| |
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.
|
|
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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