Than LaMarche, Lord of Onaway
World of Kulan character by Robert Blezard (rblezard@telusplanet.net) using modified stats from Jamis Buck's NPC Generator.
Race: Human
Classes: 11th level fighter, 9th level cleric (Aegir)
Sex: Male
Age: 45
Alignment: Lawful neutral
Abilities
Strength: 20 (+5)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 21 (+5)
Charisma: 12 (+1)
Hit dice: 11d10+33 + 9d8+27
Hit points: 162
Initiative: +1 (Dex)
Speed: 20 ft., base 30 ft.
Armor class: 21 (+1 Dex, +8 armor, +2 shield)
Base attack/grapple: +17/+22
Attack: +25 melee (1d8+8, 17–20,
+3 flaming keen longsword) or +19 ranged (1d8+4, composite longbow (+4) w / masterwork arrows)
Full attack: +25/+15/+9 melee (1d8+8, 17–20,
+3 flaming keen longsword) or +19/+9/+3 ranged (1d8+4, composite longbow (+4) w / masterwork arrows)
Saves: Fort +16, Ref +7, Will +14
Special attacks: Spells, turn undead.
Special qualities: DR 5/+1 (while armored); extra skill points and feat for being human, spells, spontaneous casting (healing).
Languages spoken: Celestial, Common, Draconic, Dwarven, Elven, Giant, and Orc.
Skill points: Fighter 56 + Cleric 36 + Human +24.
Skills: Climb +13 (+19), Concentration +15, Craft (armorsmithing) +11, Diplomacy +10, Hide -5 (+1), Jump +13 (+19), Knowledge (religion) +10, Knowledge (nobility and royalty) +10, Listen +7, Move Silently -5 (+1), Perform (ballad) +5, Profession (siege engineer) +9, Ride +18, Spot +7, Swim +19.
Numbers in braces are while unarmored.
Feats: Alertness (B), Combat Reflexes, Craft Wondrous Item, Dodge, Heavy Armor Proficiency (B), Improved Critical – longsword, Leadership, Light Armor Proficiency (B), Martial Weapon Proficiency (B), Medium Armor Proficiency (B), Mounted Combat, Quick Draw, Ride-By Attack, Shield Proficiency (B), Simple Weapon Proficiency (B), Spell Focus (evocation), Spell Penetration, Tower Shield Proficiency (B), Two-Weapon Fighting, Weapon Focus – longsword, Weapon Specialization – longsword.
Domains: Ocean, Strength.
Domain granted powers: 1) 1/day – Feat of Strength (Su): +20 enhancement bonus to Strength that lasts one round. This is a free action. 2) Breathe Water (Su): This ability is as if under the effect of a water breathing spell, for up to 200 rounds. This effect occurs automatically, as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Spells per day: 6/6+1/5+1/4+1/3+1/2+1
Spells prepared: 0th –
create water,
detect magic,
detect poison,
guidance,
light,
read magic; 1st –
bless,
bless water,
endure elements *,
magic stone,
magic weapon,
sanctuary,
shield of faith; 2nd –
aid,
augury,
bull’s strength *,
calm emotions,
delay poison,
lesser restoration; 3rd –
create food and water,
invisibility purge,
magic vestment *,
summon monster III,
water walk; 4th –
air walk,
control water,
freedom of movement *,
sending; 5th –
flame strike,
mark of justice,
righteous might *.
Possessions: +2 invulnerability banded mail,
+3 flaming keen longsword,
amulet of proof against detection and location,
bag of holding (35 lb.),
golembane scarab,
ring of swimming, composite longbow (+4), heavy warhorse (equipped), large steel shield, masterwork arrows. As the Lord of Onaway, Than has access to almost any sort of mundane equipment he needs, or, if not readily available, he can acquire any item within a few weeks to a month depending on the item’s rarity (i.e. exotic spices from the south).
Personality: Hard-nosed, thoughtful, and realistic.
Description: Than stands 5 feet 8 inches tall, weighs 140 lbs., has reddish hair that is graying, and stern black eyes. Than is trained as a warrior and priest and, thus, tend to dress as cleric would when preparing for battle. This means wearing the garb of the order he founded in Onaway that pays tribute to the Old Man in the Sea, Lord Aegir. These drab-colored priestly garments tend to be both simple and sturdy, in order to better withstand the harsh winds and high waves that continuously pound the sea walls and docks of the city of Onaway.
Background: Than LaMarche is a third generation member of well-respected, noble family that has always lived in the Wild Plains Region. Than was born in the year 704 of the New Calendar just after the start of the Second Ogre War. How he, as an infant, survived the horrors of war that swept away much of the civilization of the Wild Plains and western coast of Harqual is anyone’s guess. Not even Than remembers the first 5 to 10 years of his life.
The first thing he remembers is as a boy of 10 years riding across the plains with his parents and clan, trying to stay one step ahead of the marauding ogres and grasping hold of dozens of petty warlords. This would have been 714 N.C., just near the end of the Second Ogre War in the western lands, although the exact date that the ogres withdrew from the region is sketchy. The reason for this was that for decades after the war officially ended there were always ogres, orcs, gnolls, and bandits raiding village after village. By 723 N.C., Than was a young man of 19 leading his clan against an endless onslaught of enemies.
It was at this time that Than made a decision that would alter his clan’s path forever. He took his people northwest to the shore of the Sword Gulf near the edge of the Onan River and ordered his clan to setup in the ruins of the city of Onaway. The city had been abandoned for nearly 10 years since the ogres had sacked it and many dangerous monsters and giant vermin had quickly overrun it. His people didn’t know what to think of their leader’s insane plan to clean out the monsters and restore the city, but they trusted him with their lives for he had never lead them astray. (It was at this point that the clan members began calling themselves Onans.)
The first few decades were hard, and over half the clan’s population was lost to monsters, giant vermin, and ogre raiders. The mess of stone and overgrown vines was slowly tamed and the citizens of Onaway built a great series of traps and deadfalls in the ruins surrounding their small community. This would become the region known as the tangled maze, which would both protect the clan and isolate it from the rest of the Wild Plains Region. Eventually, the clan grew into a large, burgeoning township that reclaimed bits and pieces of the tangled maze each year.