TEXT: Biographical Notes
  Class Abilities
  Shalindra was born and raised in Trádáil in the Red Oak Forest, where she worked as an animal trainer, specializing in canines.
  Once she left Red Oak to Range the Borderlands, she has supplemented her income by working as a tracker as well.
  Shalindra is accompanied by a wild dog she found on her travels (named Buster) with whom she argues about various subjects.
  Buster  AC: 9  Hit Points: 4 OOOO  Saving Trow 15  Move: 18  Attack: +0  Bite 1d4-1  SP: Keen Senses, Takedown [1]
  +10%
  31
  
  Biographical Notes
  Class Abilities
  Ralor Redstone Guardian 3
  5000
  Greatsword 
   
   
  +5          2d8+4      2handed -1[+1] ac melee
  Dagger  
   
   
  +3 
  1d4+1     Trow 14 yds
  Crossbow 
  +2 
  2d6+2 
     1 / 2       100      12 bolts
  Zartian, Dwargan, Jotun
  Medium
  Teamster
  +1
  0
  0
  +1
  0
  0
  n/a
  +1
  +1
  4
  0
  +2
  3
  +10%
  11000
  14
  11
  13
  14
  8
  11
  13
  4
  21
  2
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ]
  +2 bonus to saving throws to
  resist the efects of toxins, 
  magic, fear and disease
  All Melee Weapons
  All Shields
  Crossbow, Sling, Trown
  Weapons & Armor listed above
  Backpack, fre starter, waterskin,
  bedroll, sharpening stone,
  5 days rations
  Ralor was born in Iron Hold and spent most of his life working as a teamster, driving ram-pulled wagons from Iron Hold to
  Two Rivers or East Lake.  Realizing that he was never going to get out of debt by working for Boss Cardin, Ralor got of in Two Rivers
  on one trip, handed the reins to his partner, Niles; and walked away to fnd a better life outside of driving wagons.  He has been 
  adventuring for a couple of years now, and sent half of everything he earned for the frst six months back to Iron Hold to clear his debts.
  Skill Training: +1 bonus to any Action Check involving religious lore, metal, stone or gems. 
  Low Light Vision: Can see up to 30 feet in complete darkness, although colors and intricate 
  details are lacking. If there is even a candle’s glow available to them, they regain the ability to see 
  colors and details up to a distance of 60 feet. Brighter lights enable them to see in low light 
  conditions as if it were a cloudy day on the surface.
  Pathfnder: Te Dwarves have a keen sense of direction when underground that allows the to 
  always know approximately how far beneath the surface and which direction they are facing.
  Weapon Mastery: [Greatsword] When using this weapon, the Guardian gets a +2 to their
  attack rolls and increases the damage by one die step.
  Heavy Metal Mastery: A Dwarf Guardian gains a -1[+1] bonus to all armor and shield 
  protection. [fgured in above]
  two handed sword in melee
  32
  
  Biographical Notes
  Class Abilities
  Latisha Blackhammer Paladin 3
  5200
  Maul 
   
   
   
  +2 
  2d6+2 
  2 handed
  Dagger  
   
   
  +2 
  1d4       Trow 11 yds
  Zartian, Dwargan, Koboli
  Light
  Soldier
  Messenger
  0
  0
  +1
  +1
  0
  0
  n/a
  +1
  +1
  4
  0
  +1
  2
  1
  +15%
  11000
  11
  11
  14
  14
  8
  13
  12
  7
  20
  n/a
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  +2 bonus to saving throws to
  resist the efects of toxins, 
  magic, fear and disease
  All Melee Weapons
  All Shields
  Weapons & Armor listed above
  Backpack, fre starter, waterskin,
  bedroll, sharpening stone,
  1 Minor Healing Draught 
  (1d4+1 HP restored instantly),
  Symbol of Faith (Arik - Lord of War)
  Bandages, 5 days rations,
  Scroll Case with 10 sheets paper,
  Writing Kit, Signet Ring,
  4 candles
  Latisha was a soldier in the Imperial army, having served as a foot soldier and a messenger for Sir Maximus Mactyre at Wulf ’s Keep on
  the edge of the Heavenspear Wastes.  During a skirmish with undead forces attacking the keep, Latisha was suddenly enveloped in a
  blazing red light and had a vision of Arik, Lord of War, granting her the strength to continue past the near mortal wounds she had 
  sufered.  After the fght, she took her leave of the Army and has served Arik as a wandering Paladin, smiting undead where she fnds
  them.
  Skill Training: +1 bonus to any Action Check involving religious lore, metal, stone or gems. 
  Low Light Vision: Can see up to 30 feet in complete darkness, although colors and intricate 
  details are lacking. If there is even a candle’s glow available to them, they regain the ability to see 
  colors and details up to a distance of 60 feet. Brighter lights enable them to see in low light 
  conditions as if it were a cloudy day on the surface.
  Pathfnder: Te Dwarves have a keen sense of direction when underground that allows the to 
  always know approximately how far beneath the surface and which direction they are facing.
  Smite the Unholy: +1 to all damage and attack rolls made against undead and demonic creatures. 
  Healing Touch: Once per day, the Paladin can restore 1d3+Level Hit Points of damage instantly 
  with a touch. Tis renews at Sunrise each day.
  Miracles: Latisha knows the following Miracles and can cast one of them per day
  Armored In Faith Range: Self    Duration: 1 hour/level  | -2 [+2] bonus to her AC
  Sustenance for the Weary   Range: 30 ft. Duration: Instantaneous
  Tis Miracle turns enough stones or other inedible objects into tasty and nutritious foods (still
  maintaining their original appearance) and opens a spring of fresh water that will fow for half an
  hour. Enough food will be created to feed up to 1d3+6 individuals
  33
  
  Biographical Notes
  Class Abilities
  Patricia Solani  Beguiler 3
  2400
  Dagger  
   
   
  +1 
  1d4 
  throw 11 yds
  Shortsword 
   
   
  +1 
  1d6 
  Sling 
   
  +1 
  1d6  
       1          33 
  20 bullets
   Zartian, Sahabrian, Adysi, Cheram, Elvari, Dwargan, Jotun
  Light  
  Apothecary
  Musician
  0
  +1
  0
  0
  0
  +1
  n/a
  +2
  +1
  5
  0
  +1
  2
  1
  +15%
  4800
  11
  14
  13
  8
  11
  14
  11
  7
  12
  n/a
  [ ][ ][ ][ ][ ] [ ][ ]
  [ ][ ][ ][ ][ ]
  +2 bonus when interacting with 
  another humanoid being and to 
  avoid magical and nonmagical
  attempts to infuence them
  all 1 handed melee weapons, thrown 
  weapons, slings, and light crossbows
  Weapons & Armor listed above; Backpack, fre starter, waterskin, bedroll, Lute, small hand drum, 3 healing poultices [1d4+2 HP restored at
  a rate of 1 per minute of inactivity],   
  Patricia is from Headwaters where she assisted Millicent Maybelle for years as an apothecary.  She also performed on a regular basis at the 
  Whispering Dryad and in the commons on market days to pick up a few extra coins.  Faoud the Teacher told her that she possessed a 
  special set of gifts that could be of beneft to more than just her home settlement if she were so inclined.  She has joined up with
  Adventurers upon occasion and fnds it to be a thrilling past time, but so far she has returned to Headwaters after each adventure.
  Skill Training: +1 bonus on any Action Check involving Persuasion, insight into the motives of others and Languages. 
  Gift of Tongues: Te beguiler is a master of languages. Te beguiler begins play knowing an additional number of languages equal to their
  Charisma modifer plus two (minimum two).
  Silver Tongued: Te Beguiler has the ability to place one or more intelligent beings into a trance-like state with the sound of their voice.
  Te Beguiler may simultaneously afect a number of beings equal to their level +2  [5]. Te targets must be able to see and hear the Beguiler 
  and if they fail a Saving Trow, they will be enraptured by the spiel coming from the Beguiler, even if it is sheer nonsense.
  Te distractions posed by nearby combat or other dangers will give the target a +2 bonus to their saving throw. Te target does not have to 
  be able to understand the language of the Beguiler to be afected.   Te Beguiler may use this ability three times per day , and must continue 
  speaking to maintain the efect.
  Alternately, the Beguiler may use this ability to inspire companions and allies, granting them a +2 bonus to all rolls (including attack and 
  damage), for the duration of their speech. Tis may be used to afect a number of allies equal to the level of the Beguiler, plus an additional 
  two individuals per point of Charisma modifer [5].
  34
  
  Biographical Notes
  Class Abilities
  Sister Joanne the Undefiled  Faithful 3
  3600
  Dagger  
   
   
  +2 
  1d4+1 
  throw 14 yds
  Warhammer 
   
   
  +2  
  1d8+1   +1 dmg if 2 handed
  Bow 
   
  +1 
  1d6  
       2         100 
  20 arrows
   Zartian, Infernus, Koboli
  Light / Lg Shield
  Actor
  Teamster
  Mortician
  +1
  0
  +1
  0
  0
  0
  n/a
  1
  +1
  4
  0
  +1
  1
  1
  1
  +10%
  7200
  14
  11
  14
  13
  8
  11
  14
  7
  15
  5
  [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  +2 to saving throws against 
  Fear and Charm efects and 
  against the draining efects
  of undead or demons 
  (even if no save is normally
  allowed).
  All Weapons & Shields
  Weapons & Armor listed above; Backpack, fre starter, waterskin, bedroll, sharpening stone, symbol of Faith (tattooed on forehead), 
  3 stone vials containing holy water, 5 days food
  Originally an actor with a troupe in Two Rivers, where she also helped with the wagons when the troupe would travel, Joanne became
  interested in the doctrines of Tanator after she saw a pair of warriors devoted to the Order of the Undefled protect a cemetary from
  a necromancer intent upon desecrating the dead.  She joined the Order and started as an acolyte working as a Mortician.  When her 
  Faith was noted by Tanator and she gained the ability to channel Miracles, she was told by the Matriarch of her Order that she was now
  ofcially an Undefled and her task was to protect the sanctity of the dead and to oppose those who would defle their fnal rest.
  Skill Training: +1 bonus on any Action Check involving Undead or Demon related Knowledge, Religion, and Philosophy. 
  Smite the Unholy: +1 to all damage and attack rolls made against undead and demonic creatures.
  Healing Touch: One time per day, plus one for each 3 levels of experience, the Faithful can instantly heal 1d3+level in hit points.
  Tis can only be used once per day per person and resets at sunrise
  Rebuke the Unholy: Faithful may channel their faith to hold back the undead or demonic creatures. Tey may attempt to afect 1d6HD of 
  opponents three times per day.  Resets at Sunrise  Intelligent undead and demonic opponents get a saving throw to avoid the efect.
  Miracles: Tree frst level Miracles may be called upon per day from the following:
  Armored In Faith  Range: Self    Duration: 3 hours  Provides a -2 [+2] bonus to the Armor Class of the Faithful
  Detect Intent Range: 60 ft.   Duration: 3 hours   Te Faithful is able to detect the base intentions and emotions of a thinking being. Tis 
  gives general information such as anger, love, confusion, hunger and the like. Te caster must consciously focus on a being to learn this 
  information
  Illuminating Faith  Range: 130 ft  Duration: 4 hours    A person or object is targeted, which then produces a light about as bright as a torch 
  with a radius of 20 feet.
  35
  
  Biographical Notes
  Class Abilities
  Talia SparrowHawk Totemist 3
  5200
  Unarmed 
   
   
  +2  
  1d6+3
  Dagger  
   
   
  +2 
  1d4+1     Trow 14 yds
  Sling 
   
  +1 
  1d6 
       1          42      20 bullets
  Cheram, Zartian, Adysi,   Avian
  None
  Cartographer
  Sailor
  +1
  0
  0
  +1
  0
  0
  n/a
  +1
  0
  3
  0
  +1
  2
  1
  +5%
  10400
  14
  11
  11
  14
  13
  8
  12
  8
  18
  n/a
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ] [ ][ ][ ]
  +2 bonus to saving throws to
  avoid the efects of extreme weather,
  elemental damage, natural toxins,
  and disease
  Staves, Clubs, Daggers, Slings
  Trown Weapons
  Weapons & Armor listed above
  Backpack, fre starter, waterskin,
  bedroll, book (for maps), writing kit
  Talia is the daughter of the Shaman of the Running Bear tribe of the Cheram.   When her abilities manifested, her father told her to 
  travel where the Hawk would guide her so she could learn of the wider world and return to take her place as Shaman later if that was her
  desire.  She has worked as a sailor upon the Razzor River and has assisted Imperial Cartographers, fnding her ability to shift and to talk to
  animals quite helpful in making maps.   She travels with a Female Goshawk she calls Sweetpea.
  Sweetpea (Hawk)  AC: 7 [12]  HP: 4  OOOO  Save: 16  Move: 8 [24 fy]  Attack: +0 Claws 1d4+1]  SP: Keen Vision, Charge [dive]
  Skill Training: +1 bonus on any Action Check involving tracking, survival, fnding shelter, natural lore, identifying plants and animals
  Favored Environ - [Plains] [Totem Animal: Hawk]  Within their favored Environ, the Totemist moves at normal speed without leaving a 
  trace if they so desire, and is unhindered by obstacles native to the Environ.
  Animal Speech - Totemists may communicate basic ideas to any animal, and may converse with their Totem species. Although limited to 
  the intellectual abilities of the animal, the bond the Totemist has with their totem animal allows them carry on a regular conversation.
  Helpful Remedies: Make a poison remedy in 1d6 minutes using items gathered from the nearby area.  Outside of their Favored Environ, it 
  will take 3d6 minutes to assemble a remedy. Tis will allow those afected by the toxin to make an additional saving throw at a +6 bonus
  Medicinal Herbs: Treat a patient and heal hit point damage. Any individual may only be treated once per day. Necessary items are gathered 
  from whatever is close at hand.  Hit points are recovered at a rate of 1 per minute, and both the Totemist and the patient must remain still 
  during the process.   Te Totemist can heal 1d6+1 Hit Points of damage in this fashion per patient. 
  Totem Shape: Te Totemist can take the shape of their Totem Animal at will up to one time a day per two levels of experience (2x). Any 
  clothing or possessions on their body will change shape with them.  While in totem form, they maintain their own physical and mental 
  attributes and gain any special abilities of the animal (fight, water breathing, etc). Te Totemist may shift at will. Both changes take 1d6 
  rounds to complete Any attack bonuses they possesses in their natural form will remain unchanged while in totem form.
  Natural Weapons: Due to their ability to take on the shape of natural animals and reliance upon natural weapons when they do so, 
  Totemists develop a more efcient form of fghting without weaponry. A level 3 Totemist does 1d6+2 damage with unarmed attacks and 
  attacks in their Totem form. 
  Defensive Fighting: While disdaining the wearing of Armor, Totemists are able to maximize their mobility and awareness of their 
  surroundings and turn this into a bonus to their natural Armor Class. A level 1 Totemist gains a -1 [+1] bonus to armor class if unarmored. 
  36
  
  Biographical Notes
  Class Abilities
  Persis Satiar  Wizard 3
  5000
  Dagger  
   
   
  +2 
  1d4 
  throw 11 yds
  Quarterstaf 
   
   
  +1          1d6+1 
  -1[+1] AC bonus melee
  Sling 
   
  +2 
  1d6 
       1 
     33 
  20 stones
   Zartian, Adysi, Elvari, Morean
  Light
  Scribe
  Acolyte
  0
  +1
  0
  0
  +1
  0
  +1
  +2
  0
  3
  -1
  +1
  2
  1
  +10%
  10000
  11
  14
  13
  11
  14
  8
  11
  6
  12
  5
  [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  [ ][ ]
  +2 bonus to saving
  throws against spell efects and 
  also against Poison
  staves, daggers,
  clubs, thrown weapons, 
  light crossbows and slings
  Weapons & Armor listed above; Backpack, fre starter, waterskin, bedroll, spellbook, writing kit, scroll case with 20 sheets paper, seal,
  6 candles, 5 days food
  Persis is from Adysa, where she trained as a scribe and acolyte in the Seekers of Truth until she began showing skills in Arcane Magic.  
  Her Sharif sent her to Headwaters to study magic from Faoud the Teacher.  She has assisted Adventuring groups on several occassions.
  Skill Training: +1 bonus on any Action Check involving scholarly lore, arcane and occult knowledge, or obscure languages. 
  Low Magic: Te wizard can do any of the following at will (maximum of one per combat round):
  • Create a foating globe of soft light that illuminates a 10’ radius, will follow the wizard at a walking pace and last until dismissed or dispelled.
  • Enhance the volume and impressiveness of their voice or the voice of another within 10’.
  • Concentrate and detect the presence of magical auras and read magical writings.     No Action Check is required for any of these efects.
  Arcane Spellcasting - Four 1st Level [ ][ ][ ][ ]  One 2nd Level [ ]  (one Bonus spell [ ])   Choose from the following:
  Arcane Bolt Range: 60 ft   A bolt of pure arcane energy shoots unerringly at the target from the hand of the Wizard, taking whatever
  appearance the caster desires (chosen when cast), and delivers 1d6 points of damage. 
  Arcane Signature Range: Touch  Duration: Until dispelled   Creates a unique magical mark, invisible to the untrained eye 
  Night Vision Range: Special  Duration: Until Sunrise   Tis spell grants the Wizard and 1d6+1 additional designated targets (must be within 
  30’ at the time of casting) the ability to see in up to complete darkness in shades of gray until the next sunrise.
  Protective Ward Range:Self   Duration: 3 hours  Creates a magical feld of protection around the caster to block out all beings who bear ill 
  intent towards the caster, causing them to sufer a -1 penalty to-hit the caster, and the caster gains +1 on all saving throws against such attacks.
  Level Two:  
  Mirror Image  Duration: Encounter or until destroyed  Te spell creates 2d3 images of the caster, acting in perfect synchronization with them 
  like mirror images. Attackers cannot distinguish the images from the caster, and may attack one of the images instead of the actual caster 
  (determined randomly - roll 1d6, a result of 1 hits the caster instead of an image). When a hit is scored upon one of the images, it disappears.
  Using staff in combat
  37
  
  Biographical Notes
  Class Abilities
  Aevan Thorne  Hunter 3
  3200
  Skinning Knife  
   
  +1 
  1d4 
  throw 13 yds
  Handaxe 
   
   
  +1 
  1d6 
  throw 13 yds
  Long Bow 
  +2 
  2d6+2 
       2          42      20 bullets
   Zartian, Cheram, Gobbish
  Light
  Beekeeper
  Trapper
  0
  0
  0
  +1
  +1
  0
  n/a
  +1
  +1
  4
  -1
  +1
  2
  1
  +5%
  6400
  13
  11
  8
  14
  14
  11
  12
  6
  21
  n/a
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]  [ ]
  +2 to saving throws versus poison;
  to avoid being caught in snares
  or being entangled.
  daggers, handaxes, short blades,
  spears, clubs, whips, nets, 
  thrown weapons, bows,
  crossbows, and slings
  Weapons & Armor listed above
  Backpack, fre starter, waterskin,
  bedroll, jar of honey, 3 snares
  50’ rope
  Aevan Was born in East Lake and raised bees with his father until he was in his mid teens.  He always enjoyed hunting and began helping
  Taddeous Makay, an area trapper for a while.  Telling his father that his sister Ramona was better suited to beekeeping than he, Aevan
  left East Lake to seek his fortune as an Adventurer.
  Skill Training: +1 bonus on any Action Check involving Perception, Survival, Tracking, setting and disarming snares, and/or any
  checks to identify or ‘read’ the mood of animals.
  Bagging the Game: Hunters get a +2 bonus to all attack and damage rolls made against normal Animals.
  Leave no Trace: Hunters can move at half speed through natural terrain without leaving tracks if they so desire. 
  Survivalist: Hunters can live of the land for extended periods of time. A Hunter can fnd shelter if any is reasonably available and can fnd 
  sustenance for himself and two additional people per level of experience by reducing his daily movement by half.
  38
  
  Biographical Notes
  Class Abilities
  Corliss Treylani  Scout 3
  2300
  Dagger  
   
   
  +1 
  1d4 
  throw 11 yds
  Shortsword 
   
   
  +1 
  1d6 
  Short Bow 
  +2 
  1d6+1 
       2          80      20 arrows
   Zartian, Adysi, Koboli
  Light  / Sm Shield
  Aristocrat
  0
  0
  0
  +1
  +1
  0
  n/a
  +1
  0
  3
  -1
  +1
  3
  +10%
  4600
  11
  11
  13
  14
  14
  8
  11
  6
  15
  5
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  +2 bonus to avoid attempts 
  at interrogation or infuence 
  (magical or mundane) directed at them 
  and to avoiding the efects of traps.
  all 1 handed weapons, small
  shields, short bows, light crossbows, 
  thrown weapons and slings
  Weapons & Armor listed above; Backpack, fre starter, waterskin, bedroll, 50’ silk rope and grappling hook, lockpicks, four stone vials of oil
  small hammer and chisel, empty sack.  Riding Horse w/tack and harness   
  Youngest son of Lord Reginald Treylani of Two Rivers, Corliss was raised to a life of privilege and leisure.  Wanting something more
  exciting in his life, Corliss joined the Black Lanterns, a loosely organized group of burglars and pickpockets that operate in Two Rivers.
  Using his position to get information on what valuables people had in their houses, Corliss and his new-found friends would sneak in,
  liberate a few items and disappear back into the streets to fence their ill-gotten gains.  After one of his cousins was seriously injured during
  a heist, Corliss realized that his past-time was potentially harmful to those he knew and decided to use his skills to gain entry into ruins
  and other abandoned places and to move past the crimes that were becoming less and less appealing.  He told his parents that he wanted
  to fnd a way to earn his own fame and fortune.  His mother, a former Adventurer, approved and convinced his father that it was a good
  idea.   
  Skill Training: A Scout receives a +1 bonus to any Action Check involving Perception, Interrogation, Stealth, Finding, Setting or Removing
  Traps, or Opening Locks. 
  Sneak Attack: A Scout normally avoids face-toface combat if possible, preferring instead to use stealth to catch an opponent unaware.
  A Scout able to attack an opponent from the rear and who is unaware of the Scout’s presence, or otherwise engaged with one of the Scout’s 
  allies, gains a bonus to attacks and to damage. If the Scout is able to do so, he gains +2 to his attack and does an additional die of damage for 
  one attack.
  Scale Sheer Surface: Te scout is able to climb up, down or across a slope, wall or steep incline, even across a ceiling, if any type of handhold 
  or protrusions are available and do so at their normal movement rate.
  At the Referee’s discretion, this ability may also allows a Scout to make an Action Check to attempt to climb a surface that would normally 
  be nigh impossible for others to climb.
  Decipher Script: Tis ability allows a Scout to decipher writing in an unfamiliar language, a message written in an incomplete or archaic 
  form or a message written in code. Tis does not require a roll, but takes 2d6+2 minutes per page of information to decode. Te time 
  required is reduced by 1 for every three levels.
  Horse, Riding     Armor Class: 8 [11]
  Hit Dice: 2+1    Hit Points:  10
  Saving Trow: 15     Movement: 24
  Attack Bonus: +0
  Attacks: Bite [1d4+1] or Kick [2d4+2]
  Special: Trample [3d6]
  39
  
  Biographical Notes
  Class Abilities
  Ian MacDonaugh   Warrior 3
  4400
  Dagger  
   
   
  +3 
  1d6+1 
  throw 14 yds
  Greatsword 
   
   
  +3          2d8+2    -2 AC in melee
  Warhammer 
   
   
  +3  
  1d10+1   +1 dmg if 2 handed
  Bow 
   
  +2 
  1d8  
       2         100 
  20 arrows
   Zartian, Gobbish, Jotun
  Medium
  Farrier
  Tinker
  +1
  0
  0
  +1
  0
  0
  n/a
  1
  +1
  4
  0
  +2
  2
  1
  +10%
  8800
  14
  11
  8
  14
  11
  13
  11
  4
  28
  2
  [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ] [ ][ ]
  [ ][ ]
  [ ][ ][ ][ ][ ]
  +2 bonus to all Saving Trows
  versus Stun efects and to avoid the 
  efects of area efect attacks.
  All Weapons & Shields
  Weapons & Armor listed above; Backpack, fre starter, waterskin, bedroll, sharpening stone, stone vial of oil, set of small hammers, fles and
  miscellaneous tools.
  Ian is from Windsong Manor, where he worked as a farrier [shoeing horses]  and as a tinker [general repairs to tools and items].  During
  an attack by bandits on the Manor, Ian picked up a greatsword that had been dropped by a wounded guard and began beating back the
  bandits with a fury.  He has spent some time with the guards at the Manor and has been traveling the Borderlands as an Adventurer
  for the past year or so.
  Skill Training: +1 action check bonus when evaluating and repairing weapons and armor, and  strategy and tactics.
  Armor Mastery: Receive a -1[+1] bonus to all armors and shield benefts.  [fgured in]  Tey also do not sufer movement or action check 
  penalties when wearing armor.
  Damage Dealer [Close Combat]: Damage dealt from that class of attack increases by one die step (d3 becomes a d4, d4 becomes a d6, d6 
  becomes a d8, 2d6 becomes 2d8, etc.)
  Combat Machine: When facing foes of 1HD or less, a number of extra attacks may be made equal to the Warrior level plus1  [4]. 
  Tese attacks may be made with any type of armed or unarmed attack, but the foes must be within reach of the Warrior’s attack.
  Using greatsword in combat
  40
  
  Biographical Notes
  Class Abilities
  Rogerio, Halfling Outcast Level 3
  2100
  Shortsword (right hand)  
  +1 
  1d6
  Dagger (left hand) 
   
  +1 
  1d4       Trow 13 yds
  Sling 
   
  +3  
  1d6+2 
       1 
     39        20 bullets
  Trowing Knife +3 
  1d4+2 
       2          13        Carries 6
  Zartian, Elvari, Cheram
  Light
  Fisher
  Navigator
  0
  0
  0
  +1
  +1
  0
  n/a
  +1
  +1
  4
  -1
  +1
  1
  2
  +5%
  4200
  13
  11
  8
  14
  14
  11
  12
  5
  15
  4
  [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
  [ ][ ][ ][ ][ ]
  Halfings get a +2 bonus to
  saving throws versus 
  fear, charm and poison.
  small blades, clubs,
  handaxes, small shields, thrown 
  weapons, slings,
  short bows and light crossbows.
  Skill Training: +1 bonus on any Action Check involving the opening of locks, sleight of hand, 
  stealth, perception, evaluating value of items and setting or removing traps. 
  Nightvision: Normal starlight allows the Halfing to see as well as they would in daylight.
  Tey have no advantage in total darkness, requiring some type of illumination to see.
  Swift Reactions: Halfings get a +2 bonus to their Initiative rolls
  Keen Aim: +1 bonus to attack and damage with thrown and ranged weapons.
  Stealthy Attack: If able to get behind an opponent, or if attacking an opponent who is
  distracted by an ally, the Halfing can take advantage of their small stature and natural stealth to 
  deliver a devastating blow, adding an additional die of damage to a successful attack.
  Te Stealthy attack may be made from a distance or up close and personal, as long as the above
  qualifcations are satisfed for the attack.
  Defense Bonus: Because of their small stature and quick nature, Halfings gain an additional
  -1[+1] to Armor Class.  [fgured in above]
  Uncanny Luck: Once per campaign day (resets at either sunset), the Halfing may reroll any 
  one die result and take the better of the two results.
  Two Weapon Combat: May fght with a weapon in each hand and make two attacks at
  their normal attack bonus, Plus gain an additional -1 [+1] AC bonus for the ofhand weapon 
  USING TWO MELEE WEAPONS
  Weapons & Armor listed above
  Backpack, fre starter, waterskin,
  lockpicks, 4 torches, bedroll
  sharpening stone, stone vial of oil,
  bandolier for throwing knives
  compass, 5 days rations
  Rogerio’s clan were river travellers, where Rogerio acted as Navigator and helped with fshing to feed the clan.  After his entire family
  was lost to the attack of a giant Alligator, Rogerio had to get away from the River for a while and has spent the past year wandering 
  from place to place in the Borderlands, where he has found a new family with his Adventuring friends.   He is still somewhat nervous
  around the river and does not sleep well when aboard a boat.
  41
  
SOURCE: textdata/thevault/Battleaxes & Beasties (osr)/Witches of Hagswallow/WoH Pregens.pdf