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Forgotten Realms Character of the Moment
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<blockquote data-quote="d12" data-source="post: 156105" data-attributes="member: 657"><p><strong>number 2!</strong></p><p></p><p>Here’s a character designed to be used as a cohort in your Forgotten Realms campaign:</p><p></p><p>Stig “Stitch” Greyrock: Male half-orc F3; Medium-size humanoid; HD 3d10+6+3; hp 31; Init +1; Spd 30 ft.; AC 20 (touch 12, flat-footed 18 ); Atk +7 melee (1d10+4 x3 maul*) or +7 melee (1d6+3 19-20/x2 masterwork shortsword); or +4 ranged (1d8 19-20/x2); SQ darkvision 60 feet, orc blood; AL TN; SV Fort +5, Ref +2, Will +4; Str 17, Dex 13, Con 14, Int 10, Wis 16, Cha 6. Height 6 ft. </p><p>Skills and Feats: Healing +11, Riding +4, Spot +4, Swim +6**, Weapon Focus (Maul), Cleave, Toughness, Skill Focus (healing)***</p><p></p><p>Possessions: full plate, maul, masterwork shortsword, light crossbow, 20 bolts, traveler’s outfit, backpack with waterskin, three day’s trial rations, bedroll, sack, flint and steel, healer’s kit, spare healer’s kit, whetstone, 20 cp, 10 sp, 150 gp, pearl (worth 100 gp), potion of cure light wounds, potion of invisibility, Amber Amulet of Vermin (Large monstrous spider)****</p><p></p><p>*This weapon is listed in the equipment section of the FRCS</p><p>** Doesn’t include weight of equipment</p><p>*** variant rule +3 for skill focus</p><p>**** Item from Magic of Faerun</p><p></p><p>Stitch grew up as a fetch-boy and go-for for a group of Half-orcish Chessentan mercenaries. When he reached an appropriate age he joined their ranks. His bravery and skill on the battlefield gave him the respect of his comrades-in-arms and his ability to patch up the wounded earned him both a place of reverence and his preferred nickname. His company recently dissolved upon the death of its leader and Stitch booked passage on a ship going north and west to look for some action in new surroundings. </p><p></p><p>Stitch’s neutrality indicates only an extraordinarily pragmatic outlook on life – gold and survival are good, poverty and death are bad and everything else is “just philosophy.” He betrays his usual pragmatism in the heat of battle and in regards to trusted comrades – for Stitch, loyalty to his unit (as opposed to loyalty for a cause, idea or nation) is paramount. To Stitch, the only thing worth dying for is a comrade. Therefore if Stitch is treated more or less an equal, he will make a loyal and trustworthy cohort for any PC. Currently he is sitting in a tavern in the Heartlands craving “action.” Above all else, Stitch considers himself a “professional” and conducts himself accordingly: his weapons, armor and equipment are always in top condition; he trains continuously and he follows orders (though not always to the letter). </p><p></p><p>Stitch is not a battle-hungry savage, but a calculating and crafty warrior. He does not seek or turn aside from a fight. He will size up an opponent whenever possible to determine its weaknesses and has experience in fighting a variety of creatures, mundane and magical, humanoid and other. Stitch isn’t good with words or social situations but is wise enough to know this about himself. In a group negotiation situation (for instance, if the PC’s parley as a group with an encountered creature) Stitch will often make his opinion known by whispering in the ear of the party leader or just a more charismatic PC. Stitch’s counsel is usually for prudence and caution, especially in a potential combat situation. </p><p></p><p>Stitch has flaming red hair shaved close to his head and a red beard he keeps roughly trimmed. One enormous tusk-like tooth protrudes from his lower lip. He carries a multitude of battle scars which he neither displays proudly nor attempts to hide. He is direct to the point of bluntness and often comes off as rude. A lifetime in military camps has provided him with few social graces: he eats with a knife and bathes once a month. His sword is usually cleaner than he is. If he becomes the cohort of a PC, he will insist on addressing that PC as “sir,” even if the actual relationship between the two is more informal.</p></blockquote><p></p>
[QUOTE="d12, post: 156105, member: 657"] [b]number 2![/b] Here’s a character designed to be used as a cohort in your Forgotten Realms campaign: Stig “Stitch” Greyrock: Male half-orc F3; Medium-size humanoid; HD 3d10+6+3; hp 31; Init +1; Spd 30 ft.; AC 20 (touch 12, flat-footed 18 ); Atk +7 melee (1d10+4 x3 maul*) or +7 melee (1d6+3 19-20/x2 masterwork shortsword); or +4 ranged (1d8 19-20/x2); SQ darkvision 60 feet, orc blood; AL TN; SV Fort +5, Ref +2, Will +4; Str 17, Dex 13, Con 14, Int 10, Wis 16, Cha 6. Height 6 ft. Skills and Feats: Healing +11, Riding +4, Spot +4, Swim +6**, Weapon Focus (Maul), Cleave, Toughness, Skill Focus (healing)*** Possessions: full plate, maul, masterwork shortsword, light crossbow, 20 bolts, traveler’s outfit, backpack with waterskin, three day’s trial rations, bedroll, sack, flint and steel, healer’s kit, spare healer’s kit, whetstone, 20 cp, 10 sp, 150 gp, pearl (worth 100 gp), potion of cure light wounds, potion of invisibility, Amber Amulet of Vermin (Large monstrous spider)**** *This weapon is listed in the equipment section of the FRCS ** Doesn’t include weight of equipment *** variant rule +3 for skill focus **** Item from Magic of Faerun Stitch grew up as a fetch-boy and go-for for a group of Half-orcish Chessentan mercenaries. When he reached an appropriate age he joined their ranks. His bravery and skill on the battlefield gave him the respect of his comrades-in-arms and his ability to patch up the wounded earned him both a place of reverence and his preferred nickname. His company recently dissolved upon the death of its leader and Stitch booked passage on a ship going north and west to look for some action in new surroundings. Stitch’s neutrality indicates only an extraordinarily pragmatic outlook on life – gold and survival are good, poverty and death are bad and everything else is “just philosophy.” He betrays his usual pragmatism in the heat of battle and in regards to trusted comrades – for Stitch, loyalty to his unit (as opposed to loyalty for a cause, idea or nation) is paramount. To Stitch, the only thing worth dying for is a comrade. Therefore if Stitch is treated more or less an equal, he will make a loyal and trustworthy cohort for any PC. Currently he is sitting in a tavern in the Heartlands craving “action.” Above all else, Stitch considers himself a “professional” and conducts himself accordingly: his weapons, armor and equipment are always in top condition; he trains continuously and he follows orders (though not always to the letter). Stitch is not a battle-hungry savage, but a calculating and crafty warrior. He does not seek or turn aside from a fight. He will size up an opponent whenever possible to determine its weaknesses and has experience in fighting a variety of creatures, mundane and magical, humanoid and other. Stitch isn’t good with words or social situations but is wise enough to know this about himself. In a group negotiation situation (for instance, if the PC’s parley as a group with an encountered creature) Stitch will often make his opinion known by whispering in the ear of the party leader or just a more charismatic PC. Stitch’s counsel is usually for prudence and caution, especially in a potential combat situation. Stitch has flaming red hair shaved close to his head and a red beard he keeps roughly trimmed. One enormous tusk-like tooth protrudes from his lower lip. He carries a multitude of battle scars which he neither displays proudly nor attempts to hide. He is direct to the point of bluntness and often comes off as rude. A lifetime in military camps has provided him with few social graces: he eats with a knife and bathes once a month. His sword is usually cleaner than he is. If he becomes the cohort of a PC, he will insist on addressing that PC as “sir,” even if the actual relationship between the two is more informal. [/QUOTE]
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