• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Insight's "The Shadow of Set" - RG Thread

Insight

Adventurer
Insight's "The Shadow of Set" - Rogues' Gallery

Post your completed characters here. For ease of access, I'll be keeping track of loot and xp awards here, so check this thread if you're not sure what stuff or xp you should have.

Enjoy!

Threads - OOC - IC - RG
 
Last edited:

log in or register to remove this ad


Redclaw

First Post
Asad the Silent, Human Monk of the Cobra Strike

[sblock=backgroung]About 15 years ago, a young boy was found in the wreckage of a merchant caravan by a group of monks on their way back to their monastery in the Blasted Desert. The child was unhurt, but his eyes showed that he had seen much more than his spirit could bear.
The monks, usually very firm about their willingness to let the desert claim its rightful prey, took pity on the boy. They brought him with them to their home. The boy didn't say a word during the trip, and he refused to open his tightly clenched fist. It wasn't until he finally fell asleep that the brothers were able to pry his hand open, wherein they found a bloodstained signet ring bearing a lion crest that none of them recognized. The brothers cleaned it and returned it to the boy's hand, allowing him this one possession.
The boy grew into adolescence without speaking a single word to any of the brothers, and without ever fully losing that look of pain and horror from his eyes. Needing to call him something, the monks named him Asad for the lion that marked his ring. Eventually he sought and recieved permission to train with the monks, and they taught him their fighting techniques, which focused on quickness and agility. Asad learned it in silence and intense focus. His early fascination and identification with the god Horus made it clear that he would spend his life seeking vengance for his family's deaths.
Eventually the walls of the monastery proved too small for Asad, and he starting taking forays into the heat of the Blasted Desert. The brothers knew of his journeys, but saw no reason to try to prevent them. When he was in the monastery he participated in their training and he worked on whatever needed to be done. When he was gone, they trained and worked without him. It was only after his ventures began that Asad started talking again, although it was never much, and he could still go days without saying anything. The monks understood that this was just another step in the process of Asad's healing.
Asad's explorations eventually led him to the remains of an oasis, now claimed by the desert. There he found several clues that led him to believe that the last residents of the oasis had been worshippers of Set. [/sblock]

Code:
[B]Name:[/B] Asad the Silent
[B]Class:[/B] Monk
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Horus, the Avenger

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 1        [B]XP:[/B] 375
[B]Dex:[/B] 15 +2 (8p.)     [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] 
[B]Cha:[/B]  8 -1 (0p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Defense Shld   Dex  Size   Nat  Monk  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +0    +2     +0   16
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      2    +2          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed                  +2     1d6+2       20-x2
Kama                      +2     1d6+2        20-x2
Shuriken                  +2     1d2+2       20-x2
Flurry of Blows          +0/+0 1d6+2      20-x2

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] Flurry of Blows, Unarmed Strike, AC Bonus (wisdom)

[B]Feats:[/B] Monk Weapon Group (class), Endurance (Human Bonus), Improved Initiative (1st), Dodge (Monk bonus)

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    4    +2          +6
Escape Artist              4    +2          +6
Hide                       2    +2          +4
Jump                       4    +2          +6
Knowledge (Religion)       2    +1          +3
Move Silently              4    +2          +6
Tumble                     4    +2          +6


[B]Equipment:               Cost  Weight[/B]
Kama                    2gp       2lb
Shuriken (10)           2gp       1lb
Waterskin (2)           2gp       8lb
Flint and Steel         1gp       0lb
Sack                    1sp     0.5lb
Belt Pouch              1gp     0.5lb
Monk's Outfit           ---     ---
Torch (5)               5cp     5lb
Candle (10)             1sp     ---
Signet Ring             5 gp    ---
Trail Rations (4 days)  2gp     4lb

[B]Total Weight:[/B]21lb      [B]Money:[/B] 39gp 7sp 5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58    116   175   350   875

[B]Age:[/B] 21
[B]Height:[/B] 5'11"
[B]Weight:[/B] 187lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
Appearance: Asad is a young man with closely cropped black hair, loose-fitting clothing and an ever-grim expression. He says little and moves only when necessary. However, when he does either it is quick and decisive, often catching others by surprise.
 
Last edited:

YeOldeAlbatross

First Post
Droban Ironthane
Medium Humanoid (Dwarf)
Neutral Good Fighter 1 (375/1000 XP)

Hit Points: 13 (1d10+3 Hit Dice)

Initiative: +1

Speed: 20' (medium enc.)

Abilities:
Str 16 (+3)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 8 (-1)
Cha 12 (+1)

AC: 18 (+6 Class Defense, +1 Shield, +1 Dex), Touch 17, Flat-Footed 17

Saves: Fort +5, Ref +1, Will -1

Base Attack/Grapple: +1/+4

Primary Attacks:
Dwarven Waraxe: +5 melee (1d10+3/20/x3)
Throwing Axe: +3 ranged (1d6+3/20)
Warhammer: +4 melee (1d8+3/20/x3)
Dagger: +4 melee (1d4+3/19-20)


FEATS
Weapon Focus: Axe Group, Power Attack.

SKILLS
Appraise 0(+2), Balance * +0, Bluff +1, Climb * +6 (4 Ranks), Concentration +3, Diplomacy +1, Disguise +1, Escape Artist * +0, Gather Information +1, Heal -1, Hide * +0, Intimidate +5 (4 Ranks), Jump * -4, Listen -1, Move Silently * +0, Ride +1, Search 0(+2), Sense Motive -1, Speak Language x2, Spot -1, Survival -1, Swim * +1, Use Rope +3.

LANGUAGES
Common, Dwarven

Racial Traits: Dwarf
Base land speed of 20 ft., not reduced when wearing medium or
heavy armor or when carrying a medium or heavy load

Vision & Senses
Darkvision 60 ft.

Class Features: Fighter 1st
1x Bonus combat-oriented Feat
Weapon Proficiency Groups: Basic, Axes, Picks/Hammers, Slings/Thrown Weapons, Maces/Clubs

Conditional Bonus - Dwarf Race
+2 racial bonus on saves against spells and spell-like effects
+4 dodge bonus to AC vs creatures of the giant type
+1 racial bonus on attack rolls against orcs and goblinoids
+2 Save vs Poison
+2 on Appraise Stone or Metal Items
+2 racial bonus on Craft related to Stone or Metal
+2 racial bonus on Search to notice unusual stonework [Stonecunning]
+4 on checks to resist being bull rushed or tripped [Stability]

EQUIPMENT
ARMOR WORN: None.
SHIELD: Light Steel Shield.
Dwarven Waraxe, 2xThrowing Axe, Warhammer, Dagger, Backpack, Bedroll, 2xWaterskin,
Mug, Silk Rope, Whetstone, Traveler's outfit, 3xTrail Rations, 2xSack,
2xAlchemist's fire, Flint and Steel, Pipe, Tobacco
Total Weight: 54.3 lb (Light Load)

MONEY
Platinum:0 Gold:112 Silver:0 Copper:0.

APPEARANCE: Droban is relatively tall and lean by dwarven standards, standing 4'6" and weighing 145 pounds. His coarse black hair and beard are most often found thickly braided with small bands of metal, in an effort to minimize the deleterious effects of Majoor's heat. Bright green eyes, rare for a dwarf, peer out from beneath bushy, scowling brows, and Droban's skin is brightly ruddy, seemingly in a constant state of sunburn. He wears simple, functional clothing, usually in colors of tan, cream, or dark yellow. Droban fairly bristles with weaponry...a warhammer, dagger, pair of throwing axes, and of course, Marakul (a dwarvish word that translates roughly to 'sharp and gleaming'), his trusty waraxe.

PERSONALITY: Droban is a proud son of the Ironthane clan, stout of heart and loyal to clan and liege. Droban is prone to a love of strong mead, rich tobacco, coarse humor, good companionship, and bloody violence, not necessarily in that order. Like many of his race, he is intensely suspicious of much magic and the elves he so closely associates with it. Never one for devout religious following, he remains tolerant of the beliefs of others, so long as no one gets hurt in the process. Mindful of the wars of his forefathers, he harbors a special grudge against those of goblinoid or orcish blood. Any half-orcs who claim not to be out to slaughter all of dwarvendom will need to work very hard to prove it to Droban.

BACKGROUND: Born 53 years ago in the Mistwall mountains, Droban is the third son of Grodun Ironthane. As did his brothers before him, Droban grew up learning how to wield the axe, and as a younger dwarf, he fought in some of the endless skirmishes against the goblins of the Splitskull and Rotface tribes that infested the tunnels under the peaks. Yet, Droban found a wanderlust stirring in his heart, one that would not fade no matter how many tunnels he dug or goblins he slew. He longed to see the surface world. Seeing that Droban was unhappy with his lot, his family said their goodbyes and allowed him to depart in hopes that he would return one day.

Droban traveled far, over mountains and through valleys; traversing broad forests and crossing wide rivers. Through it all, he stayed in the towns and cities of men, and learned more and more of the diverse customs of humans and the other races that abode there. When he was in need of money, he hired himself out as a guard or sellsword, an occupation in which he excelled. Finally, hearing of an opportunity to travel to the exotic desert city of Majoor, his curiosity got the better of him, and he hired on as a merchant's guard for the expedition.

After three weeks in Majoor, Droban, perpetually sunburned and sweaty, decided he had had enough of the sweltering heat and irritating sand. However, his previous employer had run into some trouble with the local authorities over a matter of taxes unpaid, and Droban found himself out of work. Broke, he responded to a post on the wall of the Twin Scimitars Guild, and came into the acquaintance of Isphet the Moneylender, a man who Droban now considers to be a friend. The pair were briefly hired to assist the local militia in tracking down some camel thieves who were hiding in the desert. In the course of that mission, Droban and Isphet met Avardis, who was stranded at an oasis. Although Avardis was a practitioner of suspect arcane arts, Droban had to admit that the sorcerer's skills proved useful in handling the thieves. Now the three have returned to Majoor following the completion of that mission, and have struck up a conversation regarding future endeavors. While still uncertain about his long-term future in Majoor, Droban has come to enjoy the companionship of his new friends, and so, for now, he remains.

Last Edit: +125 xp for winning the battle in the bazaar.
 
Last edited:

Necro_Kinder

First Post
DIRK REDHAND

[sblock=Character]
Name: Dirk Redhand
Class: Ranger 1
Race: Desert Half-Orc
Alignment: NG
Age: 18
Gender: Male
Weight: 160 Lbs
Height: 6’ 5”
Skin: Deep Tan
Eyes: Brown
Hair: Black

HP: 10 / 10 (1d8+2)

XP: 250 / 1000

Abilities
Str 12 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

Stats
AC 16 (+3 Class, +3 Dex)
Touch 16, Flat Footed 13

FORT +4 (2 base, +2 Con)
REF +5 (2 base, +3 Dex)
WILL +2 (0 base, +2 Wis)

INIT +3
BAB / Grapple +1 / +2
Speed: 30ft

Melee
+2 Falchion (2d4+1, 18-20 x2)

Ranged
+4 Longbow (1d8, x3)

Feats
Run (Racial)
Track (Class)
Point Blank Shot (1)

Class Features
Favored Environment, Track, Animal Empathy

Weapon Group Proficiencies
Basic Weapons
Bows
Heavy Blades
Spears and Lances

Racial Features
Heat Endurance, Low Light Vision, Run, Orc Blood

Favored Environments
Desert (warm) = +2 on Hide, Listen, Move Silently, Spot, and Survival checks

Skills (6+0) x4 = 24
Handle Animal +3 (4 Ranks, -1 Cha)
Hide +5 (2 ranks, +3 Dex)
Knowledge (Geography) +4 (4 Ranks, +0 Int)
Knowledge (Nature) +4 (4 Ranks, +0 Int)
Listen +4 (2 Ranks, +2 Wis)
Move Silently +5 (2 Ranks, +3 Dex)
Spot +2 (2 Ranks, +2 Wis)
Survival +6 (4 Ranks, +2 Wis)

Languages
Common
Orc
Draconic

Stuff 80 GP, 8 SP, 8 CP, 41 Lbs
Longbow (75 GP, 3 Lbs)
40 Arrows (2 GP, 6 Lbs)
Falchion (75 GP, 8 Lbs)

Traveler’s Outfit (1 GP, 5 Lbs)
Backpack (2 GP, 2 Lbs)
Bedroll (1 SP, 5 Lbs)
Flint and Steel (1 GP, - Lbs)
Torch x2 (2 CP, 2 Lbs)
Trail Rations x2 (1 GP, 2 Lbs)
Waterskin x2 (2 GP, 8 Lbs)


Light Load= 43 Lbs
Medium Load= 86 Lbs
Heavy Load= 130 Lbs
Lift= 130 Lbs
Push / Drag= 650 Lbs
[/sblock]

[sblock=Background]
Dirk was born on the outskirts of Majoor, his meager home being just inside the actual city. He was never really accepted as a child, his Orc blood always showing through (even though he was really only one quarter Orc) which kept him separate from the other children. Their parents didn’t want their children playing with one of them. So he learned to be on his own. He discovered he could stay out in the desert longer than the other children and longer than even some of the adults. He spent most of his days out there, just wandering in the heat of the Blasted Desert. He taught himself how to use a bow, a present from his father, and even learned some sword play from his parent’s friends (which there were few of).

As the years went on he spent more and more time in the Desert, even teaching himself how to run across the sea of sand to get from oasis to oasis. He memorized these oases and used the knowledge to lead travelers and merchants through the desert. As of late he has been acting as a guide to anyone who wants to pass through the desert, and as somewhat of a body guard to them now that the Scorpitaurs had moved into the trade routes. He hated the beasts, the unnaturalness of them really got under his skin. Their constant desire to kill those he was guiding bothered him too.

He was crossing back across the desert one day when a group of the foul beasts showed up and though him easy prey. Bad luck for them. After taking a few down with his bow, they had gotten too close. He drew his Falchion from across his back and waded into his adversaries slashing in wide sweeping arcs, slicing off claws and tails and chitin flying through the air when he noticed he was not the only one doing the killing. A Sandcat had shown up and had pounced into the fray, ripping apart the Scorpitaurs with it’s claws. He thought this odd, as the Sandcats usually aren’t active until after dark and very rarely attack anything bigger than themselves. As he drew nearer though, he noticed something very odd about this one, more odd than the already observed, this one seemed to be intelligent. He discovered after the battle that it wasn’t a Sandcat but actually a Druid who despised the Scorpitaurs even more than he did. They, now deciding to travel together, followed the abomination’s tracks back to an area Dirk knew to be close to a monastery. They went and warned the monks of the Scorpitaurs nearness to their home, but the monks seemed more worried that one of their order was out in the Desert, and may have come across another pack of the terrifying creatures. G’Sharn, as the Druid was called, and Dirk set off to locate this lost monk, only to find him not too far from the Monastery exploring a dried up Oasis. He claimed he found some evidence of the Cult of Set…

Dirk is dressed very plainly, wearing baggy tan clothing and a raggedy black burnoose that covers most of his dark tan skin and face, though his long singular braid of hair can be seen protruding from it.[/sblock]
 

Ilium

First Post
Avardis
Medium Humanoid (Human)
Lawful Good Battle Sorcerer 1 (0/1000 XP)

Hit Points: 9 (1d8 + 1 Hit Dice)

Initiative: +2

Speed: 30'

Abilities:
Str 12 (+1) (4 points)
Dex 14 (+2) (6 points)
Con 12 (+1) (4 points)
Int 10 (+0) (2 points)
Wis 10 (+0) (2 points)
Cha 16 (+3) (10 points)

AC: 15 (+3 Class Defense, +2 Dex), Touch 15, Flat-Footed 13
AC with Shield Spell: 19 (+3 Class Defense, +4 Shield, +2 Dex) Touch 15, Flat Footed 17

Saves: Fort +1, Ref +1, Will +2

Base Attack/Grapple: +0/+1

Primary Attacks:
Ray - +2 Ranged Touch Attack (by spell)
Bastard Sword - +1 Melee (1d10+1 Slashing 19-20/x2)
Shortbow - +2 Ranged (+3 within 30 ft.) (1d6 (+1 30 ft.) Piercing 20/x3, 60 ft. Range Inc.)

FEATS
Weapon Group Proficiency: Heavy Blades (granted by Battle Sorcerer class)
Weapon Group Proficiency: Bows (granted by Battle Sorcerer class)
Alertness (from familiar)
Point Blank Shot
Precise Shot


SKILLS
Appraise +3 (0 ranks, +3 familiar)
Bluff +3 (0 ranks)
Concentration +5 (4 ranks)
Craft (Carpentry) +1 (1 rank)
Diplomacy +3 (0 ranks)
Gather Information +3 (0 ranks)
Intimidate +5 (2 ranks)
Knowledge - Arcana +1 (1 ranks)
Knowledge - Religion +1 (2 ranks)
Listen +2 (0 ranks, Alertness)
Spellcraft +2 (2 ranks)
Spot +2 (0 ranks, Alertness)

Spells
Spells Known:
Level 0 (4/day) - Detect Magic, Read Magic, Mage Hand
Level 1 (3/day) - Shield

LANGUAGES
Common

Class Features: Battle Sorcerer 1st
1x Bonus Weapon Proficiency Group Feat (Heavy Blades)
Raven Familiar - Besha


EQUIPMENT
Code:
ARMOR WORN: None
                            Cost (GP)  Weight (lb)
Bastard sword                 35           6
2 x Dagger                     4           2
Shortbow                      30           2
  20 Arrows                    1           3
Bedroll                        0.1         5
Backpack                       2           2
  50' Rope                     1          10
  Whetstone                                1
  5 x Trail Rations            2.5         5
  5 x SunRod                  10           5
Waterskin                      1           4
Traveler's outfit                          5

Total Weight: 50 lb (Medium Load, light load if backpack and dropped)

MONEY
Platinum:0 Gold:33 Silver:0 Copper:0

APPEARANCE: Avardis is a tall, attractive young man with medium-brown skin, dark eyes and black hair. He wears his hair long, in thin braids and knots, which he ties back with a red silk scarf when traveling or expecting trouble. He is clean-shaven.

Avardis likes to dress well, in bright reds and oranges of fine fabric, but is not often able to afford to do so.

BACKGROUND: Avardis was born and raised in Majoor. His father was a moderately successful carpenter, specializing in furniture of a well-made and elegant (rather than ornate) style. His magical talents manifested themselves when he was 14, as small objects began to fly through the air when he became agitated. His mother was overjoyed and arranged for him to study with the wizard Malbek, who was a friend of the family. Avardis was an indifferent apprentice, at best. In fact, he took more interest in learning to fight from Malbek's brother Alabek, a champion of Muir. After a couple of years, when it became obvious he wasn't interested in the long study necessary to channel his talent into wizardry, Malbek sent him home. He wasn't much of a carpenter, either, and announced he would set forth to find his fortune rather than enter the family business. There was little objection from his parents. So, with gifts of sword and prayer book from Alabek, Avardis set out as a caravan guard to cross the blasted desert.

Things did not go well and within a week most of the caravan were dead, and Avardis found himself stranded at an oasis, with no way home, until another group came out of Majoor. They helped him get home (after a rather unfortunate run-in with some Camel thieves) and now Avardis is back in his home town, trying to live down the disgrace of his failure.

PERSONALITY: Avardis is deeply dedicated to his goddess Muir, and strives to follow her teachings in all things. His greatest ambition is to become a Champion of Muir (paladin) and toward that end is seeking a way to prove himself worthy. Preferably something that will be easily noticed by the priests of Muir.

He is a reserved and serious young man. His recent experiences have worn down his former exuberance and he is very keen not to appear the fool again.
 
Last edited:

Rolzup

First Post
G'Sharn Sirroc
Gender: Male
Race: Halfling
Class: Druidic Avenger 1
Alignment: Lawful Neutral

(Stats in green indicate Predator form)

Str 12/16 -- (+1)/(+3)
Dex 14 -- (+2)
Con 14 -- (+2)
Int: 9 -- (-1)
Wis: 16 -- (+3)
Cha: 9 -- (-1)

Hit Points: 10
Defense Bonus: +4
AC: 17/ 21, Touch: 17, Flat: 11 /15 (Unarmored)
Init: +6
BAB: +0, Grap: -4
Speed: 30'/ 50'
Fort +5, Ref +3, Will +5

+2 Melee, Scimitar, 1d6+1, 18-20/x2, Slashing
+4 Ranged, Sling, 1d3+1, x2, Bludgeoning
+4 Melee, Bite, 1d4+3, x2, Piercing

Small, 3' tall, 34 lbs., 34 yrs old
Black, close cropped hair, green eyes, tan skin

-1 Appraise (0 Ranks -1 Int)
+2 Balance (0 Ranks +2 Dex)
-1 Bluff (0 Ranks -1 Chr)
+3 Climb (0 Ranks +1 Str +2 Racial)
+2 Concentration (0 Ranks +2 Con)
-1 Diplomacy (0 Ranks -1 Chr)
-1 Disguise (0 Ranks -1 Chr)
+2 Escape Artist (0 Ranks +2 Dex)
-1 Forgery (0 Ranks -1 Int)
-1 Gather Information (0 Ranks -1 Chr)
-1 Handle Animal (0 Ranks -1 Chr)
+3 Heal (0 Ranks +3 Wis)
+6 Hide (0 Ranks +2 Dex +4 Size)
-5 Intimidate (0 Ranks -1 Chr, -4 Size)
+3 Jump (0 Ranks +1 Str +2 Racial)
+5 Knowledge (nature) (4 Ranks -1 Int, +2 Druid)
+5 Listen (0 Ranks +3 Wis +2 Racial)
+4 Move Silently (0 Ranks +2 Dex +2 Racial)
+2 Ride (0 Ranks + 2 Dex)
-1 Search (0 Ranks -1 Int)
+3 Sense Motive (0 Ranks +3 Wis)
+3 Spot (0 Ranks +3 Wis)
+9 Survival (4 Ranks +3 Wis +2 Druid)
+1 Swim (0 Ranks +1 Str)
+2 Use Rope (0 Ranks +2 Dex)

Languages: Common, Halfling

Feats
-- Improved Initiative

Weapon Groups
-- Druid Weapons
-- Basic Weapons

Halfling Traits
-- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
-- +1 racial bonus on all saving throws.
-- +2 morale bonus on saving throws against fear
-- +1 racial bonus on attack rolls with thrown weapons and slings.

Druidic Avenger Abilities
-- Nature Sense (Ex): +2 on Knowledge (nature) and Survival checks.
-- Wild Empathy (Ex): 1d20-4 to determine the wild empathy check result.
-- Wild Shape (Su): Predator form as Swift action, at will.
-- Fast Movement (Ex): +10' to movement.
-- Rage (Ex): 1/day for 7 rounds, +4 bonus to Strength, +4 bonus to Constitution, and a +2 morale bonus on Will saves, but -2 penalty to Armor Class.

Spells
-- 0 Level: Cure Minor Wounds, Detect Magic, Know Direction
-- 1st Level: Endure Elements, Magic Fang

Equipment
-- Scimitar (15 GP)
-- Sling, 10 bullets (1 SP)
-- Backpack (2 GP)
-- Flint and Steel (1 GP)
-- Waterskin (1 GP)
-- 5 days trail rations (2 GP, 5 SP)
-- Potion of Cure Light Wounds (50)
-- 8 GP, 4 SP

History:
G'Sharn is a wanderer, an outcast from his nomadic tribe for reasons that he flatly refuses to discuss. He's spent the last few years acting as a guide for various caravans, and knows the desert like the back of his own hand. Or so he maintains....

He's made it his business to deal with, in a generally fatal manner, any bandits, marauders, or evil-doers that he should happen across. He has no compunction about killing such creatures in their sleep, and leaving their corpses for the vultures.

He's been in Majoor for nearly a month now, although he's not at all sure why this is. The city makes him uncomfortable; the noise gives him a headache, the smell makes him nauseous, and the less said about the sights, the better.

Even worse, however, are abominations like Scorpitaurs. Twisted perversions of the natural order, such things simply should not be. And G'sharn was doing his best to make this clear to a group of these foul things when he first saw Dirk, carving his way through their mutual foe.

Trust doesn't come easily to G'Sharn these days, but even so, he had a good feeling about the ranger. Someone he could trust to watch his back, without burying a dagger in it. When Dirk suggested alerting the nearby monasary, G'Sharn agreed to accompany him, with only a minimal amount of grumbling about it. And to his own surprise, it was G'Sharn himself who suggested that he and Dirk find their mising brother.

He's still not certain why....

Appearance:
G'sharn generally keeps himself wrapped in a tattered brown burnoose, with only his eyes visible. His voice is a harsh rasp, oddly deep for such a small figure, but he speaks only rarely in most company.

His predator form is that of a larger than average "Sandcat" -- a tawny-furred feline native to the Blasted Desert, with large, tufted ears and a bobbed tail. He commonly wears this form when he needs to travel long distances, not least because it makes it all the easier to avoid other travellers.
 

Remove ads

Top