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<blockquote data-quote="Water Bob" data-source="post: 6327989" data-attributes="member: 92305"><p><strong>-- KREMM, THE STREET URCHIN --</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>Kremm</strong></p><p>1st level Argossean Commoner</p><p></p><p></p><p><strong>Sex:</strong> Male</p><p><strong>Age:</strong> 17</p><p><strong>Height:</strong> 5'9"</p><p><strong>Weight:</strong> 174 lbs.</p><p><strong>Handedness:</strong> Right</p><p></p><p></p><p><strong>STR:</strong> 11</p><p><strong>DEX:</strong> 15 (+2)</p><p><strong>CON:</strong> 15 (+2)</p><p><strong>INT:</strong> 13 (+1)</p><p><strong>WIS:</strong> 8 (-1)</p><p><strong>CHA:</strong> 13 (+1)</p><p></p><p></p><p><strong>HP:</strong> 4</p><p><strong>Fate:</strong> 1</p><p><strong>XP:</strong> 0</p><p><strong>Speed:</strong> 30</p><p></p><p></p><p><strong>Parry:</strong> AC 10</p><p><strong>Dodge:</strong> AC 12</p><p></p><p></p><p><strong>Initiative:</strong> +2</p><p><strong>Fort:</strong> +2 </p><p><strong>Ref:</strong> +2</p><p><strong>Will:</strong> -1</p><p></p><p></p><p><strong>BAB:</strong> +0</p><p><strong>Melee:</strong> +0</p><p><strong>Finesse:</strong> +2</p><p><strong>Ranged:</strong> +2</p><p></p><p></p><p><strong>Code of Honor:</strong> None</p><p></p><p></p><p><strong>LANGUAGES:</strong> Argossean (native), Shemitish, Zingaran, Kush, Aquilonian, Kothic. </p><p></p><p></p><p><strong>PROFECIENCY FEATS:</strong> Simple Weapon Proficiency (Argossean Dagger only). </p><p></p><p></p><p></p><p></p><p></p><p><strong>ABILITY: </strong> Can wield a whip as if it were a Martial Weapon (but the character is not proficient with the weapon).</p><p></p><p></p><p><strong>1st LEVEL FEAT:</strong> Simple Weapon Proficiency</p><p></p><p></p><p><em>12 class skill points: 2 - Literacy, 4 - Forgery, 4 - Hide, 2 - Climb</em></p><p></p><p></p><p><em>Hyborian Adaptability: Hide, Forgery</em></p><p></p><p></p><p><em>Hyborian Background Skills: Open Lock, Move Silently, Tumble, Intimidate</em></p><p></p><p></p><p><strong><u>CLASS SKILLS</u></strong></p><p></p><p></p><p>+2 Climb</p><p>+1 Craft</p><p>+1 Handle Animal</p><p></p><p></p><p>+0 Jump</p><p>-1 Listen</p><p>+5 Profession (Sailor)</p><p></p><p></p><p>+0 Ride</p><p>-1 Spot</p><p>+0 Swim</p><p></p><p></p><p>+6 Use Rope</p><p>+8 Hide</p><p>+7 Forgery</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong><u>CROSS-CLASS SKILLS</u></strong></p><p></p><p></p><p>+1 Bluff</p><p>+5 Gather Information</p><p>+4 Open Lock</p><p></p><p></p><p>+2 Sleight of Hand</p><p>+4 Move Silently</p><p>+1 Search</p><p></p><p></p><p>+6 Balance</p><p>+5 Knowledge (Local/Argos Coast and Western Sea)</p><p>+4 Tumble</p><p></p><p></p><p>+1 Diplomacy</p><p>+2 Disguise</p><p>+2 Escape Artist</p><p></p><p></p><p>-1 Sense Motive</p><p>+1 Perform</p><p>+1 Appraise</p><p></p><p></p><p>+1 Decipher Script</p><p>+1 Disable Device</p><p>+4 Intimidate</p><p></p><p></p><p>+0 Concentration</p><p>+1 Craft (Alchemy)</p><p>+2 Handle Animal</p><p></p><p></p><p>-1 Heal</p><p>+1 Knowledge (Geography)</p><p>+1 Knowledge (History)</p><p></p><p></p><p>+1 Knowledge (Religion)</p><p>+2 Ride</p><p>+1 Survival</p><p></p><p></p><p>+1 Swim</p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>CLOTHING:</strong> Thread-bare <strong>blouse</strong> and faded silk <strong>breeks</strong>. <strong>Sandals</strong>. <strong>Braes</strong>. <strong>Waist sash</strong>. <strong>Belt and belt pouch, plus belt satchel</strong>. <strong>Square Cloth</strong>, wrapped around head. He will sometimes use the square cloth for other things: to muffle sound or to wrap up and carry loot.</p><p></p><p></p><p><strong>EQUIPMENT:</strong> Leather <strong>bracers</strong> that provide DR 1 piece-meal armor protection. <strong>Argossean Knife</strong>, that he took from the ship; no scabbard. He rolls it in is waist sash. <strong>Sling</strong>, with 10 small rocks for ammunition (kept in the pouch on his belt). Renzo has imparted on Kremm the necessity of flight or fighting from a distance.</p><p></p><p></p><p>Kremm carries a full set of <strong>thieving tools</strong> in the belt satchel.</p><p></p><p></p><p>He keeps a <strong>coin purse</strong> tied to a leather throng around his neck, under his blouse. Currently, he has 5 sp.</p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>DESCRIPTION & BACKGROUND:</strong> Kremm grew up not a slave, but the son of slaves, in the coastal cities of Argos. He is of Zingaran decent, but he knows nothing of that culture. He's a born and bread Argossean. He lived his early years as a street orphan before the captain of a merchant trading vessel lured him aboard. The captain taught him to read and write and used him to forge customs and trade documents. Kremm's crewmates taught him to use simple weapons. Though in a better place than on the streets alone, Kremm grew tired of life at sea. And, the captain used Kremm as slave labor even though Kremm was not, himself, a slave.</p><p></p><p></p><p>One night in port, Kremm jumped ship and never looked back. He headed into the interior of Argos, finding his way into the Shaipur province. There, he met Renzo, and though the thief would have little to do with him at first, Kremm idolized the man. The two of them had so much in common, and Renzo had made a life for himself. Kremm realized that he would learn much from the older man. Through sheer persistence on Kremm's part, the two have become friends, from Kremm's point of view, and uneasy acquaintances, from Renzo's position. Still, Renzo has shown Kremm a few things, and the two have worked together from time to time.</p><p></p><p></p><p>Though, still, Renzo will not allow Kremm to hang around him for long.</p><p></p><p></p><p>Unknown to Renzo, Kremm stole Renzo's prized set of thieving tools, just before they met. Renzo has asked, but Kremm swears to him that the tools are ones that he's always had. Kremm spends every chance he can get practicing his skill at opening locks. It is his intention to sell his ability to those looking for a person with such experience. Renzo has told him that Kremm's plan is a good way to get himself killed.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6327989, member: 92305"] [B]-- KREMM, THE STREET URCHIN --[/B] [B]Kremm[/B] 1st level Argossean Commoner [B]Sex:[/B] Male [B]Age:[/B] 17 [B]Height:[/B] 5'9" [B]Weight:[/B] 174 lbs. [B]Handedness:[/B] Right [B]STR:[/B] 11 [B]DEX:[/B] 15 (+2) [B]CON:[/B] 15 (+2) [B]INT:[/B] 13 (+1) [B]WIS:[/B] 8 (-1) [B]CHA:[/B] 13 (+1) [B]HP:[/B] 4 [B]Fate:[/B] 1 [B]XP:[/B] 0 [B]Speed:[/B] 30 [B]Parry:[/B] AC 10 [B]Dodge:[/B] AC 12 [B]Initiative:[/B] +2 [B]Fort:[/B] +2 [B]Ref:[/B] +2 [B]Will:[/B] -1 [B]BAB:[/B] +0 [B]Melee:[/B] +0 [B]Finesse:[/B] +2 [B]Ranged:[/B] +2 [B]Code of Honor:[/B] None [B]LANGUAGES:[/B] Argossean (native), Shemitish, Zingaran, Kush, Aquilonian, Kothic. [B]PROFECIENCY FEATS:[/B] Simple Weapon Proficiency (Argossean Dagger only). [B]ABILITY: [/B] Can wield a whip as if it were a Martial Weapon (but the character is not proficient with the weapon). [B]1st LEVEL FEAT:[/B] Simple Weapon Proficiency [I]12 class skill points: 2 - Literacy, 4 - Forgery, 4 - Hide, 2 - Climb[/I] [I]Hyborian Adaptability: Hide, Forgery[/I] [I]Hyborian Background Skills: Open Lock, Move Silently, Tumble, Intimidate[/I] [B][U]CLASS SKILLS[/U][/B] +2 Climb +1 Craft +1 Handle Animal +0 Jump -1 Listen +5 Profession (Sailor) +0 Ride -1 Spot +0 Swim +6 Use Rope +8 Hide +7 Forgery [B][U]CROSS-CLASS SKILLS[/U][/B] +1 Bluff +5 Gather Information +4 Open Lock +2 Sleight of Hand +4 Move Silently +1 Search +6 Balance +5 Knowledge (Local/Argos Coast and Western Sea) +4 Tumble +1 Diplomacy +2 Disguise +2 Escape Artist -1 Sense Motive +1 Perform +1 Appraise +1 Decipher Script +1 Disable Device +4 Intimidate +0 Concentration +1 Craft (Alchemy) +2 Handle Animal -1 Heal +1 Knowledge (Geography) +1 Knowledge (History) +1 Knowledge (Religion) +2 Ride +1 Survival +1 Swim [B]CLOTHING:[/B] Thread-bare [B]blouse[/B] and faded silk [B]breeks[/B]. [B]Sandals[/B]. [B]Braes[/B]. [B]Waist sash[/B]. [B]Belt and belt pouch, plus belt satchel[/B]. [B]Square Cloth[/B], wrapped around head. He will sometimes use the square cloth for other things: to muffle sound or to wrap up and carry loot. [B]EQUIPMENT:[/B] Leather [B]bracers[/B] that provide DR 1 piece-meal armor protection. [B]Argossean Knife[/B], that he took from the ship; no scabbard. He rolls it in is waist sash. [B]Sling[/B], with 10 small rocks for ammunition (kept in the pouch on his belt). Renzo has imparted on Kremm the necessity of flight or fighting from a distance. Kremm carries a full set of [B]thieving tools[/B] in the belt satchel. He keeps a [B]coin purse[/B] tied to a leather throng around his neck, under his blouse. Currently, he has 5 sp. [B]DESCRIPTION & BACKGROUND:[/B] Kremm grew up not a slave, but the son of slaves, in the coastal cities of Argos. He is of Zingaran decent, but he knows nothing of that culture. He's a born and bread Argossean. He lived his early years as a street orphan before the captain of a merchant trading vessel lured him aboard. The captain taught him to read and write and used him to forge customs and trade documents. Kremm's crewmates taught him to use simple weapons. Though in a better place than on the streets alone, Kremm grew tired of life at sea. And, the captain used Kremm as slave labor even though Kremm was not, himself, a slave. One night in port, Kremm jumped ship and never looked back. He headed into the interior of Argos, finding his way into the Shaipur province. There, he met Renzo, and though the thief would have little to do with him at first, Kremm idolized the man. The two of them had so much in common, and Renzo had made a life for himself. Kremm realized that he would learn much from the older man. Through sheer persistence on Kremm's part, the two have become friends, from Kremm's point of view, and uneasy acquaintances, from Renzo's position. Still, Renzo has shown Kremm a few things, and the two have worked together from time to time. Though, still, Renzo will not allow Kremm to hang around him for long. Unknown to Renzo, Kremm stole Renzo's prized set of thieving tools, just before they met. Renzo has asked, but Kremm swears to him that the tools are ones that he's always had. Kremm spends every chance he can get practicing his skill at opening locks. It is his intention to sell his ability to those looking for a person with such experience. Renzo has told him that Kremm's plan is a good way to get himself killed. [/QUOTE]
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