Balmarius |
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Balmarius - You see a slender man dressed in dark leather, trousers and shirt. The shirt, you notice, is fringed along the seams of the arms. Soft leather boots cover his feet and extend up to the knee. Protruding from each boot top is the hilt of a dagger. His buckskin shirt is covered by a sleeveless leather jerkin, double yoked and carrying on it's back a design in beads of a howling wolf. Between shirt and jerkin a bandolier runs from left shoulder to right hip, and a couple of daggers are sheathed there as well. Around his waist is a belt from which hangs a large pouch. Outside of the jerkin, running cross-wise to the bandolier, is a baldric. A sheathed long sword hangs from that on his left side. His head is bare, but for the brown shoulder length hair that hangs loosely and is kept out of his eyes only by the leather thong tied around his head. His ears look elven and his eyes are a deep, greenish gray. In contrast his lower jaw is usually shaded by a days growth of beard. Something no elf could have.
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Personal Information |
Name: Balmarius |
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Race: Half-elf |
Gender: Male |
Height: 5'8" |
Age: 16 |
Class: Ranger |
Level: 6 |
Weight: 127 lbs |
XP: 57,005 |
Next Level: 75,000 |
Character Points: |
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Ability Scores |
Str: |
17 |
Stamina: |
16 |
Weight Allowance: 70 lbs |
Bend Bars/Lift Gates: 16% |
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Muscle: |
18/0 |
Attack Adj.: +1 |
Damage Adj.: +2 |
Max. Press: 255 lbs |
Open Doors: 11 |
Dex: |
16 |
Aim: |
15 |
Missile Adjustment: +0 |
Pick Pockets: +0% |
Open Locks: +0% |
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Balance: |
17 |
Reaction Adjustment: +2 |
Armor Class: -3 |
Move Silently: +5% |
Climb Walls: +5% |
Con: |
15 |
Health: |
14 |
System Shock: 88% |
Poison Save: +0 |
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Fitness: |
16 |
Hit Point Adjustment: +2 |
Resurrection Chance: 96% |
Int: |
14 |
Reason: |
13 |
Max. Spell Level: 6th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Knowledge: |
15 |
Bonus Proficiencies: 4 |
Chance to Learn New Spell: 65% |
Wis: |
15 |
Intuition: |
14 |
Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Willpower: |
16 |
Magic Defense Adjustment: +2 |
Spell Immunity: None |
Cha: |
10 |
Leadership: |
11 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 4 |
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Appearance: |
9 |
Initial Reaction Adjustment: +0 |
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Saving Throws |
Paralyzation: 11 |
Poison: 11 |
Death Magic: 11 |
Petrification: 12 |
Polymorph: 12 |
Rod: 13 |
Staff: 13 |
Wand: 13 |
Breath Weapon: 13 |
Spell: 14 |
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Combat |
Armor |
Weapon Proficiencies |
Non-Weapon Proficiencies |
Hit Points: |
53 |
Base THAC0: |
15 |
Melee THAC0: |
14 |
Missile THAC0: |
15 |
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Natural armor class |
10 |
Balance Defensive adj. |
-3 |
FINAL: |
7 |
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Swords |
Fighting Style: |
Two Weapon |
Two Weapon (+2) |
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Animal Training |
14 |
Awareness |
8 |
Dark Sense |
7 |
Fire-Building |
10 |
Forage |
10 |
Hunting |
9 |
Set Snares |
9 |
Tracking |
16 |
Trail Hiding |
12 |
Trail Marking |
10 |
Native Languages |
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Common, Elf |
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Weapons |
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Sword, long |
13 |
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1 |
5 |
1d8+2 |
1d12+2 |
S |
M |
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Dagger |
14 |
15 |
1 |
2 |
1d4+2 |
1d3+2 |
P |
S |
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2 |
4 |
6 |
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Sword, short |
13 |
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1 |
3 |
1d6+2 |
1d8+2 |
P |
S |
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Racial Abilities |
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.
Sword bonus - +1 bonus to attack rolls with long or short swords. |
Class Abilities |
Ranger
Climbing 54% - May climb natural objects.
Empathy with animals - May befriend animals.
Hide in shadows 47% - May hide in natural settings.
Move silently 52% - May move silently through natural settings.
Pass without trace - Does not leave any evidence of passage through wilderness settings.
Priest spells - May begin to cast Priest spells at 8th level.
Speak with animals - May speak with animals as the spell, once per day.
Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Limited armor - May not wear armor.
Major Spheres of Magic - Animal, Plant |
Disadvantages |
Phobia: Crowds, severe - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe. |
Inventory |
- Animals
- Horse, light war
- Bit and bridle
- Saddle bags, small
- Saddle blanket
- Saddle, riding
- Items Carried
- Backpack, Adventurers'
- Chow Kit, Adventurers'
- Fishing Tackle
- Fowlers' Snares (Small)
- Hunting Traps (rabbit)
- Rations,iron (1 week)
- Items Readied
- Items Worn
- Belt, Adventurers'
- Belt pouch, large
- Hunting Knives
- Poncho, waxed canvas
- Tinderbox, plain
- Weapon Black
- Belt, Bandoleer
- Jerkin, leather - AWRC
- Knife sheath
- Leather Shirt
- Leather Trousers
- Leather boots, Walking
- Scabbard, hanger, baldric
- Scabbard, hanger, baldric
- Spending Money
- * Copper Pieces x7
- * Gold Pieces x6
- * Silver Pieces x6
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Movement and Encumbrance |
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-70 |
71-100 |
101-130 |
131-160 |
161-195 |
Movement: |
14 |
10 |
7 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 39.10 pounds (None Encumbrance, 14 Movement) |
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Spells |
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Ranger |
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Cleric Spell Failure Rate: 0% |
Maximum Wizard Spells Per Level: 9 |
Wizard Chance to Learn New Spell: 65% |
Maximum Wizard Spell Level: 6th |
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Ranger Spells Granted |
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Character History |
Born to an Elven mother an a half elf father. Both were killed when he was young, one of many orphans caused by the Goblin Wars of 20 years or so ago. His mothers people took him in and he was raised in the elven way. This gave him a love of nature and whilst he tried to mix with the elven children, he was different enough to be teased by them. His differences meant he often preferred solitude to mixing with his peers, he often sought the peace of the forest to get away from his tormentors. As he grew up this led to him being uneay in social situations and in crowds he would often find his breath coming in short gasps and his palms going sweaty - these attacks would only go when he was once more in quieter surroundings. He found people difficult to get on with, animals however were something else. He had a gift, they seemed to trust him and many of the beasts he found in the woods would come to him. He found them naturally tame and many would perform tricks for him for food. One other thing he discovered at this time. He could often "see" what the creatures where thinking. He couldn't do it very often or very long as it was tremendously painful, but if he concentrated hard enough, he could receive images of what a creature was seeing or trying to convey. His wood-skills must have had some part of this and he was noticed by the Greencloaks, the Kings Rangers. These he joined at the age of 16, and he found contentment during the training. Veterans didn't expect much from him as long as he did as he was told and his quick mind meant he only had to be shown something once, which pleased them. Once his training was complete, he was made a member of the Trailblazers, the elite group of The Greencloaks who were the scouts and warriors that often worked behind the enemy lines in times of war.
His first assignment was to escort some of the Elven King's guest back to their home after a state visit. This was Lord Errik of the Gulls, a vassel lord of Garric of the Bears, Lord of the Southwestern Realm. The journey had been uneventful, the Lord and his retinue getting to their boat in good time for it to transport them to the Llewtine celebrations in their home keep on the Isle Of Shipil . Balmarius and his companions, Larendorial, Ceedric, and their leader Hassilerion, stayed in the coastal village of Cliffhaven for the celebrations. As this was a small village of only twenty or so buildings (there was only one Inn) this suited Balmarius . They rested the next day, recovering from the excesses of the Godsday Celebrations. Their rest was short lived however when reports started coming in of strange things occurring to the East. Reports were vague, some sort of attack on Lord Garrics town. At noon, a pair of riders arrived the Inn, their clothes covered in road dust, their horses having been hard ridden. The news they bore was very grave. A large force had attacked Lamberton, a large village on the main road from the coast to Caer Aberaveron, Lord Garrics city. The mayor of Cliffhaven immediately called a meeting of the village council and it was decided to send the town militia of 6 men to investigate and to join in the defense of Lamberton.. Hassilerion immediately offered the services of his squad, keen to get any news of these invaders to his King.
The journey took a good few hours, the group reaching Lamberton just after sundown. They arrived to find the town in ruins, a small force of around 20 hobgoblins still ransacking the place. Hassilerion and his squad, with Cliffhaven's militia, soon made short work of them in a short but fierce battle. Some of the hobbo's got away and the militia lost 3 men, but the town was free of the evil creatures. Dawn rose on a scene from the seventh hells. Burnt buildings and dead bodies lay everywhere. Tracks lead off from the village to the East, many mounted creatures and several wheeled vehicles had obviously left in that direction. Hassilerion sent Balmarius to watch the road. Larendorial and one of the militia, Bert he sent back to Cliffhaven to attempt to get help from Lord Errik. Himself and Ceedric and the two last militia, Fredrik and Dwain set too digging a pit in the center of town to place the dead defenders of the village. Some of these dead were obviously refugees from Caer Aberaveron who had sought sanctuary in Lamberton, but found only death.
The day was only an hour or so from midday when Fredrik brought word to the Elves of riders being seen by Ceedric approaching from Caer Aberaveron's direction. Hassilerion ordered the troops to hide near the center of town to see what these latest riders were upto. This is where we join Balmarius as he watches them ride into town. The lead rider seems to have a destination in mind and stops at the ruins of a dwelling fairly near the edge of the village. Some of the other riders follow, a couple on foot.
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