| 
 
 
 |  | 
  
   
    | 
     Ability
    Scores 
    
     
      | 
       Str: 
       | 
      
       17 
       | 
      
       Stamina: 
       | 
      
       17 
       | 
      
       Weight Allowance: 85 lbs 
       | 
      
       Bend Bars/Lift
      Gates: 13% 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Muscle: 
       | 
      
       17 
       | 
      
       Attack Adj.: +1 
       | 
      
       Damage Adj.: +1 
       | 
      
       Max. Press: 220
      lbs 
       | 
      
       Open Doors: 10 
       | 
      
     
      | 
       Dex: 
       | 
      
       18 
       | 
      
       Aim: 
       | 
      
       18 
       | 
      
       Missile Adjustment: +2 
       | 
      
       Pick Pockets:
      +10% 
       | 
      
       Open Locks: +15% 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Balance: 
       | 
      
       18 
       | 
      
       Reaction Adjustment: +2 
       | 
      
       Armor Class: -4 
       | 
      
       Move Silently:
      +10% 
       | 
      
       Climb Walls: +10% 
       | 
      
     
      | 
       Con: 
       | 
      
       11 
       | 
      
       Health: 
       | 
      
       11 
       | 
      
       System Shock: 75% 
       | 
      
       Poison Save: +0 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Fitness: 
       | 
      
       11 
       | 
      
       Hit Point Adjustment: +0 
       | 
      
       Resurrection
      Chance: 80% 
       | 
      
     
      | 
       Int: 
       | 
      
       11 
       | 
      
       Reason: 
       | 
      
       9 
       | 
      
       Max. Spell Level: 4th 
       | 
      
       Max. Spells Per
      Level: 6 
       | 
      
       Illusion
      Immunity: None 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Knowledge: 
       | 
      
       13 
       | 
      
       Bonus Proficiencies: 3 
       | 
      
       Chance to Learn
      New Spell: 55% 
       | 
      
     
      | 
       Wis: 
       | 
      
       14 
       | 
      
       Intuition: 
       | 
      
       16 
       | 
      
       Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 
       | 
      
       Clerical Spell
      Failure Chance: 0% 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Willpower: 
       | 
      
       12 
       | 
      
       Magic Defense Adjustment: +0 
       | 
      
       Spell Immunity:
      None 
       | 
      
     
      | 
       Cha: 
       | 
      
       5 
       | 
      
       Leadership: 
       | 
      
       3 
       | 
      
       Loyalty Base: -6 
       | 
      
       Maximum Number of
      Henchmen: 1 
       | 
      
     
      | 
         
       | 
      
         
       | 
      
       Appearance: 
       | 
      
       7 
       | 
      
       Initial Reaction Adjustment: -1 
       | 
      
     
     
      |   | 
        | 
        | 
        | 
        | 
        | 
        | 
        | 
        | 
        | 
      
     
     
     
     | 
    
   
  
  
   
    | 
     Personal
    Information 
    
     
      | 
       Name: Aqualung of Mask 
       | 
      
       Player: Mark Kooper - 01/01/01 
       | 
      
     
      | 
       Race: Half-orc 
       | 
      
       Gender: Male 
       | 
      
       Height: 6'3" 
       | 
      
       Age: 17 
       | 
      
     
      | 
       Classes: Fighter/Demarch 
       | 
      
       Levels: 6/6 
       | 
      
       Weight: 186 lbs 
       | 
      
     
      | 
       XP: 41,900/36,500 
       | 
      
       Alignment: Neutral Evil 
       | 
      
     
      | 
       Next Level: 64,000/55,000 
       | 
      
       Kit: Bounty Hunter (CRE) 
       | 
      
     
     
     | 
    
   
 
  
  
   
    | 
     Combat 
    
     
      | 
       Hit Points: 
       | 
      
       42 
       | 
      
     
      | 
       Base THAC0: 
       | 
      
       15 
       | 
      
     
      | 
       Melee THAC0: 
       | 
      
       14 
       | 
      
     
      | 
       Missile THAC0: 
       | 
      
       13 
       | 
      
     
     
     | 
    
   
    
  
   
    | 
     Armour 
    
     
      | 
       Natural armour class 
       | 
      
       10 
       | 
      
     
      | 
       Full armour, studded leather +1 
       | 
      
       -3 
       | 
      
     
      | 
       Magic Armour adj. 
       | 
      
       -1 
       | 
      
     
      | 
       Balance Defensive adj. 
       | 
      
       -4 
       | 
      
     
      | 
       FINAL: 
       | 
      
       2 
       | 
      
     
     
     | 
    
   
   
   | 
  
  
   
    | 
     Weapon
    Proficiencies 
    
     
      | 
       Dagger (Specialist) 
       | 
      
     
      | 
       Full armour, studded leather 
       | 
      
     
      | 
       Lasso (Specialist) 
       | 
      
     
      | 
       Quarterstaff (Specialist) 
       | 
      
     
      | 
       Fighting Style: 
       | 
      
     
      | 
       Thrown Weapon/Sling 
       | 
      
     
      | 
       Two-handed Weapon 
       | 
      
     
      | 
       Two Weapon (+2) 
       | 
      
     
     
     | 
    
   
   
   | 
  
  
   
    | 
     Non-Weapon
    Proficiencies 
    
     
      | 
       Disguise 
       | 
      
       11 
       | 
      
     
      | 
       Endurance 
       | 
      
       10 
       | 
      
     
      | 
       Forgery 
       | 
      
       11 
       | 
      
     
      | 
       Hunting 
       | 
      
       14 
       | 
      
     
      | 
       Navigation 
       | 
      
       10 
       | 
      
     
      | 
       Reading Lips 
       | 
      
       12 
       | 
      
     
      | 
       Reading/Writing 
       | 
      
       9 
       | 
      
     
      | 
       Rope Use 
       | 
      
       12 
       | 
      
     
      | 
       Throwing (Damage only) 
       | 
      
       15 
       | 
      
     
      | 
       Tracking 
       | 
      
       13 
       | 
      
     
     
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Saving
    Throws 
    
     
      | 
       Paralysation: 9 
       | 
      
       Poison: 9 
       | 
      
       Death Magic: 9 
       | 
      
       Petrification: 12 
       | 
      
       Polymorph: 12 
       | 
      
     
      | 
       Rod: 13 
       | 
      
       Staff: 13 
       | 
      
       Wand: 13 
       | 
      
       Breath Weapon: 13 
       | 
      
       Spell: 13 
       | 
      
     
     
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Weapons
    - Primary and Offhand 
    
     
      | 
         
       | 
      
       THAC0 
       | 
      
       Attacks/ 
       | 
      
       Speed 
       | 
      
       Damage 
       | 
      
         
       | 
      
         
       | 
      
       Range 
       | 
      
       (-2) 
       | 
      
       (-5) 
       | 
      
     
      | 
       Weapon 
       | 
      
       Melee 
       | 
      
       Missile 
       | 
      
       Round 
       | 
      
       Factor 
       | 
      
       Sm-Med 
       | 
      
       Large 
       | 
      
       Type 
       | 
      
       Size 
       | 
      
       Short 
       | 
      
       Medium 
       | 
      
       Long 
       | 
      
     
      | 
       Primary: 
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
     
      | 
       Quarterstaff 
       | 
      
       13 
       | 
      
         
       | 
      
       3/2 
       | 
      
       1 
       | 
      
       1d6+3 
       | 
      
       1d6+3 
       | 
      
       B 
       | 
      
       L 
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
     
      | 
       Hammer 
       | 
      
       16 
       | 
      
       15 
       | 
      
       1 
       | 
      
       4 
       | 
      
       1d4+2 
       | 
      
       1d3+2 
       | 
      
       B 
       | 
      
       S 
       | 
      
       4 
       | 
      
       6 
       | 
      
       8 
       | 
      
     
      | 
       Dagger 
       | 
      
       12 
       | 
      
       11 
       | 
      
       3/2 (3) 
       | 
      
       2 
       | 
      
       1d4+5 
       | 
      
       1d3+5 
       | 
      
       P 
       | 
      
       S 
       | 
      
       4 
       | 
      
       6 
       | 
      
       8 
       | 
      
     
      | 
       Lasso 
       | 
      
         
       | 
      
       11 
       | 
      
       1 
       | 
      
       7 
       | 
      
         
       | 
      
         
       | 
      
       B 
       | 
      
       L 
       | 
      
       4 
       | 
      
       6 
       | 
      
       6 
       | 
      
     
      | 
       Offhand: 
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
     
      | 
       Quarterstaff 
       | 
      
       13 
       | 
      
         
       | 
      
       1 
       | 
      
       1 
       | 
      
       1d6+3 
       | 
      
       1d6+3 
       | 
      
       B 
       | 
      
       L 
       | 
      
         
       | 
      
         
       | 
      
         
       | 
      
     
      | 
       Hammer 
       | 
      
       16 
       | 
      
       15 
       | 
      
       1 
       | 
      
       4 
       | 
      
       1d4+2 
       | 
      
       1d3+2 
       | 
      
       B 
       | 
      
       S 
       | 
      
       4 
       | 
      
       6 
       | 
      
       8 
       | 
      
     
      | 
       Dagger 
       | 
      
       12 
       | 
      
       11 
       | 
      
       1 
       | 
      
       2 
       | 
      
       1d4+5 
       | 
      
       1d3+5 
       | 
      
       P 
       | 
      
       S 
       | 
      
       4 
       | 
      
       6 
       | 
      
       8 
       | 
      
     
      | 
       Lasso 
       | 
      
         
       | 
      
       11 
       | 
      
       1 
       | 
      
       7 
       | 
      
         
       | 
      
         
       | 
      
       B 
       | 
      
       L 
       | 
      
       4 
       | 
      
       6 
       | 
      
       6 
       | 
      
     
     
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Rogue
    Skills 
    
     
      | 
       Skill 
       | 
      
       Base 
       | 
      
       Racial Mods 
       | 
      
       Ability Scores 
       | 
      
       Discretionary
      Points 
       | 
      
       Armour 
       | 
      
       Final 
       | 
      
     
      | 
       Climb walls 
       | 
      
       60 
       | 
      
       +0 
       | 
      
       +10 
       | 
      
       +15 
       | 
      
       -30 
       | 
      
       55% 
       | 
      
     
      | 
       Detect magic 
       | 
      
       5 
       | 
      
       +0 
       | 
      
       +0 
       | 
      
       +15 
       | 
      
       +0 
       | 
      
       20% 
       | 
      
     
      | 
       Find/remove traps 
       | 
      
       5 
       | 
      
       +5 
       | 
      
       +5 
       | 
      
       +15 
       | 
      
       -10 
       | 
      
       20% 
       | 
      
     
      | 
       Hide in shadows 
       | 
      
       5 
       | 
      
       +0 
       | 
      
       +10 
       | 
      
       +25 
       | 
      
       -20 
       | 
      
       25% 
       | 
      
     
      | 
       Move silently 
       | 
      
       10 
       | 
      
       +0 
       | 
      
       +10 
       | 
      
       +15 
       | 
      
       -20 
       | 
      
       15% 
       | 
      
     
      | 
       Open locks 
       | 
      
       10 
       | 
      
       +0 
       | 
      
       +15 
       | 
      
       +15 
       | 
      
       -10 
       | 
      
       30% 
       | 
      
     
     
     | 
    
   
 
  
  
   
    | 
     Spells
    Memorized (Default) 
        Demarch  
        1st Level  
        Cause Fear  
        Cause Light Wounds  
        Cure Light Wounds  
        Firelight  
        Light  
        2nd Level  
        Cure Moderate Wounds  
        Heat Metal  
        Hold Person  
        Obscure Alignment  
        Silence, 15-foot Radius  
        3rd Level  
        Magical Vestment  
        Unfailing Premonition  
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Inventory 
        Items Carried  
        Backpack  
        Canvas (sq yard) x4  
        Grappling hook  
        Hammer  
        Piton x10  
        Rope, silk (50 ft)  
        Sack, large  
        Rations,iron (1 week)  
        Sack, small  
        * Gold Pieces x50  
        Alexandrite (1000 gp)  
        Tome of Eternal Life (Making of
    Mummies)  
        Torch x3  
        Wineskin  
        Winter blanket  
        Items Readied  
        Quarterstaff  
        Items Worn  
        Belt  
        Belt pouch, small  
        * Gold Pieces x24  
        Azurite (500 gp)  
        Belt pouch, small  
        Fishhook  
        Soap  
        Whetstone  
        Belt pouch, small  
        Chalk  
        Flint and steel  
        Mirror, small metal  
        Thieves' picks  
        Knife sheath  
        Dagger  
        Knife sheath  
        Dagger  
        Knife sheath  
        Dagger  
        Knife sheath  
        Dagger  
        Lasso  
        Boots, soft  
        Dagger x2  
        Chainse, chemise  
        Common robe  
        Full armor, studded leather +1  
        Girdle  
        Dagger x3  
        Girdle  
        Dagger x3  
        Gloves  
        Good cloth cloak  
        Hood  
        Hose  
        Jeweled Bracelet (Leucrotta +
    Lamia)  
        Mask - Human  
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Demarch
    Spells Granted 
    
     
      | 
       Spell 
       | 
      
       Time 
       | 
      
       Range 
       | 
      
       Area of Effect 
       | 
      
       Components 
       | 
      
     
      | 
       1st Level 
       | 
      
     
      | 
       Analyze Balance 
       | 
      
       1 rd 
       | 
      
       80 yds 
       | 
      
       1 creature, object, or 10' sq 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Astral Celerity 
       | 
      
       4 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S 
       | 
      
     
      | 
       Bless 
       | 
      
       1 rd 
       | 
      
       60 yds 
       | 
      
       50-ft cube 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Blessed Watchfulness 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S 
       | 
      
     
      | 
       Call Upon Faith 
       | 
      
       1 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cause Fear 
       | 
      
       1 
       | 
      
       10 yds 
       | 
      
       1 creature/4 lvls 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cause Light Wounds 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Combine 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       Circle of priests 
       | 
      
       V, S 
       | 
      
     
      | 
       Command 
       | 
      
       1 
       | 
      
       30 yds 
       | 
      
       1 creature 
       | 
      
       V 
       | 
      
     
      | 
       Create Water 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       Up to 27 cubic ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cure Light Wounds 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Curse 
       | 
      
       1 rd 
       | 
      
       60 yds 
       | 
      
       50-ft cube 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Darkness 
       | 
      
       4 
       | 
      
       120 yds 
       | 
      
       20-ft radius globe 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Destroy Water 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       Up to 27 cubic ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Evil 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       10 ft x 120 yds 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Good 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       10 ft x 120 yds 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Magic 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       10 ft x 30 yds 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Poison 
       | 
      
       4 
       | 
      
       0 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Snares & Pits 
       | 
      
       4 
       | 
      
       0 
       | 
      
       10 x 40 ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Dispel Fatigue 
       | 
      
       4 
       | 
      
       30 yds 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Emotion Read 
       | 
      
       3 
       | 
      
       5 yds/lvl 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Endure Cold/Endure Heat 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Faerie Fire 
       | 
      
       4 
       | 
      
       80 yds 
       | 
      
       10 sq ft/lvl within a 40-ft radius 
       | 
      
       V, M 
       | 
      
     
      | 
       Firelight 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 object 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Invisibility to Undead 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Know Age 
       | 
      
       1 
       | 
      
       0 
       | 
      
       1 object or creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Know Time 
       | 
      
       1 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Light 
       | 
      
       4 
       | 
      
       120 yds 
       | 
      
       20-ft radius globe 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Locate Animals or Plants 
       | 
      
       1 rd 
       | 
      
       100 yds + 20 yds/lvl 
       | 
      
       20 yds/lvl x 20 ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Log of Everburning 
       | 
      
       1 
       | 
      
       Touch 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Magical Stone 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       3 pebbles 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Orison 
       | 
      
       4 
       | 
      
       10 yds 
       | 
      
       Varies 
       | 
      
       V, S 
       | 
      
     
      | 
       Protection From Evil 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Protection From Good 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Purify Food & Drink 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       1 cubic ft/lvl, in 10 sq ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Putrefy Food and Drink 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       1 cubic ft/lvl, in 10 sq ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Remove Fear 
       | 
      
       1 
       | 
      
       10 yds 
       | 
      
       1 creature/4 lvls 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Ring of Hands/Ring of Woe* 
       | 
      
       5 
       | 
      
       0 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Sacred Guardian 
       | 
      
       1 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Sanctuary 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Shillelagh 
       | 
      
       2 
       | 
      
       Touch 
       | 
      
       1 oak club 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Speak With Astral Traveler 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Strength of Stone 
       | 
      
       4 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Sunscorch 
       | 
      
       4 
       | 
      
       40 yds 
       | 
      
       1 creature 
       | 
      
       V, S 
       | 
      
     
      | 
       Thought Capture 
       | 
      
       3 
       | 
      
       0 
       | 
      
       10 yds 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Wind Column 
       | 
      
       1 
       | 
      
       o 
       | 
      
       The caster 
       | 
      
       S 
       | 
      
     
      | 
       2nd Level 
       | 
      
     
      | 
       Aid 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Astral Awareness 
       | 
      
       5 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S 
       | 
      
     
      | 
       Augury 
       | 
      
       2 rds 
       | 
      
       0 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Barkskin 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Chant 
       | 
      
       2 rds 
       | 
      
       0 
       | 
      
       30-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Chill Metal 
       | 
      
       5 
       | 
      
       40 yds 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cure Moderate Wounds 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S 
       | 
      
     
      | 
       Detect Charm 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       1 creature/rd 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Draw Upon Holy Might 
       | 
      
       2 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Dust Devil 
       | 
      
       2 rds 
       | 
      
       30 yds 
       | 
      
       5 x 4 ft cone 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Enthrall 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       90-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Ethereal Barrier 
       | 
      
       1 turn 
       | 
      
       120 yds 
       | 
      
       Two 10-ft sqs/lvl 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Find Traps 
       | 
      
       5 
       | 
      
       0 
       | 
      
       10 ft x 30 yds 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Fire Trap 
       | 
      
       1 turn 
       | 
      
       Touch 
       | 
      
       Object touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Flame Blade 
       | 
      
       4 
       | 
      
       0 
       | 
      
       3-ft long blade 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Heat Metal 
       | 
      
       5 
       | 
      
       40 yds 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Hesitation 
       | 
      
       2 
       | 
      
       30 yds 
       | 
      
       20-ft radius circle 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Hold Person 
       | 
      
       5 
       | 
      
       120 yds 
       | 
      
       1d4 persons in 20-ft cube 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Idea 
       | 
      
       4 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Iron Vigil 
       | 
      
       1 turn 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S 
       | 
      
     
      | 
       Know Alignment 
       | 
      
       1 rd 
       | 
      
       10 yds 
       | 
      
       1 creature or object 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Mind Read 
       | 
      
       2 
       | 
      
       5 yds/lvl 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Music of the Spheres 
       | 
      
       4 
       | 
      
       50 yds 
       | 
      
       20-ft diameter circle 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Mystic Transfer* 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Nap 
       | 
      
       2 
       | 
      
       Touch 
       | 
      
       1 creature/lvl 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Obscure Alignment 
       | 
      
       1 rd 
       | 
      
       10 yds 
       | 
      
       1 creature or object 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Obscurement 
       | 
      
       5 
       | 
      
       0 
       | 
      
       (lvl x 10)-ft sq 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Produce Flame 
       | 
      
       5 
       | 
      
       0 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Resist Acid and Corrosion 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S 
       | 
      
     
      | 
       Resist Fire/Resist Cold 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Restore Strength 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S 
       | 
      
     
      | 
       Sanctify 
       | 
      
       1 turn 
       | 
      
       10 yds 
       | 
      
       10 yd x 10 yd sq/priest 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Silence, 15-foot Radius 
       | 
      
       5 
       | 
      
       120 yds 
       | 
      
       15-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Slow Poison 
       | 
      
       1 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Soften Earth and Stone 
       | 
      
       5 
       | 
      
       10 yds/lvl 
       | 
      
       10-ft sq/lvl 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Speak With Animals 
       | 
      
       5 
       | 
      
       0 
       | 
      
       1 animal within 30 ft 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Spiritual Hammer 
       | 
      
       5 
       | 
      
       10 yds/lvl 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Undetectable Charm 
       | 
      
       1 rd 
       | 
      
       30 yds 
       | 
      
       1 creature/rd 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Watery Fist 
       | 
      
       5 
       | 
      
       60 yds 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Withdraw 
       | 
      
       5 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Wyvern Watch 
       | 
      
       5 
       | 
      
       30 yds 
       | 
      
       10-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       3rd Level 
       | 
      
     
      | 
       Accelerate Healing 
       | 
      
       1 turn 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Air Breathing 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Animate Dead 
       | 
      
       1 rd 
       | 
      
       10 yds 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Astral Window 
       | 
      
       3 
       | 
      
       5 yds 
       | 
      
       10' x 10' area 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Bestow Curse 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Blindness/Deafness 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Call Lightning 
       | 
      
       1 turn 
       | 
      
       360 yds 
       | 
      
       10-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Choose Future 
       | 
      
       3 
       | 
      
       Touch 
       | 
      
       1 Creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Continual Darkness 
       | 
      
       6 
       | 
      
       120 yds 
       | 
      
       60-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Continual Light 
       | 
      
       6 
       | 
      
       120 yds 
       | 
      
       60-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cure Blindness or Deafness 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Cure Disease 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Detect Spirits 
       | 
      
       6 
       | 
      
       0 
       | 
      
       10 x 60 ft path 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Dictate 
       | 
      
       6 
       | 
      
       30 yds 
       | 
      
       Up to 6 creatures in a 20-ft cube 
       | 
      
       V 
       | 
      
     
      | 
       Disease 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Dispel Magic 
       | 
      
       6 
       | 
      
       60 yds 
       | 
      
       30-ft cube or 1 item 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Emotion Control 
       | 
      
       5 
       | 
      
       10 yds 
       | 
      
       1 creature/5 lvls of the caster within a 20' cube 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Extradimensional Detection 
       | 
      
       3 
       | 
      
       0 
       | 
      
       One 10'-wide path, 60 ft long 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Feign Death 
       | 
      
       1/2 
       | 
      
       Touch 
       | 
      
       Person touched 
       | 
      
       V 
       | 
      
     
      | 
       Flame Walk 
       | 
      
       5 
       | 
      
       Touch 
       | 
      
       Creature(s) touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Glyph of Warding 
       | 
      
       Special 
       | 
      
       Touch 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Hold Poison 
       | 
      
       1 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Line of Protection 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       30-yd line 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Listening Shadow 
       | 
      
       6 
       | 
      
       1 mile/level 
       | 
      
       60-foot-radius sphere 
       | 
      
       V, S 
       | 
      
     
      | 
       Locate Object 
       | 
      
       1 turn 
       | 
      
       60 yds + 10 yds/lvl 
       | 
      
       1 object 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Magical Vestment 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Meld Into Stone 
       | 
      
       6 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Memory Read 
       | 
      
       1 rd 
       | 
      
       5 yds 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Negative Plane Protection 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Obscure Object 
       | 
      
       1 turn 
       | 
      
       60 yds + 10 yds/lvl 
       | 
      
       1 object 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Prayer 
       | 
      
       6 
       | 
      
       0 
       | 
      
       60-ft radius 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Protection From Fire 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Pyrotechnics 
       | 
      
       6 
       | 
      
       160 yds 
       | 
      
       10 or 100 x fire 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Remove Curse 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Remove Paralysis 
       | 
      
       6 
       | 
      
       10 yds/lvl 
       | 
      
       1d4 creatures in 20-ft cube 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Repair Injury 
       | 
      
       1 turn 
       | 
      
       Touch 
       | 
      
       Creature touched 
       | 
      
       V, S 
       | 
      
     
      | 
       Shadowcloak 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       10 foot radius (amorphous cloud) 
       | 
      
       V, S 
       | 
      
     
      | 
       Speak With Dead 
       | 
      
       1 turn 
       | 
      
       1 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Starshine 
       | 
      
       6 
       | 
      
       10 yds/lvl 
       | 
      
       10-ft sq/lvl 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Stone Shape 
       | 
      
       1 rd 
       | 
      
       Touch 
       | 
      
       9 cubic ft + 1 cubic ft/lvl 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Summon Animal Spirits 
       | 
      
       6 
       | 
      
       10 yds/lvl 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Telepathy 
       | 
      
       5 
       | 
      
       30 yds 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Unearthly Choir* 
       | 
      
       5 
       | 
      
       0 
       | 
      
       Special 
       | 
      
       V 
       | 
      
     
      | 
       Unfailing Premonition 
       | 
      
       6 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S 
       | 
      
     
      | 
       Water Breathing 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       1 creature 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Water Walk 
       | 
      
       6 
       | 
      
       Touch 
       | 
      
       Special 
       | 
      
       V, S, M 
       | 
      
     
      | 
       Weather Prediction 
       | 
      
       1 rd 
       | 
      
       0 
       | 
      
       The caster 
       | 
      
       V, S 
       | 
      
     
      | 
       Wind Servant 
       | 
      
       6 
       | 
      
       20 yds/lvl 
       | 
      
       Special 
       | 
      
       V, S 
       | 
      
     
     
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Traits 
    Ambidexterity - reduces two weapon fighting penalty by 2. 
    Keen Smell - +1 bonus to surprise rolls when smell may be a factor. +2
    bonus to all hunting proficiency checks. 
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Disadvantages 
    Colour-blind - Character sees only in shades of grey. 
    Phobia: Crowds - 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. 
    Tongue-tied - -2 penalty to reaction rolls when discussing important topics
    with NPCs. 
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Racial Abilities 
    Active sense of smell - The character's sense of smell is sensitive enough
    to give a +1 bonus to surprise rolls. 
    Attack bonus - +1 bonus to attack rolls for one melee weapon of the
    player's choice - Dagger 
    Damage bonus - +1 bonus to damage with one melee weapon of the players
    choice - Dagger 
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Class
    Abilities 
    Fighter 
        1d12 for hit points - d12 Hit Point die. 
        Magic resistance - 2% magic resistance per level. 
        Multiple specialization - Allows specialization in
    more than one weapon. 
        Spell resistance - +1 bonus to all saves vs. spell. 
        Limited armor - May not wear armor heavier than
    leather. 
        Thief weapons only - May only use thief weapons. 
    Demarch 
        Climb walls* 55% - Able to climb vertical or smooth
    surfaces. 
        Detect magic* 20% - Has a chance to detect magical
    radiance. 
        Find/remove traps* 20% - Skill at finding and
    disarming traps. 
        Hide in shadows* 20% - Grants the ability to hide
    in shadows. 
        Move silently* 15% - May move without making a
    sound. 
        Open locks* 30% - Skill at opening locks with the
    proper tools. 
        Thieves' cant - Knowledge of the secret language of
    thieves. 
        Minor Spheres of Magic - Elemental, All, Sun,
    Thought, Time, Weather 
        Major Spheres of Magic - All, Astral, Charm,
    Combat, Divination, Guardian, Healing, Necromantic, Protection, Summoning 
        Free Spell - At level 1, Demarchs are able to cast
    Darkness once a day 
        Free Spell –
    At level 1, Demarchs are able to cast Lorloveim's Creeping Shadow as the
    Wizard Spell once a week 
        Free Spell –
    At level 1, Demarchs are able to cast Shadowcloak - as the Wizard Spell
    once a week 
        Free Spell - At level 3,
    Demarchs are able to cast Shadow Door as the Wizard Spell once a day 
        Free Spell - At level 5, Demarchs are able to cast
    Shadow Monsters as the Wizard Spell once a day 
        Free Spell - At level 7, Demarchs are able to cast
    Demi-shadow Monsters as the Wizard Spell or Seeming as the Wizard Spell
    once a day 
        Free Spell - At level 10, Demarchs are able to cast
    Shades as the Wizard Spell once a day 
        Free Spell - At level 13, Demarchs are able to cast
    Lorloveim's Shadowy Transformation as the Wizard Spell once a day 
        Free Spell - At level 15, Demarchs are able to cast
    Shadowcat as the Wizard Spell once a day 
        Free Spell - At level 20, Demarchs are able to cast
    Shadow Walk as the Wizard Spell or Vanish as the Wizard Spell once a day 
     | 
    
   
   
   | 
  
 
  
 
  
  
   
    | 
     Kit
    - Bounty Hunter 
    The Bounty Hunter is a ruthless mercenary, worshipping little besides the
    price on his target's head, recognizing few laws save the contractual
    distinction between "kill" and "capture." He may be
    found serving the state, capturing criminals and bringing them to justice;
    or he may serve the shadowy lords of the underworld, avenging the twisted
    honour found among thieves and criminals. Pursuit of his quarry may take
    him through a thousand hostile environments, to foreign lands, even to
    alien planes. He is a hunter of men. 
     
    The Bounty Hunter's vocation is rigorous and demanding at every level:
    physical, psychological, even moral. It requires a sure hand and a stable
    mind. To be a Bounty Hunter, a thief must have minimum scores of 11 in
    every ability except Charisma. One thing that doesn't really matter to a
    tough, independent thief like this is whether or not people like him. 
     
    A further requirement is that the Bounty Hunter be of a non-lawful
    alignment. The reasons for this are discussed below. 
     
    Role: It is important to draw a distinction between the Bounty Hunter and
    the Assassin, for their vocations are similar. 
     
    The Assassin is most often part of a larger network or organization—either
    a society of Assassins for hire, or a guild or crime family, or even a
    government. The Assassin is retained by that organization to discreetly
    eliminate its enemies; he is strictly a killer. The Assassin also is a
    predominantly urban figure, though his missions may take him out of that
    setting on occasion. Most organizations that have Assassins would deny
    their existence, because of the highly illegal and unpopular nature of
    their activities. 
     
    The Bounty Hunter, by contrast, is a loner. He may be solicited directly by
    an employer, but more often he simply learns of a price offered for the
    body (living or dead) of some person and goes after him. 
     
    While the Assassin requires secrecy and anonymity, the Bounty Hunter
    thrives on infamy. Fear leads his prey to make mistakes, and each such
    mistake brings the Bounty Hunter one step closer to success. While an
    Assassin is often hired to kill relatively normal, often unsuspecting
    people, the Bounty Hunter is tracking fugitives—people who know who's after
    them, and are therefore exceptionally desperate and dangerous. 
     
    Pursuit of such people may lead the Bounty Hunter to literally any place,
    even to other planes of existence (if the prospective reward will make the
    venture worthwhile), and so the Bounty Hunter becomes adept at survival and
    tracking in all manner of hostile environments. 
     
    Bounty Hunters do not track only fugitives. They may be hired to perform
    such tasks as kidnapping, freeing kidnapped persons, or (especially at
    lower levels, when they are still developing their skills) recovering
    stolen property. 
     
    The law and authorities do not always look kindly upon Bounty Hunters,
    though they will permit their existence so that they, too, may benefit from
    the manhunters' expertise. For the same reason, thieves' guilds tolerate
    the Bounty Hunters, despite the fact that almost no Hunter would ever join
    their ranks. 
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     Character
    History 
    Chapter 1 
    "Darkness", he thought. "Fucking pain and darkness"
    this is what his world is made of. All he can remember of his life is pain
    and darkness. And warmth. Warmth is good. Warmth is soothing. Warmth makes
    him sleep, sleep and forget. 
        Pain again and darkness. He must be awake again. He
    knows what he is, but he does not know who he is. He knows that he must be
    older than the day or so since he was last awake. Somehow he knows that he
    has lived for nearly 20 years. Odours, sights and sounds slowly come back
    to him. Some are strange and some are immediately forgotten again. One or
    two cause a stirring of emotions. Sleep captures him again. 
    He can move! This is something new. He has to grasp at all things new. Has
    to keep his mind on the "new" so he has something to remember,
    something to use against the pain. 
        He feels his arms, legs, body, and head. He senses
    that he lying on his side on a hard floor. Mud and rocks. His back is
    leaning against a rock. He has a nose, mouth and eyes. His nose is keen.
    Keen like a bloodhound's nose. Its senses overwhelm him as he tries to
    identify the odours permeating the air. Something from his past and hidden
    in the variant intensities of perfumes in his nose tells him to lie as
    still as possible and not attract attention. 
        There is the metallic smell of blood nearby,
    considering the way he feels it is probably mostly his own. There is also
    the strong smell of smoke from a fire stoked with dry wood, probably pine
    and conifer wood, which has a slightly sharper, tangier odour then the slower
    burning hardwoods. This must be the source of the healing warmth. It's
    coming from behind him, behind the rock surface that he's leaning against.
    The light veil of warmth wraps it's arms around the rock and keeps him on
    the edge of life. 
        From ahead he can smell the damp and humid odours
    of a cave. A natural cave made up of limestone and calcium stalagmites and
    stalactites. Further away comes the smell of matted fur. Danger! It has a
    muddy tang to the smell, like semi-dried algae. His past is zooming in on
    him. His subconscious is trying to protect him. He must stay away from
    "that". 
        Not far from his head he can smell a small puddle
    of muddy water. It must be about an arms length away. His body immediately
    aches for the water, which his nose has brought to its attention. Squinting
    through his eyes, which have never been very good, do not help him now. He
    can't see anything, just a hazy blur and a flickering from the fire
    somewhere behind the rock that's acting as his backrest. He opens his dry mouth
    and runs his parched tongue over his lips and teeth. One of his tusks is
    freshly broken, the edges along the break still sharp and tearing into his
    tongue. 
    The whole body and mouth are now crying out for water and he stretches his
    strong, hairy arms and legs. Pain forces a grunt from his dry mouth.
    "Have to keep quiet!" The pain is mainly in his right hand and
    right side of his abdomen. It feels like he has been lacerated along that
    side. Squinting again he finds that he's managed to crawl to the water
    puddle without being aware of the effort. Ah water and warmth, the two only
    friends in his life that have helped him through the tough times. And
    sleep. Yes, more sleep. 
    A ceiling is above him as he opens his eyes again. He feels remarkably
    well, and almost happy when he's overcome by a feeling of dread. Still
    unable to remember anything solid, various internal warnings give him an
    idea of what he must do to survive. The fire represents death and he cannot
    go there. While its warmth may be soothing, it's location is fraught with
    danger. Ahead and to his right also lies danger, but it is the unknown.
    "Mask help me in my quest for survival".  
    "Mask"? Mask, yes! Mask was the voice in his head. Mask had saved
    his life. It gave him strength while recovering and it gave him the power
    to divert the danger that was out there! Mask was his saviour. He slowly
    remembers Mask, a strong source of comfort and direction. Someone that he
    looked up to, for guidance and even a purpose in life. They clearly
    understood each other. Deep inside himself he could communicate with Mask,
    and in exchange for his trust and devotion to Mask he gained certain
    skills. These skills weren't very grand but offers of greater powers for
    long service to Mask's principles made them a good team with respect, trust
    and desire driving him on to follow his guide-lines. 
    The message of "matted fur and algae", coming from his nose is
    warning him. It's at distance of about 50 feet and moving slowly closer. He
    starts a ritual mumbling under his breath: "Mask, help me with your
    guidance and wisdom. Infuse this poor body with your energy here and now
    and my gratitude will enforce my binding devotion to all that gives you
    power and strength." A sigh of pure pleasure escapes his mouth as some
    of the pain in his side is lifted and the throbbing behind his eyes
    disappears. Gods surely like to deal out small miracles, and curing his
    whole right side with a simple incantation certainly has the flavour of a
    lifesaving miracle right now. With his eyes a bit better now, he can see
    the ceiling above him with the dancing shadows of the flames against
    stalactites of the constant fire shining from behind him. He pushes himself
    up, holding his right arm and hand into his side, trying to calm the
    remaining waves of pain. He tastes blood as he bites on his lips in order
    to remain quiet. As he pushes himself off the ground his fingers manage to
    snag the wooden stick that was lying next to his hand. It is a broken spear
    with the tip broken off and lost; the remainder of the staff is long,
    straight and strong. 
    Using skills that he didn't remember he had he travels quietly towards the
    deeper cave, keeping to shadows where he can. Keeping the flames at his
    left side and the fury damp monster somewhere behind him he walks on until
    notices a wall looming in front of him. It's a wall roughly hewn, hewn from
    a natural cave. To the left it leads to the fire, to the right it leads
    into darkness. He must keep moving so he turns right, the monster somewhere
    behind him and to the right. Following the wall he slowly looses the scent
    of the monster, but also the light and warmth of the fire.  
    More and more stalagmites rise up from the floor, with some large columns
    towering over him, giving him a feeling that he must be a long way
    underground. He stumbles over some short, thick and heavy bones. A very
    fresh kill with flesh and sinews still attached. By the looks of the
    grizzly remains they belonged to an unfortunate dwarf. He has a feeling
    that he never liked dwarves very much anyway and keeps going.  
    Just a couple of steps further on, his nose again helps him to smell a
    small current of fresh air falling down from above, along a dome-shaped
    calcite column. The dome is at least 20 feet in diameter and very slippery,
    with the large base covering the ground like a bowl placed upside down.
    Going back he grabs the thighbone of the dwarven skeleton. On the way he is
    unfreying the bottom of his simple, dirty brown tunic until he has about 6
    feet of string. Going back to the dome he ties the string to top of the
    staff and then places the thighbone upright against the side of the dome
    and the staff next to it, also upright. Stepping on the bone gives him
    enough hight to step onto the staff with his other foot, using all of his
    dexterity to balance as he pushes himself towards the top of the dome. The
    stalactites hanging down and merging with the top of the dome come in to
    his sight, just out of reach of his stretched out arm. A slight jump from
    his nimble leg on top of the pole gives him the reach to grab on to the
    stalactite. He pulls himself up and in to a sitting position on top of the
    dome, leaning against a whole circular row of uneven ceramic columns
    hanging down from the ceiling. Some have not yet reached down to the dome,
    but most are firmly joined to the formation. Then he pulls up the staff
    after him, reeling in the thin string he used to join the pole to his
    leather thong belt. 
        His efforts have not gone unnoticed. The smell of
    the muddy, algae-like fur is now permeating the air. Looking down he can
    now see a massive shape shuffling on all fours below him. Looking like a
    large brown bear in this dim light, it doesn't have the clean, natural
    smell of a bear. It probably doesn't have the same sharp sense of smell as
    a normal bear either, because it doesn't pick up on his location. It only
    takes about 20 seconds for the bear-thing to amble past, but the sight of
    the creature inspired a terror into him unlike anything he can recall.  
     
    Chapter 2 
    He can slide between two pillows and use the staff to wedge himself into a
    sitting position, with the staff against his chest and his arms leaning
    over the spear. Turning his head he has instant access to water by licking
    the slippery column at his side.  
    He goes back to sleep. Unhappy memories surface in his dream as he starts
    to relive his life in a nightmare; He was brought up as a showpiece in a
    circus. The ugliest baby ever born. Humans are very cruel when it comes to
    the half-breeds such as him. He was found as a baby next to the road nearly
    dead from pneumonia. The circus manager instantly saw him as a money making
    exhibit and treated him well. He eventually learned that he was a half-orc,
    half-human. Everyone called him "half-orc" or "hey you"
    as he grew up and started to help around the circus. "Hey you" slowly
    became the standard and changed to "Hay Iou" due to his mentor's
    accent. He hated the crowds that used to laugh and even spit at him and he
    covered his face at an early age to hide the reason for their hatred. This
    was also the time that he learned about "Mask". Mask spoke to him
    in his head. 
        It wasn't until he was about twelve that he was
    introduced to a demarch of Mask. The priest introduced himself as he saw
    the half-orc working around the circus with his facemask on. A dream at a
    very early age of the demarch's live indicated that he would meet a great
    hero of Mask at a public festive location. This hero would be reborn by
    mother earth before making his mark in the world. The demarch decided to
    travel with the troupe and he took Hay Iou under his wing. By the age of
    sixteen Hay had learned all that the demarch could teach him. However he
    still had a lot to learn from the discredited ranger that acted as a
    juggler in the circus. Disregarding his old religious mentor's attempt to
    draw him away from his current home he continued on with the circus. He
    felt nothing when the demarch finally left him to his own devises. The
    crowds leering at him through the imitation cage that he sat in during his
    exhibition times over the years had washed any attachments towards his
    fellow men away long ago. He had also been fighting off the demarch's
    unnatural advances for long enough to become just a little claustrophobic
    in his company.  
    His time spent with his new mentor, the old ranger was used to learn about
    juggling daggers, spinning wooden staves and twirling rope, as well as
    reading tracks and hunting. These were enjoyable times for Iou or Aqualung
    as the ranger named him (due to his uncanny ability to make a sound like
    bubbling water then snoring in his sleep). These times ended when the
    ranger was caught with the circus master's wife. They were at it doggie
    style in a small side tent just as the canvas was pulled down in front of
    the whole crew. It was a practical joke from those that knew about the
    affair. However the ranger had to run for his life and the wife had severe
    bruising for weeks after the incident. 
    Aqualung tracked the ranger down in a 3-day chase, knocked him out and held
    him down as the circus master castrated the ranger in public before hanging
    him in private. It took several days for Aqualung understand that he felt
    no emotions for betraying his friendship with the ranger in order to
    enhance his experiences in life, just as Mask had whispered to him time and
    time again. The man was a loser, he deserved to die in order to enhance
    Aqualung's progress. This experience gave Aqualung the confidence to set
    out on his own and make his fortune as a bounty hunter. With the 200 gold
    pieces that Aqualung made from the capture of the ranger he set out to find
    his fortune, become powerful and find his parents. He wanted to find his
    parents in order to find his inheritance, to see if his skills as a bounty
    hunter could be stretched to such a task and proved to Mask that he has
    indeed become skilled and powerful. A feeling of belonging that might come
    with finding them would be a bonus, but not something that he counted on,
    as he intended kill them for their betrayal of him as a baby. 
    Newly equipped with all the essentials that his money could buy his search
    led him to the orc villages nearest to the area where he was found. The
    mountains were looming up in front of him as he stepped through a makeshift
    gate into the Orc village of Gruumsh's Thumbprint, set in a valley in the
    lower hills. He wasn't accepted into the society but tolerated as a guest
    of the local inn with no name, where he had to share the hay in the
    stables. This would not have been too bad if it hadn't been for the fact
    that most of the mounts used by the local orcs were giant boars that never
    seemed to sleep and were always fighting amongst themselves. The stench was
    almost too much for his super sensitive nose, and if it weren't for the
    warmth and security he would have slept out in the wild. 
    His last memories were those of him climbing into the hay to sleep off the
    food and drink from the inn after another day of abuse and conflict with
    the Orc's shaman, and in no way closer to finding either of his parents.
    His latest problem was that there were more orcs alive then humans in this
    area and he had no idea of whether it was his mother of father that was
    responsible for the Orc blood in his system. 
    After that something terrible happened to him. Something so frighting that
    it made him wake up with a shock It took him quite some time to clear his
    head and remember where he was. He was cold, wet and very hungry. His left
    arm had gone to sleep, but he was still sitting, wedged between 2 columns
    on top of the calcite dome in the cave. The dream reminded him of his daily
    routines and so he once again started to mumble his daily thanks to Mask.
    He thanked his god for looking after him and staying by his side. He
    promised to remain loyal to the principles of shadow and thieving and to
    preach his words to those that might be interested and in need of Mask's assistance.
    He did this with renewed enthusiasm and the sincerity of a fanatic
    follower. He knew that he would become a great priest of Mask in the
    future. His memory became clearer during his morning mantra, something he
    accredited to Mask actively listening to him. By the end of the payers he
    remembered who he was. He had a name. He will from now on be called
    "Aqualung of Mask". 
     
    Chapter 3 
    However Mask would not tolerate failure. Once again he needed to get in
    contact with his surroundings. The air flow still brought fresh air from
    above and he poked upwards with his staff to find a hollow, irregular
    chimney angling away from him. It was only about 5 feet above his head. It
    was large enough to fit 3 of him side by side. Another curing spell on his
    hand and side before he started to climb brought him back to feeling his
    best. The hunger was cramping his stomach, but he was used to that from his
    circus days, when circus staff didn't want to feed him for several days and
    shared his rations amongst themselves. So he started his climb. Working
    completely by feel and smell, since his body blocked out the last vestiges
    of light and his bad eyes were already at maximum dilation, it was very
    slow progress. The angle of ascent was in his favour, but several times he
    had to squeeze through narrow gaps. Then he got to an almost vertical rise
    and he decided to rest. From below he heard shouts, but he was confident of
    his security. His sense of smell told him that no one has been at his
    location for as far back as his nose could tell.  
    The shouts were those of orcs arguing back and forth: 
    "Get … stinking half-human…. Die!" 
    and the reply came, "But why? …. . anything. At …..me …. Swine.." 
    Then there was a chorus of laughs. 
    On he went. He had to use his staff to knock rocks out of his way at the
    top of the shaft as he had wedged himself against the slippery walls. The
    noise of the falling boulders was drowned out by another sound. An animal
    scream of victory, then: "Heeelllp/ " cut off abruptly with a
    literal bone-crunching sound. 'That was the scull', he though and it made
    his blood run cold and he felt himself pissing in his pants. Something in
    that short scream reminded him of the death-like experience he had just
    survived down there himself. He quickly pulled himself together and made
    sure his urine didn't run out to the floor below, giving away his location
    with a scent trail. He had to rip off the remains of his grubby shirt to
    soak up the yellow trail and puddles. Then he made sure none of it got
    away. Once he was satisfied he put the shirt back on and continued his
    climb. 
    Another ten feet on and he could see some light refecting of the sides of
    the tunnel above him. With new hope he climbed faster and was soon rewarded
    with a narrow crack in the side of the tunnel that led to another thin
    short tunnel. This tunnel, about 2 feet high, 1 foot across and about 2
    feet long open to the night-time sky. His sense of time was completely
    confused, had he thought that it must have been early afternoon. He had
    thought that is was morning when he prayed to Mask. Obviously his god
    didn't mind when the prayers happened.  
    Further upwards was blocked and all he could get through the crack was his
    arm. As he pushed his arm through he could feel some sticks and feathers on
    the ground in the side tunnel. Further fumbling rewarded him with three
    eggs and a couple of shards of obsidian rock, sharp and shiny. There were
    also some blue coloured rocks, flowers and cloth pieces. He popped the
    small eggs in his mouth, shell and all and chewed a couple of times before
    swallowing. He considered this meal as good as the meal he rewarded himself
    with after he earned his 200 gold pieces in a renowned tavern. 
    A couple of hours of rest later he heard the parent bird arrive at the
    nest. It was a black bird, about twice the size of a pigeon with yellow
    legs and a back beak. Aqualung couldn't see the details, but the bird died
    of fright as she felt a hand around her neck while looking for her eggs.
    This time Aqualung took his time to remove the feathers before munching on
    his price, raw and including all the bones. Then he started working on
    enlarging the crack and pushing his body through. It took him about 2 hours
    of hammering with his staff and pulling on loose rock. He lost two
    fingernails as he tried to pull out some of the boulders blocking his
    escape. He wrapped is bleeding fingers in a urine-soaked piece of his
    shirt, and he eventually made it out. He clambered through the tunnel and
    saw the sun rise over the valley opposite his tunnel. He looked around and found
    himself poking his head out of the upper half of a small cliff. It didn't
    take long for him to clamber out and up to the top. This was a natural
    skill for a Demarch of Mask that had trained in the circus with acrobats
    and jugglers. Once he made it to the top his first smile twitched on his
    lips. Then a laugh cracked his face and he whooped in the glory of the
    moment. 
     
    Chapter 4 
        He spent the next week scouting the immediate area,
    catching his food with traps along the many animal tracks he sniffed out.
    Finally the weather got to cold for him and he collected the furs he had
    cleaned and dried with the sharp obsidian rocks from the birds nest and a
    few others he had found and he headed off towards the nearest township.  
        Aqualung always hated being the centre of
    attention, and that's exactly what he was when he entered the outskirts of
    the small bustling town. He was happy that his skin was mostly covered by
    fur rather than hair, so at least he didn't have a beard to go with his
    wilderness look. The rags that covered him were barely visible against his
    fur, his hands and feet were blackened with mud, soil and other grime, his
    smell and naturally ugly features made him into a gruesome spectacle. The
    big bunch of furs slung over his back gave him an added hunchbacked look.
    Mothers hid their children behind their skirts and everyone crossed the
    road to get out of his way. He sneered and spat at people as they giving
    him disgusted looks. "Fuck off" is what he usually said. Finally
    he lumbered in to the fur trader's shop. He entered in the front but was
    quickly whisked away into the rear courtyard. There he managed to trade the
    furs for some almost decent leather clothes with a large, deep hood, a
    couple of rusty old daggers, a weeks worth of dried rations and the use of
    the horse's troth with a scrubbing brush and some unperfumed soap. He even
    managed to haggle a couple of gold pieces for the six extra fine fox furs
    he had in his bundle. 
        After his washing and scrubbing that lasted for
    about 2 hours, he dressed himself and made a mask from his old shirt (after
    he washed and dried it). It was basically a 'V' shaped cloth with two
    eyeholes along the top and centred above the point of the V. He would
    possition these holes over his eyes and stretch the 'wings' over his
    slightly pointed ears and around the back of his head. The flap would cover
    his nose and mouth. He decided to wear this if he ever needed to meet with
    people or enter a public arena. 
        Then, finally relieved to have some foundations
    again he decided to start his quests over. To find his parents, become an
    infamous bounty hunter, and alongside his deity, become powerful through
    the promotions of twilight and shadows and obvious related activities.
    Keeping that in mind he started by heading off to the darker areas of the
    town. He needed a quite, lonely place to set up his base. Somewhere where
    the neighbours would mind their own fucking business and leave him alone,
    unless they required his services. He certainly wasn't looking to chat to
    someone over a cup of tea! 
        The next five weeks he spent building a small
    temple dedicated to Mask in an old warehouse. It required balance and speed
    to enter through a top window, across a rickety old beam, from another
    roof. He also set up a couple of traps with the purposes of warning him of
    an intruder, of warning an uninvited guest away and in order to test those
    that entered to make sure they were worthy of entering the realm of Mask.
    He built up a relationship with some of the less likable people in town. The
    thugs, thieves and even some hired killers. He traded Mask's healing
    miracles for coin or barter, but these relationships usually didn't last
    long due to early fatal retirements of his customers. He on the other hand
    did not have to worry about those unsavoury people, because they needed him
    and he managed to go unnoticed about the town. Even the constabulary did
    not want to start a war by interfering directly with his set-up. 
        Eventually he was ready to make a move. He was
    looking for opportunities to make his mark and his fortune. One evening,
    after living in town for about six months, he saw a party of people enter
    the Crystal Decanter during his wanderings in the shadows of what he
    considered, with sarcasm, to be the pastures of his flock. One of the
    lowest dives around town, the Crystal Decanter attracted only scum or those
    in search of information. Somehow one of their faces struck a cord in his
    subconscious. However he could not place her in his memories, so he put on
    his mask and entered the tavern behind them. 
        While the group of people, who were obviously a
    gang of adventurers with varying ranges of skills, were involved in some
    typical barroom activities, Aqualung tried, by force of will, to open his
    memory and find a relationship to the face he had spotted. Nothing came of
    it. He only managed to get himself a headache in the process. 
     
    Summary: 
    Aqualung of Mask is now a bounty hunter by profession. He hates all
    creatures except himself. He hates Dwarves and Mages even more. So he is
    walking through live trying to eliminate those that stand in his way.
    Sometime he makes a special effort to eliminate Dwarves and Mages.
    Sometimes he prefers to use those around him in order to enhance his
    personal success. 
    He currently owes Cyrstal 7,500gp and Elvira 6,500gp for
    training costs. 
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