Name: Dvimitov Tow Race: Human Class: Paladin Deity: Avandra Level: 2 Alignment: Good
Fort: 18 Ref: 15 Will: 17 AC: 26 Armor: elderscale (+13 AC) Magic Armour (+2 AC)
Hit Points: 33 Bloodied: 16 Surge Value: 8 Surges Per Day: 12
Add 1d12 and 1d6 to all critical attacks.
Ridding horse: 50 miles per day (10 hours)/5 miles per hour
Cost to refresh food for 100 days: 455 gp
Racial Traits:
Action surge +3 to attacks when you spend an action point
Vision: normal
Size: medium-6'6" 220lb
Languages: Comon, Draconic, Elven
Life goal: to find and reinstate the lost city of Paragonia, which he is/was heir to
Wields a Medium Greatsword (1d10 +3 +2 (from bracers) +strength modifier (+5) slashing damage) attack
1d20 +strength modifier (+5) vs AC
Wields longbow (1d10 +2 +strength modifier (+5) piercing damage) 40 range attack 1d20 + dexterity modifier (+1) vs AC
Move 4 squares
Paladin features
Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) ✦ Divine, Healing
Special: You can use this power a number of times per day
equal to your Wisdom modifier (minimum 1), but only once
per round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points.
Instead, the target regains hit points as if it had spent a
healing surge. You must have at least one healing surge
remaining to use this power.
Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if
it ignores your challenge.
At-Will ✦ Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until
you use this power against another target, or if you fail
to engage the target (see below). A creature can be subject
to only one mark at a time. A new mark supersedes a
mark that was already in place.
While a target is marked, it takes a –2 penalty to attack
rolls for any attack that doesn’t include you as a target.
Also, it takes radiant damage equal to 3 + your Charisma
modifier the first time it makes an attack that doesn’t include
you as a target before the start of your next turn. The
damage increases to 6 + your Charisma modifier at 11th
level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged
or challenge a different target. To engage the
target, you must either attack it or end your turn adjacent
to it. If none of these events occur by the end of your turn,
the marked condition ends and you can’t use divine challenge
on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it
doesn’t rely on the intelligence or language ability of the
target. It’s a magical compulsion that affects the creature’s
behavior, regardless of the creature’s nature. You can’t place
a divine challenge on a creature that is already affected by
your or another character’s divine challenge.
Paladin level 1
Valiant strike
As you bring your weapon to bear, the odds against you add
strength to your attack.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Bolstering strike
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.
Enfeebling Strike
Your brutal weapon attack leaves your foe weakened.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the
target, it takes a –2 penalty to attack rolls until the end of
your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.
On pain of death
You invoke a prayer that wracks your foe with terrible pain and
causes further pain whenever he makes an attack.
Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage. Once per round, the
target takes 1d8 damage after making any attacks on its
turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4
damage after making any attacks on its turn (save ends).
Fearsome Smite
When you strike a foe with your weapon, the force of the blow
causes him to shudder and second-guess his tactics.
Encounter ✦ Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. Until the end of
your next turn, the target takes a penalty to attack rolls
equal to your Wisdom modifier.
Paladin level 2
Sacred Circle
Sacred circle
You trace a circle around you with your hand, and it quickly
expands into a wide circle of faintly glowing runes that glows
brightly and protects you and your close allies.
Daily ✦ Divine, Implement, Zone
Standard Action Close burst 3
Effect: The burst creates a zone that, until the end of the
encounter, gives you and allies within it a +1 power bonus
to AC.
Paladin level 3
Invigorating Smite
When you hit an enemy with your weapon, you and your allies
suddenly feel invigorated by the divine power of your faith.
Encounter ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage. If you are bloodied,
you regain hit points equal to 5 + your Wisdom modifier.
Bloodied allies within 5 squares of you also regain hit
points equal to 5 + your Wisdom modifier.
Paladin level 5
Martyr’s Retribution
Divine light engulfs your weapon as you sacrifice your ability to
heal in order to strike down your enemy.
Daily ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, and you must spend a healing surge
without regaining any hit points
Hit: 4[W] + Strength modifier radiant damage.
Miss: Half damage.
Paladin level 6
One Heart, One Mind
You and your trusted allies form a telepathic bond.
Daily ✦ Divine
Minor Action Close burst 6
Targets: You and each ally in burst
Effect: Until the end of the encounter, targets can
communicate telepathically with each other out to a range
of 20 squares, and your aid another actions give a +4
bonus instead of +2.
Paladin level 7
Benign Transposition
You call upon the power of your deity to switch places with an
ally and strike a foe within reach of your new position.
Encounter ✦ Divine, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One ally within a number of squares equal to
your Wisdom modifier
Effect: You and the target swap places. If an enemy is now
within your melee reach, you can make a secondary attack
against it.
Secondary Target: One enemy
Secondary Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Check Modifier Plus half of level rounded down
Str 18 +4 +5
Con 12 +1 +2
Dex 10 +0 +1
Int 12 +1 +2
Wis 12 +1 +2
Cha 16 +3 +4
Skills (ability) Trained Modifier
Acrobatics (Dex) +1
Arcana (Int) +2
Athletics (Str) +5
Bluff (Cha) +4
Diplomacy (Cha) Yes +15
Dungeoneering (Wis) +2
Endurance (Con) Yes +12
Heal (Wis) Yes +11
History (Int) +2
Insight (Wis) +2
Intimidate (Cha) +6
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) Yes +10
Stealth (Dex) +1
Streetwise (Cha) Yes +10
Thievery (Dex) +1
Skills: Religion 10, Endurance 12, Diplomacy 15, Heal 11, Streetwise 10
Feats:
1. Ritual Caster Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Gear:
⦁ Armour: elderscale armour 45lb
⦁ Medium Greatsword 8lb, Medium longbow (range 40) 3lb
⦁ Tent 1lb
⦁ Adventurer's kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope and a waterskin. 33lb
⦁ Everburning Torch: This torch never stops burning.
It sheds magical light but no heat, so you can stow
it in a bag or a pouch. You can’t set fire to anything
with it. 1lb
⦁ 9x Journeybread: This magic bread fills the stomach
and provides all necessary nutrients with only a few
small bites, so you can carry food for a long journey
without weighing yourself down. 9lb
⦁ Ritual Book 3lb
Total weight of gear equates to around 105lb
Items:
Elven Cloak Level 7+
This cloak of swirling leaves, crafted in the elven tradition,
increases your stealth.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 17 +4 65,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Stealth checks equal to the
cloak’s enhancement bonus.
Circlet of Authority Level 7
This simple metal headband improves your diplomatic and
intimidation skills.
Item Slot: Head 2,600 gp
Property: You gain a +2 item bonus to Diplomacy checks and
Intimidate checks.
Gauntlets of Ogre Power Level 5
These oversized armored gloves increase your strength and can be
activated to increase your damage.
Item Slot: Hands 1,000 gp
Property: Gain a +1 item bonus to Athletics checks and
Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit
with a melee attack. Add a +5 power bonus to the damage
roll.
Wavestrider Boots Level 4
These enchanted boots allow you to walk across liquid as if it were
solid land.
Item Slot: Feet 840 gp
Property: If you begin your turn standing on a solid surface,
you can move across liquid as if it were normal terrain. If
you are still on liquid at the end of your turn, you fall in.
Power (Daily): Minor Action. You can move across liquid
surfaces as if they were normal terrain until the end of the
encounter.
Bracers of Mighty Striking Level 2+
These enchanted armbands increase the damage you deal with a
melee attack.
Lvl 2 520 gp Lvl 22 325,000 gp
Lvl 12 13,000 gp
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a
+2 item bonus to the damage roll.
Level 12: +4 item bonus.
Level 22: +6 item bonus.
Symbol of Battle Level 5+
This holy symbol is favored by battle clerics and warpriests.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Power (Daily): Free Action. Use this power when you hit
with an attack using this holy symbol. Deal an extra 1d10
damage.
Level 15 or 20: 2d10 extra damage.
Level 25 or 30: 3d10 extra damage.
Vicious Weapon Level 2+
Some wielders claim this weapon takes pleasure in dealing pain.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus
Magic Armor Level 1+
A set of basic yet effective enchanted armor.
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Armor: Any
Enhancement: AC
Magic Holy Symbol Level 1+
A holy symbol of your god, enchanted with magical power.
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Ritual Book Contents:
Travelers’ Feast
Food for your entire group materializes out of the air,
enough to sustain you through a long day’s march.
Level: 4
Category: Exploration
Time: 1 hour
Duration: 24 hours
Component Cost: 35 gp
Market Price: 175 gp
Key Skill: Nature (no check)
You create food and water, enough to feed five Medium or
Small creatures or two Large creatures for 24 hours. You
designate the type of eaters when performing the ritual,
and the ritual creates appropriate food (trail rations for
people, grain for horses, and so on).
Any food or water created but uneaten disappears at
the end of the duration.
Speak with Dead
At your prompt, the corpse reveals its secrets to you.
Level: 6
Category: Exploration
Time: 10 minutes
Duration: 10 minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
You ask the corpse of an intelligent creature questions
and receive answers. The corpse knows what the creature
knew in life, what has occurred near the corpse, and no
more; the spirit has (usually) moved on to another plane
and is not present in the body.
Your Religion check result determines the number of
questions you can ask.
Religion Check Result Number of Questions
9 or lower Zero
10–19 One
20–29 Two
30 or higher Three
At the DM’s option, questioning the departed spirit might
require a skill challenge using Diplomacy.
Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in
the warded area from outside the area take a –10 penalty
to their Perception checks.
Raise Dead
You bend over the body of your slain comrade, applying
sacramental unguents. Finally his eyes flutter open as he is
restored to life.
Level: 8
Category: Restoration
Time: 8 hours
Duration: Instantaneous
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)
To perform the Raise Dead ritual, you must have a part of
the corpse of a creature that died no more than 30 days
ago. You apply mystic salves, then pray to the gods to
restore the dead creature’s life. The subject returns to life
as if he or she had taken an extended rest. The subject is
freed of any temporary conditions suffered at death, but
permanent conditions remain.
The subject returns with a death penalty: –1 to all
attack rolls, skill checks, saving throws, and ability checks.
This death penalty fades after the subject reaches three
milestones.
You can’t restore life to a creature that has been petrified
or to a creature that died of old age.
The subject’s soul must be free and willing to return to
life. Some magical effects trap the soul and thus prevent
Raise Dead from working, and the gods can intervene to
prevent a soul from journeying back to the realm of the
living. In all cases, death is less inclined to return paragon
and epic heroes; the component cost is 5,000 gp for paragon
tier characters and 50,000 gp for epic tier characters.
Linked Portal
You create a glowing circle of sigils on the ground nearby,
and you can see a hazy vision of a far-off city. You and your
friends step into the circle, and you’re instantly whisked
away to that place.
Level: 8
Category: Travel
Time: 10 minutes
Duration: Special
Component Cost: 135 gp
(see text)
Market Price: 680 gp
Key Skill: Arcana
You create a shortcut across the fabric of the world, linking
your location with a permanent teleportation circle
somewhere else on the same plane. With a step, you can
move from one circle to the other. As part of performing
the ritual, you must sketch out a 10-foot-diameter circle in
various rare chalks and inks. This temporary teleportation
circle must exactly match the permanent teleportation
circle at your destination. It disappears at the end of the
portal’s duration.
At the completion of this ritual, make an Arcana check.
The result determines the duration that the portal remains
open.
Arcana Check Result Portal Duration
19 or lower 1 round
20–39 3 rounds
40 or higher 5 rounds
You can use a permanent teleportation circle as the
origin point of this ritual, making minor temporary modifications
as part of the ritual. Doing this reduces the cost
to 50 gp of reagents and grants you a +5 bonus to your
Arcana check.
While the portal is open, any creature that enters the
circle at the origin point instantly appears at the other
location, along with anything the creature holds or carries.
The creature can even finish the rest of its move. Any
number of creatures of any size can use an open portal;
the only limitation is the number that can reach the circle
before it ends.
Anyone standing in the vicinity of either end of the
portal can see a haze-infused vision of the teleportation
circle at the other end of the connection, as well as the
environment 60 feet beyond it. Effectively, everything at
the destination within this area of visibility has concealment,
and the area beyond is completely fogged out
(Naturally, portals that last longer give you a better opportunity
to study the place you’re going to before you step into
the circle.). Environmental effects at one end of the connection
don’t affect the other end.
Most major temples, important wizards’ guilds, and
large cities have permanent teleportation circles, each
of which has a unique set of magic sigils etched or inlaid
into the ground. The exact sequence of sigils matters,
because you’ve got to match it if you want to open a portal
leading there. The sigils aren’t any more complex than
remembering a string of letters and numbers. You can use
Linked Portal to any permanent teleportation circle whose
sequence of sigils you know. When you learn this ritual,
your DM will tell you at least two such sequences. In your
travels and research, you’ll undoubtedly learn more.
This ritual can take you anywhere in the world, but
it can’t take you to other planes. Sufficiently powerful
warding magic, such as the Forbiddance ritual, can
block a teleportation ritual. If the location is warded in
such a manner, you learn that as soon as you begin the
ritual, so you can interrupt the ritual and not expend any
components.
Hand of Fate
A ghostly apparition appears to give you basic guidance
about a course of action.
Level: 4
Category: Divination
Time: 10 minutes
Duration: 10 minutes
Component Cost: 70 gp
Market Price: 175 gp
Key Skill: Religion (no
check)
When you perform the ritual, ask up to three questions
about possible courses of action. A translucent blue hand
appears and indicates with a gesture what the most
rewarding course of action is.
If you describe courses of action that refer to directions
or specific objects, then the hand points toward the choice
that bears the greatest reward. If you ask the hand, “Should
we head down the stairs or through the doors?” then the
hand responds by pointing either to the stairs or the doors.
If you ask the hand, “Which of these three levers should
we pull first?” then the hand responds by pointing to a
lever.
If you describe only a single course of action, the ritual
assumes that inaction is your other option. The hand either
beckons you (to indicate that you should proceed) or gestures
for you to halt. For example, the question “Should we
explore the ruins of Solitronia?” results in the hand either
beckoning you or gesturing for you to halt.
The hand can’t assess events in the far future; its judgment
extends only to likely events in the next hour. If the
hand can’t indicate a preference, the ritual has no effect
and expends no components.
There are two drawbacks to using the ritual to aid your
decisions. First, fate values rewards over risk, and this ritual
provides guidance accordingly. It points you toward a high
risk, high reward option before pointing you toward a low
risk, low reward alternative. For example, if one tunnel
leads to a dragon and great wealth and the other tunnel
leads back to town, then the hand points toward the
dragon. However, a high risk, low reward alternative is considered
less rewarding than a low risk, low reward option.
Second, the hand can choose only the most rewarding
course of action relative to the alternatives provided.
That doesn’t mean that the indicated choice is necessarily
a good idea, only that it’s a better idea than the other
options you’ve indicated. In the example above, if all three
levers activate traps, then the hand points toward the lever
that triggers a trap less lethal than the others.
Gentle Repose
Your practiced hands perform the ritual fast enough to preserve
the body for a later casting of Raise Dead.
Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples
the time the corpse can lie dead and still be affected
by Raise Dead or a similar ritual. Gentle Repose also protects
the corpse from being raised as an undead creature
for 150 days.
Enchant Magic Item
Magic drawn from the warp and weft of the universe infuses
the item you hold in your hands.
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: Special
Market Price: 175 gp
Key Skill: Arcana (no check)
You touch a normal item and turn it into a magic item of
your level or lower. The ritual’s component cost is equal to
the price of the magic item you create.
You can also use this ritual to resize magic armor (for
example, shrink a fire giant’s magic armor to fit a halfling).
There is no component cost for this use.
Endure Elements
Neither the biting cold nor the searing heat troubles you anymore.
You travel in arctic or desert wastes as comfortably as
in temperate climes.
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Arcana or Nature
(no check)
The Endure Elements ritual lets you designate up to five
ritual participants, including yourself, who ignore penalties
associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient
temperatures between –50 and 140 degrees Fahrenheit,
and the creature’s equipment is likewise protected from
Discern Lies
His lies quiver through the ether like water thrown on a hot
griddle. The suspect doesn’t even know he’s giving off this
signal, but to you it’s clear as day.
Level: 6
Category: Divination
Time: 10 minutes
Duration: 5 minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
Make a Religion check. Use the result as a bonus to your
Insight checks to discern any untruths spoken in your
presence during the duration. If anyone aided you while
performing this ritual, they can’t help you make the resulting
Insight checks.
Cure Disease
Even the most horrid affliction disappears in response to
your healing touch.
Level: 6
Category: Restoration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 150 gp
Market Price: 360 gp
Key Skill: Heal
The Cure Disease ritual wipes away a single disease
afflicting the subject, whether the disease is active or still
incubating. The subject is completely cured and loses any
negative side effects and symptoms of the disease.
This ritual is physically taxing to the recipient; if used
on an injured character, it can even kill him or her. Upon
completing this ritual, make a Heal check, using the level of
the disease as a penalty to this check. The result indicates
the amount of damage the character takes. Assuming the
character survives, this damage can be healed normally.
Heal Check
Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit
points
10–19 Damage equal to one-half of the target’s
maximum hit points
20–29 Damage equal to one-quarter of the
target’s maximum hit points
30 or higher No damage
If you know that your subject is suffering from multiple
diseases, you must choose which one this ritual will cure.
Otherwise, the ritual affects whichever single disease you
knew about. You learn the disease level when you begin
the ritual, and at that point you can choose not to continue,
without expending any components.
Brew Potion
Liquids brew and bubble, coalescing the raw substance of
magic into a form you can drink.
Level: 5
Category: Creation
Time: 1 hour
Duration: Permanent until
consumed
Component Cost: Special
Market Price: 75 gp
Key Skill: Arcana or Religion
(no check)
You create a potion or an elixir (see page 255) of your level
or lower. The ritual’s component cost is equal to the price
of the potion or the elixir you create.
Total: 50/128 pages
Other information:
Annoyed by: fancy parties, theives and grand house, clothing etc
Sucker For: Paladins, wizards, brave fighters and war heros
Favourite Sin: Avarice Favourite Virtue: Temperance Trusts in: Love
He has a lovely singing voice. His favourite drink is ale.
Avandra
Good
The god of change, Avandra
delights in freedom, trade,
travel, adventure, and the
frontier. Her temples are
few in civilized lands,
but her wayside shrines
appear throughout the world. Halflings, merchants,
and all types of adventurers are drawn to her worship,
and many people raise a glass in her honor, viewing
her as the god of luck. Her commandments are few:
✦ Luck favors the bold. Take your fate into your own
hands, and Avandra smiles upon you.
✦ Strike back against those who would rob you of
your freedom and urge others to fight for their own
liberty.
✦ Change is inevitable, but it takes the work of the
faithful to ensure that change is for the better.
Social interactitons
⦁ Reserved
⦁ Quietly hopeful
⦁ Very suspicious
Descision points
⦁ Commanding
⦁ Pragmatic
⦁ Stern
Dire situations
⦁ Brave
⦁ Calm
⦁ Driven when faced by setbacks
Mannerisms
Aragon has severe OCD effecting the straightening of objects when he's nervous. He will always correct your speech i.e. gramatical errors and incorrect pronunciation (he can get quite annoyed about this). He only speaks when necessary, but when he does, he has a persuasive mannor. He can get quite heated about his views.
Appearance
Aragon is a tall, bulky and incredibly well built man, with slightly tanned skin and startingaly blue eyes. He always attracts looks wherever he goes. He has a large mole on his left middle finger and brown hair. His facial appearance is almost perfect, appart from a small scar above his lip (the scar is one of his most cherrished battle wounds).
Background
Aragon was born in Gam, but left after he had a fight with his Dad. He was packed off with very few provisions and nothing else. He took refuge in the wayside temples of Avandra and came to love and respect the godess. He took heart and believed in himself. He gradually built up his strength and his armoury and soon became a respected mercenary for then armies of many towns. In this way, he became rich and decided to head back to Gam in search of his father, a house and a slighlty more setled life. He found none of these. His father had died at the hands of greed, all his relatives had died or moved out too. Besides this, he was told that none of them wished to have any contact with him saying that it was a disgrace to the family name to become a mercenary.
He discovered after living in Gam that he disliked the settled life and preffered the road, so he now rents out his house in Gam.
He always gives money to the poor and the needy and always leaves a sizable donnation at temples, especially the temples of Avandra.
Services and terms of services
He charges 50 gp a week for his services, 95 gp for two weeks, 135 gp for three weeks, 170 gp for four weeks and 200 gp for five weeks. He charges a flat rate of 100 gp per week for any time over five weeks (eg. six weeks costs 300 gp, seven weeks costs 400gp).
He requires an upfront deposit of 100 gp or full upfront payment if you know how long you need his services (if you pay the full upfront cost and find that you require his services longer, then he will oblige, but he will charge you a 100 gp deposit, a flat rate charge of 75 gp per week (rasied to 125 gp on the sixth week after deposit is paid) and he will also demand 150 gp in compensation). He requires all expenses to be covered (food, clothes, travel etc).
If you do not pay the full amount in accordance to his terms, then you will be subject to 5 years imprisonment, a 500 gp fine and loss of all personal belongings. You will face prosecution and imprisonment in Gam and, if found guilty, you will also be subject to ridicule from the citizens of Gam.
Leveling up-points to remember:
⦁ Change AC-add 1 to AC if you are going to an even number level.
⦁ Adjust check modifiers-add half level to base.
⦁ Adjust basic attacks: 1d20 +3 +strenght modifier for medium greatsword and 1d20 +2 +dexterity modifier for longbow.
⦁ All features bar armour and surges per day in the first paragraph need altering (see manual).
⦁ See items for other changes.
Other Game Info:
Copper Piece (cp) 10cp to an sp. 50cp to 1lb.
Silver Piece (sp) 10sp to a gp. 50sp to 1lb.
Gold Piece (gp) 100gp to a pp. 50gp to 1lb.
Platinum Piece (pp) 100pp to an ad. 50 pp to 1lb.
Astral Diamond (ad) 500ad to 1lb.