Iron Heroes - Dark Harbor


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Some preliminary work...[sblock]Grendel,
Male Armiger 1;
medium humaniod (human);
Init +0; Senses Listen -1, Spot -1;
Languages: Common, plus 3 others.
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AC 14 (+3 heavy shield), active +4, passive +3;
DR: 1d6+1/magic
HP 14 (HD 1d4+10)
Fort +5 (+4 Con), Ref +1, Will +0 (-1 Wis);
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Spd 30';
Melee: +4 (longsword 1d8+3/19-20/x2; dagger 1d4+3/19-20/x2);
Ranged: +1 (dagger 1d4+3/10 ft/19-20/x2);
Attack Options: n/a
Base Atk +4, Grapple +4;
Combat Gear: chainmail armor, heavy shield (+3 defense), torches (6)
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Abilities: Str 16, Dex 10, Con 18, Int 14, Wis 8, Cha 12.
XP: 0
Traits: Brave (immune to fear effects), Resilient Toughness (heal up to 18 hp/day as full-round action)
Feats: Diehard, Endurance
Skills: Athletics group +7 (4 ranks, +3 Str); Craft/Master Armorer +8 (+4 Con*), Climb +7 (4 ranks, +3 Str), Handle Animal +5 (4 ranks, +1 Cha), Intimidate +5 (4 ranks, +1 Cha), Jump +7 (4 ranks, +3 Str), Profession/Fisherman +3 (4 ranks, -1 Wis), Swim +7 (4 ranks, +3 Str), Wilderness Lore +3 (4 ranks, -1 Wis) (6*4=24 sp).
Class Abilities: Master armorer*, tough as nails, armor mastery.
Possessions: backpack [bedroll, 6 torches, 50 ft. silk rope, waterskin, flint & steel]
Encumbrance: Light load.
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Description and Personality: Grendel is short and stocky, with skin and hair bleached and bronzed by the sun. His muscular arms are covered with tattoos, a reminder of his days at sea, and his body is laced with scars, a remnant of his participation in bare knuckles fighting contests on the docks during shore leave. Stubborn and methodical, Grendel has a hard time making quick decisions, aiming, instead, to outlast all opponents and detractors. Life for the young man is nothing but a war of attrition, and he fully intends to be the last man standing.

Background: Born to some poor fishermen in the Harborside district of Malador, Grendel was sent to work on the boats at an early age. After working on boats for most of his young life and spending his nights in seedy bare-knuckles boxing matches, Grendel found himself working with a man named Krum as a guard. He doesn't quite remember how he came to work for Krum, but he seems to recall that it involved a particularly nasty loss in one of the fights. But he can't be sure of that, either, as he's had too many concussions to count. In any case, he found himself caring for a pack of vicious mutts and guarding a huge warehouse a short distance from where he grew up. One thing led to another, Krum sold out, and Grendel found himself looking for work. He currently works for hire, providing guard work for caravans and in town mercenary work (he's not above working someone over for a few coins). His parents are still alive, and he sees them whenever possible, diverting his money their way as often as he can.[/sblock]
 
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Gregghor Bearbait, Berserker 1

Meet Gregghor, the shrieking Barbarian

[sblock]Gregghor Bearbait
Human Berserker 1
Init +6; Senses Listen +1, Spot +1
Languages: Common
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AC Active 12, Passive 10
DR: 1d4/magic
HP 18 (HD 1d4+8+3 con+3 toughness)
Reserve Points 18
Fort +4, Ref +3, Will +2
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Spd 30';
Melee: Maul +5 (2d6+6/x3) or
Melee: Dagger +5 (1d4+4/19-20) or
Ranged: Javelin +3 (1d6+4/x2/30 ft.)
Attack Options: Chew, bite, gnaw, crush, beat into submission, crush into paste, smear into lumpy mass of formerly mobile flesh, etc.
Base Atk +1, Grapple +5;
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Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8.
XP: 0
Class Features: Berserk Strength, Berserk Speed
Traits: Mountain Folk: Tough as Stone, Mighty Build
Feats: Improved Initiative, Cleave 1
Skills: Athletics 4; Balance +3 (1ranks), Climb +8 (4 ranks), Heal +2 (1 ranks), Hide +3 (1 ranks), Jump +8 (4 ranks), Move Silently +3 (1 ranks), Survival +5 (4 ranks), Swim +8 (4 ranks)
Martial Weapon Profs: Maul, Greatclub, Battleaxe
Possessions: Maul (Bonecrusher), 1 dagger, 2 javelins in a quiver at hip, Bearskin cloak, Leather Backpack containing fishhook, flint and steel, traveler’s outfit, waterskin, several small palm sized “good luck” stones, assorted tattoos and scars
Encumbrance: 52 lbs, Light 100 lbs, Medium 200 lbs, Heavy 300 lbs.
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Ugly as sin and twice as mean in a fight, Gregghor earned his surname by being the bait in several bear hunts. He earned his bloody reputation by killing a bear with only a rock. He's ugly, illspoken, smells bad and laughs at inappropriate times. Society does not interest him and society would be quite happy to be rid of him. All in all, he's a great guy to have at your back if you're planning some violence.

Gregghor hails from the Gray Steppes, and has seen most of his tribe migrate to the city to give up the old ways. He's not committed to this step as a means of survival, but he has spoken with his tribal shaman, who has given him the task of seeking out something the shaman only knew as the Ebon Way. Thus he has headed to Malador to find out what he may. He still respects the old ways of living, and is a bit unsure whether the city is a step up or a step down. He's a pretty open fellow, as far as people go, choosing to trust them until he's been disproven. He is leery of magic, having seen very little of it and heard much of demon summoners and diabolic acts.
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Time for a quick head count:
Ferrix
Kajamba Lion
Festy_Dog
Ambrus
Erekose13
Einan
Frukathka

Hmm... That makes seven... Oh well, the more the merrier :) That does mean, though, that everybody should make a 1st-level character so the adventure doesn't begin as too much of a cakewalk.
But that's the limit for now, though I guess alternatives are welcome to make a queue.

I'll get back to you on the arcanist issue a bit later, Ambrus, right now I'm just making a quick post before heading to sauna.
 





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