The Eve of New Beginnings (Grefe)
The wind insistently tugs at Grefe's cloak and jacket as he puts one foot ahead of the other. Ignoring snow drifts as well as ice.
How very odd.
I wonder how long I lay there with the other corpses waiting for something to happen? A day ... two? Two, I think. Rigor had passed by the time I even tried to move. Thank the weather that no insects tried to lay their eggs in my eyes. Heh, weather. Blow wind! Chill me to the bone! I care not!
After boredom and curiosity overcame shock and fear, I sat up. Evening, was it not? It was the sound of something larger than a crow moving near by which caused me to roll over and look about myself. On that instance I saw naught. It was only later that I caught glimpses of figures flitting about the ruined village. Hah! Shadukar is more charnel plain than ruined village. Where are all the scavengers? No rats, coyotes, or even feral dogs. No human scavengers either.
Grefe looks about himself to be certain that none of the other restless dead have come near him, or him to them, in his wanderings.
By the third dawn I had found the remains of a hearth. The chimney had collapsed years ago, but it still left three sturdy walls and plenty of stones to block the entrance. As the light of day illuminated my small redoubt I examined my body with eyes and hands. Mirrors are handy tools but I never thought I would be using one to look for lethal wounds on my own body. As the search for the cause of my life's termination proved fruitless I began to search for evidence of my corpses animation. Amazing how much time one can spend looking inward and ignoring the outside world. A day to investigate my body and a night to investigate my spirit. Despite my efforts I am no nearer to learning anything regarding the, apparently, instantaneous death of thousands of beings. The means may be forever beyond my ken. What then; motive, opportunity? How to unravel this mystery?
Ahead, a gutted manor house catches Grefe's attention.
Ah, the corpse of a buliding for the corpse of a man. Perhaps it will provide better shelter than my hearth. Carefully now, carefully.
Grefe slowly circles the structure from a distance looking for signs of habitation. The ruined out-buildings and snow drifts providing some concealment.
I'm no tracker, but there must be more than one person in there to have left trails in the fresh snow. Hosts or guests? Willing or not? Who knows, for I do not. I must gather my own information and take my own risks ...
Voices. Two. Loud, attracting attention. A trap?
A third voice. Female?
Why do I shiver if the cold does not bother me?
Time to take a chance.
Grefe steps up to a gapping doorway, the door long gone, leading to the interior of the manor. Carefully stepping partially into the doorway he calls out:
Hail! Is it safe to approach?! I mean no harm. I seek companionship and shelter. My name is Grefe.
[sblock]Alton Grefe
male, human, Sorcerer, 5th lvl
Chaotic Good
XP 15,000
Str 10 +0 (2, +0, +0)
Dex 13 +1 (4, +0, +0)
Con n/a
Int 12 +1 (5, +0, +0)
Wis 12 +1 (4, +0, +0)
Cha 16 +3 (8, +0, +1)
Hit Points 63
Action Points 8
AC 11, Touch 11, Flat 10
Init +1
BAB +2, Grap +0
Speed 30 (base 30, load ≤33/≤66/≤100, none, 0)
Fort n/a, Ref +1, Will +4
Proficient with all simple weapons.
+2, Morningstar, 1d8, 20/x2
+2/+1, Dagger, 1d4, 19-20/x2, 10’ r
+1, Sling, 1d4, 20/x2, 50'r
M, 5'9", 147 lb., 23 yrs old
white hair, light brown eyes, grayish white skin
Speaks Common and Draconic
Skills [((2+1)*4=12))+(5*5=25)] 37
+4 Alchemy (Int, C) +1, +3
+6 Concentration (Cha, C) +3, +3
+4 Craft [stone masonry] (Int, C) +1, +3
+2 Hide (Dex) +1, +2
+6 Intimidate (Cha, C) +3, +3
+4 Knowledge (arcana) (Int, C) +1, +3
+2 Listen (Wis) +1, +2
+4 Move Silently (Dex, C) +1, +3
+4 Profession [seige engineer] (Wis, C) +1, +3
+4 Scry (Int, C) +1, +3
+2 Search (Int) +1, +2
+2 Sense Motive (Wis) +1, +2
+4 Spellcraft (Int, C) +1, +3
+2 Spot (Wis) +1, +2
Feats 4
Combat Casting (+4 to Concentration)
Dodge (+1 AC vs one opponent)
Maximize Spell
Silent Spell
Racename Traits
Medium-size
Human base speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st lvl. and +1 /lvl.
Automatic Language: Common.
Favored Class: Any.
Classname Abilities
• A sorcerer casts arcane spells.
Classname Abilities
• Summon Familiar - A familiar is a magical, unusually tough, and intelligent version of a small animal (see the facing page). It is a magical beast, not an animal. The creature serves as a companion and servant.
Spells Per Day 6/6/4
0th [6]- Arcane Mark (visible or invisible), Detact Magic (60’), Ghost Sound (figment sounds), Mage hand (5-pound telekinesis), Ray of Frost (1d3), Resistance (+1 vs. Saves)
1st [4]- Burning Hands (5d4), Grease (10’/lvl), Identify, Shield (+7 AC from one direction),
2nd [2]- Glitterdust (Blinds creaturesoutlines invisible creatures), Melf’s Acid Arrow (2d4/rnd, +1 rnd/lvl)
Special
Risen Template
• +2 profane bonus to Will saves vs. control undead or similar spells
• +2 turn resistance
• Level Adjustment +1
• d12 Hit Dice for all Hit Dice gained from class levels. In addition, the character gains bonus hit dice equal to the template LA/2 (round down)
• No CON score. Use CHA modifier for any check that would normally use CON modifier.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity), as well as to fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures while positive energy (such as a cure spell) damages it. Intelligent undead can also heal damage normally, but the Heal skill has no effect on them.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Undead do not breathe, eat, or sleep.
Weapons
Morningstar (belt right, 8 lb.)
Dagger +1 (belt right front, 1 lb.)
Dagger (boot right, 1 lb.)
Sling (belt right rear, 0 lb.)
Sling Bullets (belt left front, 5 lb.) x10
Possessions Carried
Cold weather outfit (worn, 7 lb.) boots, coat, gloves, hat, jacket, trousers
Wand of Charm Person (sleave left, 1 oz.) [ 41 charges]
Hand of the Mage (worn around neck inside tunic, 2 lb.)
Ring of Protection +1 (left 2nd finger, 0 wt)
Ring, gold (right 3rd finger, 0 wt) [worth 100 gp]
Belt, money (worn, lb.)
Coins - 100 gp. (belt, )
Spell component pouch (belt left rear, 3 lb.)
Mirror, small steel (1/2 lb)
Pouch (belt left, ?? wt)
Flint & Steel (pouch, ??wt)
Coins- 20 gp, 10sp, 20cp (pouch, ??wt)
Pouch (inside tunic left, ??wt)
Gem - 500gp (pouch, ??wt)
Gem - 300gp (pouch, ??wt) x2
Gem - 200gp (pouch, ??wt)
Gem - 100gp (pouch, ??wt) x2
Gem - 50gp (pouch, ??wt) x2
Backpack (center back, 2 lb.)
Canvas, 2 yrds. (above back pack, 2 lb.)
potion of Remove Curse (backpack, lb.)
potion of Spider Climb (backpack, lb.)
Torch (backpack back, 1 lb.) x5
Lantern, Bullseye (backpack left, 3 lb.)
Oil, lantern, flask (backpack, 1 lb.) x3
Pick, Miner’s (backpack right, 10 lb.)
Crowbar (backpack right, 5 lb.)
Rope, silk, 50’ (backpack under canvas, 5 lb.)
Grappling Hook (backpack right, 4 lb.)
Possessions Cached near beach (skiff)
Trail Rations- 3 days (??wt)
Bedroll (below backpack, 5 lb.)
Artisan’s outfit (backpack, 4 lb.)
Traveler’s outfit (backpack, 5 lb.)
Waterskin - water (backpack, ??wt)
Background
The sixth child of eight, Alton was borne to a stonemason. When his magical abilities began to manifest during puberty he refused to stop experimenting. Within weeks his family had expelled him from their cottage. A month later they ostrasized him from their lives. For the last ten years Alton has been practicing with his powers and improving them. If he can not join an adventuring band he will hire on with mercenaries as a siege engineer.
Personality
He's an animated corpse. Other than affecting an intellectual vocabulary he's quite out-of-sorts.
Appearance
Grefe stands a few inches short of six feet and his form is bundled in well-made, cold weather clothing. A human male he once was. He now has white hair and his eyes are a faded brown. His skin is withered and grayish white. He carries on his belt a morningstar, a dagger and several pouches. On his back is a full pack with a lantern and tools hanging from the sides.[/sblock]