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<blockquote data-quote="Salix" data-source="post: 2839199" data-attributes="member: 40003"><p><strong>Gardner Monroe, Human Rogue 2 approved</strong></p><p></p><p>[CODE][B]Name:[/B] Gardner Monroe</p><p>[B]Class:[/B] Rogue</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium </p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral Good</p><p>[B]Deity:[/B] None</p><p></p><p>[B]Str:[/B] 10 +0 (2p.) [B]Level:[/B] 2 [B]XP:[/B] 1575</p><p>[B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +1 [B]HP:[/B] 12</p><p>[B]Con:[/B] 12 +1 (4p.) [B]Grapple:[/B] +1 [B]Dmg Red:[/B] NA</p><p>[B]Int:[/B] 14 +2 (6p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] NA</p><p>[B]Wis:[/B] 10 +0 (2p.) [B]Init:[/B] +3 [B]Spell Save:[/B] NA</p><p>[B]Cha:[/B] 14 +2 (6p.) [B]ACP:[/B] 0 [B]Spell Fail:[/B] NA</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +2 0 +3 +0 +0 +0 15</p><p>[B]Touch:[/B] 13 [B]Flatfooted:[/B] 12</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +1 +1</p><p>[B]Ref:[/B] +3 +3 +6</p><p>[B]Will:[/B] 0 +0 +0</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Short sword +1 1d6 19-20x2</p><p>Dagger, melee +1 1d4 19-20x2</p><p>Dagger, thrown*# +4 1d4 19-20x2 10ft.</p><p>Sap +1 1d6 20x2</p><p>Short Bow*# +4 1d6 x3</p><p></p><p>*+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. </p><p># You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. </p><p></p><p>[B]Languages:[/B] COMMON,GNOMISH, Elven</p><p></p><p>[B]Abilities:[/B]</p><p>Proficient with all simple weapons Proficient with hand crossbow, rapier, sap, short bow and short sword Proficient with light armor Sneak Attack +1d6 Trapfinding, use Search to find traps Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. </p><p>Evasion</p><p></p><p></p><p>[B]Feats:[/B] </p><p>Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. </p><p>Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. </p><p></p><p></p><p></p><p>[B]Skill Points:[/B] 55(8+2Int)x4+4Human [B]Max Ranks:[/B] 5/2</p><p></p><p></p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Bluff (Cha,14) 4 +2 0 6</p><p>Diplomacy (Cha,14) 2 +2 0 4</p><p>Disguise (Cha,14) 3 +2 0 5</p><p>Gather Information (Cha,14) 5 +2 0 7</p><p>Hide (Dex,16) 5 +3 0 8</p><p>Listen (Wis, 10) 2 0 0 2</p><p>Move Silently (Dex,16) 5 +3 0 8</p><p>Knowledge (local) (Int,14) 3 +2 0 5</p><p>Open Lock (Dex,16) 5 +3 0 8</p><p>Search (Int, 14) 5 +2 0 7</p><p>Sense Motive (Wis,10) 4 0 0 4</p><p>Sleight of Hand (Dex,16) 3 +3 0 6</p><p>Spot (Wis, 10) 2 0 0 2</p><p>Tumble (Dex,16) 2 +3 0 5</p><p>Disable Device (Int,14) 5 +2 0 7</p><p></p><p>The rogue's class skills (and the key ability for each skill) are Appraise (Int), </p><p>Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), </p><p>Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), </p><p>Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),</p><p>Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), </p><p>Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), </p><p>Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). </p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p></p><p></p><p>Leather armor.........................10gp 15lb</p><p>Explorer's outfit.....................--gp --lb</p><p>Short sword............................10gp 2lb</p><p>Dagger(left boot, visible)............ 2gp 1lb</p><p>Dagger(behind belt, hidden)........... 2gp 1lb</p><p>Sap(left sleeve, hidden).............. 1gp 2lb</p><p>Shortbow..............................30gp 2lb</p><p>Arrows (20)............................1gp 3lb</p><p></p><p></p><p>Belt pouch............................ 1gp .5lb</p><p> Chalk (3)........................... 3cp --lb</p><p> Flint and steel..................... 1gp --lb</p><p> Signal whistle...................... 8sp --lb</p><p> Theives tools.......................30gp 1lb</p><p> Loose coin..........................--gp --lb</p><p> Flint & Steel .......................1gp 0lb</p><p></p><p>Backpack (contents carried by mule)... 2gp 2lb</p><p> Bedroll............................. 1sp 5lb</p><p> Lantern, Bullseye...................12gp 3lb</p><p> Oil flask (3)..................... 3gp 3lb</p><p> Sack................................ 1sp .5lb</p><p> Inkpen............................ 1sp --lb</p><p> Ink............................... 8gp --lb</p><p> Disguise kit......................50gp 8lb</p><p> Trail Rations (6days)............... 3gp 6lb</p><p> Waterskin........................... 1gp 4lb</p><p> Artisan's outfit.................... 1gp 4lb</p><p> Cleric's vestments.................. 5gp 6lb</p><p> Entertainer's outfit................ 3gp 4lb</p><p> Peasant's outfit.................... 1sp 2lb</p><p>Rope, Silk .........................10gp 5lb</p><p></p><p>Total Weight:.........................89 lb</p><p>Gear Weight w/o Pack:.................32lb</p><p></p><p>MULE- 8gp </p><p>Pack saddle 5 gp 15 lb.</p><p>Saddlebags 4 gp 8 lb.</p><p>Arrows (20) 1gp 3lb</p><p></p><p>Total Weight:95 lb Money (spent): 199 gp 12 sp 8cp</p><p></p><p>[B]Total Weight:[/B]95 lb [B]Money:[/B] 1gp XXsp XXcp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 33 lb. or less 34–66 lb. 67–100 lb. 200 500</p><p></p><p>[B]Age:[/B] 16</p><p>[B]Height:[/B] 6'3"</p><p>[B]Weight:[/B] 180lb</p><p>[B]Eyes:[/B] black</p><p>[B]Hair:[/B] black</p><p>[B]Skin:[/B] olive[/CODE]</p><p></p><p><strong>Appearance:</strong> "little too tall, could have used a few pounds" sums up Gardner's overall appearance. Gardner is unremarkable in physical form, but the twinkle in his eye and his enthusiasm make up for this. Gardner wears clothes typical for the city that he is in. He prefers to be clothed in garments that are below the upper crust, but higher than the typical working person. He wears leather armor with a scuffed area in the center where an insignia might have been previously found. He has curly dark hair that he keeps close-cropped,and darker olive toned skin. Gardner has a very boyish face. This feature paired with his easygoing attitude make him very likable and disarming at the same time. </p><p></p><p><strong>Background:</strong> Gardner was sent to Monemvassia to study at the Trinity Academy, a renowned institution for young noblemen who wish to maintain their family fortunes. Gardner was able to get in because his uncle pulled some strings. While Gardner is from a family that owns a mercantile in Three Rings, they are not wealthy. His uncle, Morgan Monroe, was a young Lieutenant in the local guard. He was considered an up and comer (touted as the next captain of the guard). Morgan proved too adept at solving crimes and mysteries and was framed for a murder. Crassus refused to use the sword of truth at Morgan's trial, and he was subsequently hanged. Meanwhile, Gardner was expelled from basic training for the guard after his uncle was executed. He was also encouraged to leave the academy since his uncle's influence no longer counted for much. Gardner has been instructed in detective skills by his uncle who beleived firmly in the idea that if you couldn't catch a thief if you didn't have their skills and attitude. Gardner is mistrustful of animals, and will not ride a horse unless it is unavoidable (although he owns a mule for walking beside). He would prefer to remain in cities where he feels more comfortable. It has been six months since his uncle's hanging, and Gardner is roaming around looking for work after determining that working in his parents mercantile was too boring. Gardner's motto is "problems solved, no job too small". He has just arrived at the Red Dragon Inn, and is quietly networking to find a mystery to solve.</p><p></p><p><strong>Personality:</strong>Gardner is not the most impressive specimen and generally gets by in life by an indomitable positive outlook. In essence, Gardner is the ultimate trooper. The glass is eternally half full. Gardner is still quite young and is looking for a mentor to learn the adventuring trade from now that his uncle is dead. He will be deferential to older adventurers, but willing to take more of a leadership role with a party his own age. He is polite and well mannered, something he picked up from his father being a merchant.Gardner is not given to overindulgence, but will occasionally be attracted by games of chance, believing his natural good fortune will pull through. Gardner enjoys tinkering with mechanical objects and solving puzzles.</p><p></p><p>XP LOG=The lost manor 996+1575=2571</p></blockquote><p></p>
[QUOTE="Salix, post: 2839199, member: 40003"] [b]Gardner Monroe, Human Rogue 2 approved[/b] [CODE][B]Name:[/B] Gardner Monroe [B]Class:[/B] Rogue [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Deity:[/B] None [B]Str:[/B] 10 +0 (2p.) [B]Level:[/B] 2 [B]XP:[/B] 1575 [B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +1 [B]HP:[/B] 12 [B]Con:[/B] 12 +1 (4p.) [B]Grapple:[/B] +1 [B]Dmg Red:[/B] NA [B]Int:[/B] 14 +2 (6p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] NA [B]Wis:[/B] 10 +0 (2p.) [B]Init:[/B] +3 [B]Spell Save:[/B] NA [B]Cha:[/B] 14 +2 (6p.) [B]ACP:[/B] 0 [B]Spell Fail:[/B] NA [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +2 0 +3 +0 +0 +0 15 [B]Touch:[/B] 13 [B]Flatfooted:[/B] 12 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +1 +1 [B]Ref:[/B] +3 +3 +6 [B]Will:[/B] 0 +0 +0 [B]Weapon Attack Damage Critical[/B] Short sword +1 1d6 19-20x2 Dagger, melee +1 1d4 19-20x2 Dagger, thrown*# +4 1d4 19-20x2 10ft. Sap +1 1d6 20x2 Short Bow*# +4 1d6 x3 *+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. # You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. [B]Languages:[/B] COMMON,GNOMISH, Elven [B]Abilities:[/B] Proficient with all simple weapons Proficient with hand crossbow, rapier, sap, short bow and short sword Proficient with light armor Sneak Attack +1d6 Trapfinding, use Search to find traps Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Evasion [B]Feats:[/B] Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. [B]Skill Points:[/B] 55(8+2Int)x4+4Human [B]Max Ranks:[/B] 5/2 [B]Skills Ranks Mod Misc Total[/B] Bluff (Cha,14) 4 +2 0 6 Diplomacy (Cha,14) 2 +2 0 4 Disguise (Cha,14) 3 +2 0 5 Gather Information (Cha,14) 5 +2 0 7 Hide (Dex,16) 5 +3 0 8 Listen (Wis, 10) 2 0 0 2 Move Silently (Dex,16) 5 +3 0 8 Knowledge (local) (Int,14) 3 +2 0 5 Open Lock (Dex,16) 5 +3 0 8 Search (Int, 14) 5 +2 0 7 Sense Motive (Wis,10) 4 0 0 4 Sleight of Hand (Dex,16) 3 +3 0 6 Spot (Wis, 10) 2 0 0 2 Tumble (Dex,16) 2 +3 0 5 Disable Device (Int,14) 5 +2 0 7 The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). [B]Equipment: Cost Weight[/B] Leather armor.........................10gp 15lb Explorer's outfit.....................--gp --lb Short sword............................10gp 2lb Dagger(left boot, visible)............ 2gp 1lb Dagger(behind belt, hidden)........... 2gp 1lb Sap(left sleeve, hidden).............. 1gp 2lb Shortbow..............................30gp 2lb Arrows (20)............................1gp 3lb Belt pouch............................ 1gp .5lb Chalk (3)........................... 3cp --lb Flint and steel..................... 1gp --lb Signal whistle...................... 8sp --lb Theives tools.......................30gp 1lb Loose coin..........................--gp --lb Flint & Steel .......................1gp 0lb Backpack (contents carried by mule)... 2gp 2lb Bedroll............................. 1sp 5lb Lantern, Bullseye...................12gp 3lb Oil flask (3)..................... 3gp 3lb Sack................................ 1sp .5lb Inkpen............................ 1sp --lb Ink............................... 8gp --lb Disguise kit......................50gp 8lb Trail Rations (6days)............... 3gp 6lb Waterskin........................... 1gp 4lb Artisan's outfit.................... 1gp 4lb Cleric's vestments.................. 5gp 6lb Entertainer's outfit................ 3gp 4lb Peasant's outfit.................... 1sp 2lb Rope, Silk .........................10gp 5lb Total Weight:.........................89 lb Gear Weight w/o Pack:.................32lb MULE- 8gp Pack saddle 5 gp 15 lb. Saddlebags 4 gp 8 lb. Arrows (20) 1gp 3lb Total Weight:95 lb Money (spent): 199 gp 12 sp 8cp [B]Total Weight:[/B]95 lb [B]Money:[/B] 1gp XXsp XXcp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 33 lb. or less 34–66 lb. 67–100 lb. 200 500 [B]Age:[/B] 16 [B]Height:[/B] 6'3" [B]Weight:[/B] 180lb [B]Eyes:[/B] black [B]Hair:[/B] black [B]Skin:[/B] olive[/CODE] [B]Appearance:[/B] "little too tall, could have used a few pounds" sums up Gardner's overall appearance. Gardner is unremarkable in physical form, but the twinkle in his eye and his enthusiasm make up for this. Gardner wears clothes typical for the city that he is in. He prefers to be clothed in garments that are below the upper crust, but higher than the typical working person. He wears leather armor with a scuffed area in the center where an insignia might have been previously found. He has curly dark hair that he keeps close-cropped,and darker olive toned skin. Gardner has a very boyish face. This feature paired with his easygoing attitude make him very likable and disarming at the same time. [B]Background:[/B] Gardner was sent to Monemvassia to study at the Trinity Academy, a renowned institution for young noblemen who wish to maintain their family fortunes. Gardner was able to get in because his uncle pulled some strings. While Gardner is from a family that owns a mercantile in Three Rings, they are not wealthy. His uncle, Morgan Monroe, was a young Lieutenant in the local guard. He was considered an up and comer (touted as the next captain of the guard). Morgan proved too adept at solving crimes and mysteries and was framed for a murder. Crassus refused to use the sword of truth at Morgan's trial, and he was subsequently hanged. Meanwhile, Gardner was expelled from basic training for the guard after his uncle was executed. He was also encouraged to leave the academy since his uncle's influence no longer counted for much. Gardner has been instructed in detective skills by his uncle who beleived firmly in the idea that if you couldn't catch a thief if you didn't have their skills and attitude. Gardner is mistrustful of animals, and will not ride a horse unless it is unavoidable (although he owns a mule for walking beside). He would prefer to remain in cities where he feels more comfortable. It has been six months since his uncle's hanging, and Gardner is roaming around looking for work after determining that working in his parents mercantile was too boring. Gardner's motto is "problems solved, no job too small". He has just arrived at the Red Dragon Inn, and is quietly networking to find a mystery to solve. [B]Personality:[/B]Gardner is not the most impressive specimen and generally gets by in life by an indomitable positive outlook. In essence, Gardner is the ultimate trooper. The glass is eternally half full. Gardner is still quite young and is looking for a mentor to learn the adventuring trade from now that his uncle is dead. He will be deferential to older adventurers, but willing to take more of a leadership role with a party his own age. He is polite and well mannered, something he picked up from his father being a merchant.Gardner is not given to overindulgence, but will occasionally be attracted by games of chance, believing his natural good fortune will pull through. Gardner enjoys tinkering with mechanical objects and solving puzzles. XP LOG=The lost manor 996+1575=2571 [/QUOTE]
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