research +8, Spellcraft +13, Spot +10.
Talents: Linguist, Magical adept (arcane magic).
Feats: Alertness, Iron will, Personal firearm proficiency, Simple weapons proficiency, Skill familiarity (Heal), Skill focus (Spellcraft).
Languages: Riekspiel (native), Arcana, Classic.
Spells Caster level: 4 (with houserule); Spell burn resistance: 3; Spell list:
0-Level: Dancing Light, Detect Magic, Flare, Know Direction, Message, Prestidigitation, Read Magic, Repair Minor Damage, Resistance.
1-Level: Alarm, Comprehend Language, Grease, Obscuring Mist, Protection from Chaos.
2-Level: Protection from Arrows & Bullets, Spider Climb.
Equipment: sturdy clothing, dagger, MW pistol (plus powder and bullets for 20 shots), lantern and oil, parchment - ink - quill.
Note: Pistol (cost: 150gp, Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: bullets (10), 2gp, 1 lb


Allegiances: Himself, Knowledge (for its own sake), Order of the Knights Panther (although not of his own choice…).

Background: Professor Johannes von Tritheim was a university teacher until his own chambermaid accused him of witchcraft. He was prosecuted, and during the trial Johannes declared that it was but absurd to compare the idiotic tales of a stupid and ignorant domestic, with the words of one of the empire's most brilliant minds. If the judges could not understand that, then Johannes would not afford to waste his time debating with inferior intellects. For some reason, these obtuse judges refused to acknowledge the obvious, and instead of condemning the chambermaid threw Johannes into jail. Needless to say that even while he is now a Panther Knight, Johannes has sworn to chastise the imbecile chambermaid whenever he will get the opportunity…

Description: Johannes von Tritheim appears as a young scholar, a man in his early thirties. He practices exercises regularly, as he thinks that a sane mind requires a sane body. Yet, Johannes doesn't look like an athelete, more as a healthy man. He otherwise has blond hair and blue eyes, plus a thin moustache.

Behaviour: Johannes tends to be an arrogant knows-it-all. In fact, whenever he doesn't know something, he has no qualms about inventing it if need be; however, he doesn't consider it to be a lie, but rather a clever deduction of his own. Johannes otherwise despises illiterate cretins of all sorts, the kind who spend their lives in superstition and with no other interest in life than their next meal and to know what do or don't do their neighbors.
 
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Seif-al-Din

Seif-al-Din (Sword of the faith)

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Sief-Al-Din bin Zolotas
Human male, Medium; Strong Hero/3, Tough Hero/1
Diety: Ben Moshar

Background - Church Guard
Alliegences - Order: Order of the Knights Panther
Religion: Church of Ben Moshar

STR - 17
DEX - 14
CON - 14
INT - 10
WIS - 12
CHA - 10

HP 36
FORT - +5
REF - +3
WIL - +2

AC - 18/DR-2 (Armor 3, DEX 2, DB 3)sleeved mail haubrek w/ Helm

MW Tulwar +8 (BAB 3, STR 3, WM 1, Wpn. Focus 1); 1d10 +5 (STR 4, Melee Smash +1) 18-20 x2
Dagger +6, 1d4+4, 19-20 x 2
Long Spear +6, 1d8+5, 20x2
Short Bow +5, 1d6, 20x3

Feats & Talents
Proficiencies: All simple and martial weapons, All armor & shields
Dodge? or Exotic Weapon Proficiency/Tulwar (Feat;Lvl. 1)
Power Attack (Feat; Lvl. 1)
Melee Smash (Talent; STR Hero Lvl. 1)
Cleave (Feat; Lvl. 3)
Weapon Focus/Tulwr (Feat; STR Hero Lvl. 1)
Extreme Effort (Talent; STR Hero lvl. 3)
Rage (Talent; TGH Hero Lvl. 1)

Skills / Ranks / Score
Craft:Calligraphy/0/+0; Escape Artist/2/+4; Heal/0/+1; Intimidate/8/+8; Knowledge: Religion/4/+4; Perform: Dance/3/+3; Profession: Music/0/+1; Ride: Horse/3/+5; Sense Motive/2/+3; Tumble/2/+4.

Equipment
MW Tulwar (Returned Item), sleeved Mail hauberk w/ Helm, Travelers Outfit, Long Spear, (2) daggers, shortbow w/20 arrows?, Light Riding Horse (Rajh bin Brolek)w/ gear, Week of Iron Rations, Waterskin, week of oats, Bedroll, Mess tin and cutlery, Hooded lantern w/ flask of oil, One man tent, 9 silver shillings.

Seif is over six and a half feet tall, and still growing into his lean body. He has a large frame but it is still not filled in by time. Seif usually shaves his head and wears long mustaches, and a sharp goatee. When not in a city he wears the robe and turban of his home, but as this causes quite a ruckus in cities, he usually adapts more common attire. He considers all easterners gross, and ignorant, but is open minded. If he ever met one he could consider his "friend" there could be no more loyal companion. Still Ben Moshar wants him here and here he shall remain.

Curse my temper. They call this civilization; where a man is judged by his accent, or his clothing, or the color of his skin. Still I should have watched my temper. Only a few more seconds before the guard arrived and I could have been free. Surely, it is not fun to have twelve angry, and bruised men looking for you, but it is better than rotting away in this dank foreign cell. Would I ever feel the gentle carress of the sun upon my skin again. Would I ever feel the warm wind in my face as I raced Brolek over the endless plains of my home. Whats that? a stranger at the cell. I would do anything to get out of here. Maybe this is my chance.
 
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Gunther Ulven

Charismatic 2/ Strong 2
Background: Third son of a Minor Noble (Bluff, Diplomacy, Knowledge-Etiquette, Ride)
Allegiances: Himself, his companions, the Empire
Deity: Sigmar, not devout

Quote: “So how much do I owe you again? Hmmm… that might be difficult…double or nothing?”

Background: I was born the third son of a minor noble in Talabheim. After years of education in the finest schools my homeland had to offer, I grew bored with the life of the gentry. When Emperor Karl Franz called for able bodied young men to serve, I joined without hesitation. My father was intimidated by the Duke into funding a unit of pistoleers. I served in the unit as a Sergeant, cutting his teeth in battles against the Bretonnians and Skaven filth in the valleys and passes of the Grey Mountains. I returned home after two years of service, fully expecting to recieve a hero's welcome from his father. But the family's fortunes had faded away in support of the unit, and I found myself despised by my bitter parents. Furious, I left home with the same possessions he brought back from the wars. I had developed a taste for cheap wine and gambling while on the road, and it eventually landed me in trouble in Middenheim after a long night of revelry. I found that he could not pay my tab or the deep debt to a member of the town guard. I was tossed into the stocks, where I find myself in the strange situation of being drafted into the Order of the Knights Panther.

Appearance: I’m not a bad looking sort, or at least I’m told. I decided to shave my head while in the military (mostly to keep down on lice, truth be told), but I do like the way it looks. Normally I wear my mail all day, and keep my pistols close at hand. All this recent training has gotten me back into fighting shape. My shoulders may ache after a long day of pounding away at a target dummy, but they are strong and broad, and my arms have regained their former power.

About this character: I have spent far too many nights in far too many dank cells. The last six years have been a blur of seedy gambling houses and taverns, cheap women and cheaper wine. Maybe this is my chance to get back on track. The Knights Panther! Who would have thought, me a Knight. My companions seem capable. Hopefully this Witch Hunter Hammer is telling us all the facts about the task ahead of us. Perhaps, with a bit of luck, we will make it out of this with our heads still attached to our shoulders.

Age: 30
Height: 5’9”
Weight: 175
Hair: Bald
Eyes: Blue

Reputation: +2

Statistics:

STR: 16 (+3, costs 10)
DEX: 10 (+0, costs 2)
CON: 10 (+0, costs 2)
INT: 12 (+ 1, costs 4)
WIS: 10 (+ 0, costs 2)
CHA: 16 (+3, costs 10)

Hit Points: 22 (6+4+6+6)

Massive Damage Threshold (MDT): 12 (CON +1/2 your level, round down)

Saving Throws:
Fortitude: +4
Reflex: +2
Will: +0

Armor Class: 16 (+3 Class Defense, +3 DB Chainmail)
DR: 2

Base Attack Bonus: +3

Weapons:

Longsword +6 attack (damage 1d8+4, 19-20/x2)

2 Pistols +3 attack (Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: 20 shots total

Dagger +6 attack melee, +3 thrown (damage 1d4+4, crit 19-20, Rng 10ft)

Skill Points: 40

Skills:

Appraise +1
Balance +0
Bluff +11, 6 ranks
Climb +3
Concentration +0
Craft (Armor) 2 ranks
Diplomacy +10, 5 ranks
Disguise +3
Drive +0
Escape Artist +0
Forgery +0
Gather Information +7, 4 ranks
Heal +0
Hide +0
Intimidate +10, 5 ranks
Jump +3
Knowledge (Etiquette) +4, 3 ranks
Knowledge (Nobility) +4, 3 ranks
Listen +0
Move Silently +0
Perform +3
Profession (Gambler) +6, 2 ranks
Research +1
Ride +10, 7 ranks
Search +1
Sense Motive +0
Speak Language+2, 1 rank
Spot +0
Survival +2, 2 ranks
Swim +3
Use Rope +0

Abilities:
Fast Talk (Add Charismatic Level to Bluff, Diplomacy, and Profession-Gambler checks)
Melee Smash (+1 bonus to Melee damage)

Feats:
Armor Proficiency- All
Martial Weapon Proficiency – All
Shield Proficiency
Simple Weapons Proficiency
Improved Initiative
Personal Firearms Proficiency
Skill Focus- Intimidate and Gambler
Mounted Combat
Mounted Shot

Equipment:

Travelers Outfit with Panther symbol tabard
Longsword w/ scabbard
Two Pistols w/ holsters, 10 shots each
Belt w/ ammo pouches
Sack
Dagger
Week of Iron Rations
Waterskin
1 week of Oats
Bedroll
Mess tin and cutlery
Hooded Lantern with flask of oil
One-man tent
Light Warhorse (Zoldt)
3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft.
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Zoldt has been taught to come to Gunther's side when called.

Wealth: 4 silver shillings
 


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