Gendry FitzTeldar

A tall, slender, white-furred minotaur dressed up like a 16th century fop.

Description:

Gendry is the son of Teldar the Pirate King, who is commonly accepted to be the leader of Immurk’s Hold, the largest city in the Pirate Isles. As such, he spent most of his childhood living in the lap of luxury, usually aboard a ship, and surrounded by criminals of all stripes. He recieved the best education the son of a notorious pirate could expect—learning the arts of swordsmanship, seduction, and sailing. There is no surprise that he grew to worship Mask, the god of thieves, but when he left his father’s ship to join the clergy and began donating a huge portion of his take from raids to the church, his father was understandably angry. So angry in fact that he cursed his son, for shirking his responsibilities to the pirate armada, turning the dashing young priest into a large, brutish minotaur. Still quick, but stronger and perhaps even more cunning from his new monstrous nature, Gendry struck out from the isles to get away from his father. His father soon felt bad for his rash words, but the curse could not be undone. As some small recompense, Teldar provided Gendry with a fine new sword, a hefty stipend, and the advice that he should head north to the plum shipping lanes of the Moonsea.

Bio:

Race: Minotaur
Homeland: Pirate Isles
Class: Specialty Priest of Mask
Kit: Swashbuckler
Alignment: Chaotic Neutral
Level: 1st
Experience: 880
Next Level: 2000
Max Level: 11th


Ability Scores:

Str 18 Stamina 17
Muscle 18/69
Dex 17 Aim 16
Balance 17
Con 10 Health 5
Fitness 14
Int 13 Reason 10
Knowledge 15
Wis 15 Intuition 16
Willpower 14
Cha 13 Leadership 13
Appearance 13

Combat Statistics:

Hit Points: 13
Armor Class: 20 (4 race, 3 dex, 2 kit, 1 style specialization)
Base Attack Bonus: +0
Saves:

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 13
  • Breath Weapon: 16
  • Spells: 15
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Sabre 1 +3 1d6+5 1d8+5 4 melee Silver, Sharpened

Thief Skills:

PP 5% HS 10%
OL 30% HN 5%
F/RT 5% CW 60%
MS 30% RL 0%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Language (Common) 13 Mountaineering NA
Language (Minotaur) 13 Seamanship 18
Language (Elvish) 13 Tumbling 18
Language (Thieves Cant) 13 Rope Use 17
City Familiarity (Immurk’s Hold) 13 Dancing 17
Etiquette 13 Lock Smithing 17
Heraldry 13 Direction Sense 16
Appraising 13 Set Snares 16
Naval Combat 13 Religion 15
Astronomy 12 Prayer 15
Disguise 12 Navigation 11
Weapon Sharpening 12 Enamor 11
Tracking 9

Weapon Proficiencies:
One-handed Style Specialist
Fencing Blades Group (Dagger, Main Gauche, Parrying Dagger, Rapier, Sabre, Stiletto, Sword Stick)
Club


Special Powers:

  • +4 on Surprise checks and only surprised on 1-2 on 1d10.
  • +1 on NPC reactions (extra +3 vs. females).
  • +2 AC when wearing leather or no armor.
  • +4 attack and 2x damage when backstabbing.
  • Receive 10gp per level stipend from father every month.
  • Can take out a 30-day loan up to 200gp per level from a temple of Mask.
  • Can request 2 1st-level Fighters toughs per level from a temple of Mask (will stay 1 day per level).
  • Free room and board for self and 1 ally per level from a temple of Mask.
  • Can Track by Scent.
  • Immune to Maze spells.
  • +3 on Morale and saves vs. Fear.
  • +4 Natural Armor (does not stack with armor).
  • Infravision 60 feet.

Penalties:

  • Take damage as a Large creature.
  • Cannot Turn undead.
  • Must give 50% of treasure back to the temple of Mask.
  • Must pay 225% for clothing, 150% for weapons and armor, and 125% for all other goods.
  • Magnet for “good-natured bad luck”.
  • Will be watched closely by city guards.
  • 10% more likely to be accused/arrested during any disturbance.

Priest Spells: as 1st-level Cleric

  • Major Spheres: All, Astral, Chaos, Creation, Divination, Guardian, Protection, Summoning, Time, Travelers
  • Minor Spheres: Charm, Healing, Necromantic, Thought
1st 2nd 3rd 4th 5th 6th 7th
3

Advancement Notes

  • Gain exceptional Strength and Constition as a warrior.
  • Use Warrior BAB advancement when using Fencing blades.
  • Use d10 for priest Hit Dice.
  • Gain 15 points for thief skills per level.
  • Gain 1 weapon proficiency slot every 4 levels.
  • Gain 1 non-weapon proficiency slot every 3 levels.
  • 2nd level: Can request an Aide of 1/2 level from a temple of Mask (stays 1 week per level).
  • 8th level: Attract 2d10 x10 followers if you run a temple.
  • 9th level: Church pays 1/2 cost of building a new temple.

Equipment:

Silver Sabre w/ Basket Hilt
Footpad’s Boots (+5% MS)
Holy Symbol of Mask (black eye mask)
Doublet, Pantaloons, Hose, Satin Shirt
Leather belt and ornamental scabbard
Large Belt Pouch
Lock Picks
Fine Quality Whetstone

Cash: 2sp 7cp

Gendry FitzTeldar

Ruins of Adventure Brand_Darklight SirKnightly