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Gryff
Male Human, Tethyrian Fighter 1
CG Medium Humanoid
Init +2; Listen -1, Spot -1
Languages Common, Alzhedo, Shaaran

AC 16, touch 12, flat-footed 14
(+2 Dex, +3 armor, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +2, Will -1

Speed 20ft.
Melee weapon Unarmed Strike +3 (1d3+2) and
Longsword +4 (1d8+2) and
Dagger +3 (1d4+2) and
Warhammer +3 (1d8+2)
Ranged weapon Crossbow, Light +3 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3

Combat Gear Unarmed Strike, Crossbow, Light, Longsword, Dagger, Warhammer, Shield, Light Steel, Studded Leather, Bolts, Crossbow

Abilities Str 15 Dex 14 Con 12 Int 14 Wis 8 Cha 15
SQ Improved Shield Bash
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Tower Shield Proficiency, Simple Weapon Proficiency (All), Martial Weapon Proficiency (All), Persuasive, Weapon Focus - Longsword, Improved Shield Bash
Skills Balance -1, Bluff +6, Climb +1, Diplomacy +3, Escape Artist -1, Forgery +3, Gather Information +4, Hide -1, Intimidate +6, Jump -5, Move Silently -1, Search +4, Swim -2, Use Magic Device +4, Knowledge: Arcana +3, Knowledge: Local +3
Possessions combat gear plus Money, Traveller's Outfit (Free), Backpack (14 @ 44.5 lbs), Pouch, belt (6 @ 1.4 lbs), Waterskin, Whetstone, Tindertwig, Sunrod, Soap (per), Sack (empty), Sack (empty), Rope, silk (50 ft.), Mirror, small steel, Hammer, Grappling hook, Flint and steel, Explorer's outfit, Crowbar, Chalk, 1 piece, Candle, Bedroll, Blanket, winter, Rations, trail (per day), Piton

Improved Shield Bash You still get your shield bonus while using Shield Bash.

Background details:Gryff hails from Blackbarn where his parents settled and built a mill shortly before he was born. They've never told Gryff why they left Tethyr for the Border Kingdoms, and only his eldest sister, Ambreene, was born before the family left Tethyr.

Gryff has always been a bit of a dreamer and a teller of tall tales. He longs for adventure and excitement, in part because he has never had the focus to pursue a lasting vocation. His parents tried to apprentice him to a wizard when he was younger, but he lacked the discipline and determination necessary and was soon sent packing. As a result, Gryff has a passing familiarity with magic, resulting in a basic understanding and poorly developed knack for handling magic.

Sensing her son's wanderlust, his mother, Saera, taught Gryff swordplay and basic martial skills. He has definite talent for swordplay (no doubt passed on to him by his mother), quickly picking up what his mother had to teach him--though she was still disappointed with his lack of discipline and rather wild approach to fencing.

His father, Martyn, a devout follower of Helm, has also been critical of Gryff's wanderlust and undisciplined attitude, and Gryff has spent as much of his time away from the mill as possible.

Gryff is personable and affable. He speaks freely and openly shares his views and opinions. He can also be very persuasive and knows how to manipulate people. A free spirit, Gryff is seeking a life of thrilling adventures. The prototypical young adventurer, Gryff enjoys carousing in taverns, enjoying good food and plentiful drink. He believes that a life of adventure will line his pockets with easy gold and provide him plenty of harrowing tales to enchant women and provide plentiful barroom entertainment.

Gryff can be a bit of a hothead, and certainly isn't above starting a barroom brawl over an insult, but he would not be the one to escalate a simple brawl into armed combat. He values his own life and the lives of others too highly to turn a "misunderstanding" into a life or death struggle.

Gryff has two sisters, Ambreene (the eldest child) and his younger sister Estele.

Next Game

April 20, 2008

 

 

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