Allright, here's what I have so far:Gar
Race: Human (once per battle reroll a single damage roll – yours or someone else's)
Alignment: Good (defend those weaker than you)
Look: Hard Eyes, unkempt hair and beard, calloused skin, lithe body(Gar is actually a bit younger than he looks in this image, but it is the closest thing to what I have in mind for him.)Stats:
DEX 16 (+2)
CON 15 (+1)
INT 13 (+1)
CHA 8 (-1)
Maximum Hit Points: 10+CON = 25
Load: STR+12 = 12Moves:
Bend Bars, Lift Gates (roll+STR to destroy an inanimate object)
Armored (ignore clumsy tag on armor)
Signature Weapon: Gar's pride and joy is his meteoric iron sword, an unblemished, wide, single edged sword with a plain straight crossguard and a short spike protecting the wielder's hand. It does serve its wielder well at close range and is so perfectly weighted that it can be used for fencing maneuvers other swords of this size never could (has the precise tag). Being forged from meteoric iron does not only make this a sword that is not easily damaged and retains its unblemished sheen no matter the beating it takes, it also gives it a sharp edge that cuts easily through armor (+2 piercing).Gear:
Signature weapon – see above (2 weight)
Leather armor (1 armor, 1 weight) – yes, the rules say the fighter starts with chainmail, but the game stats are the same and right now I don't picture Gar as someone favoring heavy armor.
Adventuring gear (1 weight)
2 healing potions
Dungeon rations, 5 uses (1 weight)
22 coin, 11 coin spent on spent on:
8 throwing daggers (8 coin, 0 weight)
more dungeon rations, 5 uses (1 weight)
Total weight: 6/12
The fighter known as Gar has only recently come to this area but is easily recognized by the design of his sword and black leather armor as a member of the Venati, an ancient group of fighters from the Shark Tooth mountains in the far west, fighters dedicated to the eradication of monsters – if the coin is right.
When his farm was overrun by monsters, Gar was taken in by a Slayer at a young age and trained in their ancient art of swordfighting, but also in monster lore and other knowledge needed to defend the weak. What he does lack are social graces and a certain amount of wisdom, sometimes charging in where angels fear to thread, once he made up his mind that a cause is worth fighting for. Gar is stoic and determined, difficult to dissuade from a path he has chosen. Gar does not give his word easily but stands by it.
Currently Gar is somewhere south west of the wizard capital, in the small village of Henrir's Crossing
. This is a fairly average village that owes its existence primarily to the ford it is name after. While the ford means there are travelers and traders passing through the village more or less regularly, most of them just stay a night or two on their way to more prosperous locals so not much commerce actually happens in Henrir's Crossing. The village sits on the higher of the two riverbanks and is defended by a palisade that is sturdy enough to keep wild animals and a few bandits out, but wont help much against a large, determined force.Bonds:
I have sworn to protect Ysolde the wizard.
Celion, the ranger, owes me his life, even if he might not admit it, after I helped him fight off monsters during a recent chance encounter in the wilderness.
I have my doubts about Thumper's ability to survive in a dungeon. As a druid he might not be well-suited for underground adventures.
I am not sure about the morals of Dodge, the thief. I'll keep an eye on him till I am more certain about what kind of thief he is.