Granson Aram


Father Aram’s eldest grandchild, Granson (age 22) was recognized early on for his keen reasoning skills and quick reflexes. His family paid heavily to have him licensed as a mage and apprenticed to a member of the church of the Blessed Afflictor who was studying the lost arts of the Nogese Mystics.

Unfortunately for Granson, one errant spell cast when he had forgotten his license at home was all it took to land him in the Hillsfar Arena. Although he lived, his day in the pits left him horribly scarred both physically and mentally, and he swore off magic. Perhaps worse, he forswore his family’s allegiance to the Blessed Afflictor and took up the worship of Tempus, god of war.

Despite these attempts to distance himself from his family’s Necromantic leanings, recent events have driven Granson out of his hometown of Hillsfar, along with the rest of the Aram family. Truth be told, he hates his family, but, for the present, he hates his home-towns legal system — which brutalized him for a cantrip and exiled him for his father’s indiscretion — much, much more.


Race: Human
Homeland: Hillsfar
Class: Dual-Class Ex-Transmuter / Fighter
Kit: Mystic of Nog / Exile
Alignment: Chaotic, Non-Good
Religion: Tempus
Level: 4th / 3rd)
Experience: 10,000 / 16,330 (ready to level)
Next Level: NA / 8,800
Max Level: Unlimited

Ability Scores:

Str 17 Stamina 18 +1 Movement
Muscle 15 Open Doors 8 Bend Bars 7%
Dex 17 Aim 17 +2 Missile attacks
Balance 16 +1 Surprise +2 AC
Con 13 Health 8 60% System Shock
Fitness 17 98% Resurrection +3 hp / level
Int 14 Reason 18 Max Spells/Level 25 +3 Power Points
Knowledge 9 +2 proficiencies Learn Spells 35%
Wis 10 Intuition 11
Willpower 9
Cha 6 Leadership 7 3 Henchmen -2 Loyalty
Appearance 5 -3 NPC Reactions


  • Initiative: +0
  • Surprise: +1
  • NPC Reaction: -5
    • Additional -2 vs. Non-humans, -3 vs. those in positions of power, +2 vs. enemies of Hillsfar
  • Movement: 13

Combat Statistics:
Hit Points: 23
Armor Class: 17 (Steelskin, Dex, Light Leather)
Base Attack Bonus: +2

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 15
  • Petrification/Polymorph: 14
  • Breath Weapon: 16
  • Spells: 15 (+1 vs. Transmutation)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Unarmed 4/round +6 1d4+5 1d4+5 3 melee +2 Chart Bonus.
+17% KO chance (first 2 attacks).
Dirty Fighting +1 / round +7 1d4+7 1d4+7 3 melee Requires check (14).
Cumulative -2 on checks vs. same opponent.

Temp: +1 to hit, +3 damage, +3% KO from Strength spell

Thief Skills: (in armor)

OL HN 15%
F/RT CW 55%
MS 47% RL

Non-Weapon Proficiencies: General, Rogue, Warrior

Modern Languages (Common) 14 Signature Spell (Enlarge) [W]
Modern Languages (Cormanthan) 14 Signature Spell (Strength) [W]
Ancient Languages (Noga) [W] 14 Magical Energy Conservation [W]
Literacy 17 Elemental Resistance [W] 14
Endurance 16 Survival (Coastal) 14
Jumping [W] 17 Numeracy 14
Running [W] 8 Disguise 5
Tumbling 19 Street Fighting 17
Hiding 13 Dirty Fighting 14
Natural Fighting 18

Weapon Proficiencies:
Punching, Specialized (x2)
Disarm, Specialized
Staves Group
Wheellock Belt Pistol

Special Powers:

  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • Whenever a Hillsfarran successfully attacks a target from behind, he deals double normal damage (or adds 1 to his damage multiplier if he has the rogue’s Backstab ability).
  • Hands of Stone: Hands of stone allows the character to cause increased damage with his bare hands. The base damage of all the character’s unarmed attacks deal increases to 1d4+2.
  • The people of Hillsfar are very alert against magic, given magic’s tight regulation in Hillsfar. As a result, they get a +1 bonus on saving throws versus spells.
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • By paying an additional 10% experience cost to increase in experience level, an Exile may Move Silently as a Ranger of the same level (if he does not already possess that ability).
  • An exile is something of a hero to those that oppose his former homeland. When dealing with enemies of his former government or church, whether they are oppressed peasants, foreign governments, or criminals, he receives a +2 modifier to his reaction rolls. Additionally, he and his companions will be given food and shelter from all such NPCs whose modified reaction is Friendly.
  • Steelskin hardens the skin of the mystic, allowing the mystic a form of natural armor. This ability increases the natural AC of the mystic by one point per level of the mystic (+4). The presence of steelskin is disrupted by any other protective devices, including magical bracers, rings, and cloaks.


  • All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
  • High-ranking NPCs are reluctant to associate too closely with an exile, fearing they might invite the wrath of the exile’s former government or church. Therefore, sensing the exile’s discomfort and distrust, all characters in positions of power suffer a –3 modifier to their reaction rolls.
  • Hillsfar’s xenophobia and strict education system prevent its citizens from learning about non-human cultures and magical theory, and the lack of childhood exposure plagues them even in their later careers. The proficiencies listed as “Forbidden” above may never be taken at 1st level (even if they would be Required by his Kit), and cost double the normal number of proficiency slots to learn later (regardless of class).
    • Forbidden Proficiencies: Arcanology, Dwarf History, Dwarf Runes, Fey Lore, Modern Language (any except above), Spellcraft, Thaumaturgy
  • Dual-Classed: If he uses any of his previous class’s abilities during an encounter, he earns only half experience for that encounter. The character is penalized for using his old attack or saving throw numbers, his old proficiencies, and any special abilities of the old class that are not also abilities of the new class.
    Once the Dual-classed character reaches a higher level in his new class than in any previous class, he once again advances in hit dice and may use all of the abilities of his previous class(es) without penalty.


PSPs: 64

Power Discipline Power Score Cost Maintenance Effect
Aura Sight Clairsentience 5 9 9 / round Learn Alignment or Level of up to 2 creatures per round within sight.
Contact Telepathy 11 3 1 / round Establish psychic contact with a creature. Cost varies by HD. Check penalties for greater range or unusual creature type (see psionic handbook).
Mindlink Telepathy 5 contact 8 / round Two-way conversation with a contacted mind. Language is not a barrier.
Mind Wipe Telepathy 8 contact 8 / round Contacted target loses 1 INT, 1 WIS, and 1 Experience level per round. Save vs. spells negates each round. Cured by Psychic Surgery.
Teleport Psychoportation 14 20+ Instantly teleport yourself to a known location (you must be able to accurately picture it in your mind). If you pay double the cost (see below), you can take up to 2 passengers. If you roll your power score exactly (natural 11), the cost is reduced by 20 PP.
Teleport Distance PSP Cost Check Modifier
up to 10 yards 10 -1
up to 100 yards 20 0
up to 1000 yards 30 +1
up to 10 miles 40 +2
up to 100 miles 50 +3
up to 1000 miles 60 +4

Wizard Spells: Caster level 4th

0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 S S

Forbidden Schools: Abjuration, Necromancy

Paths Known: Apprentice’s Path, Giant’s Path, Path of the Beholder, Path of the Medusa, Skyrider’s Path

  • Spell Book:
    • Cantrips: Change, Colored Lights, Cut, Dim, Firefinger, Gallop, Gather, Hairy, Haze, Knot, Mute, Polish, Present, Rainbow, Ravel, Shine, Snatch, Spill, Sting, Stitch, Tangle, Tarnish, Tie, Untie, Wrap
    • 1st level: Avert Evil Eye, Cantrip, Enlarge (S), Feather Fall, Petrify Wood, Wizard Mark
    • 2nd level: Ride the Wind, Spectral Eyes, Strength (S), Wizard Lock

Advancement Notes

  • Armor Allowed: Any Armor or Shields.
  • Weapons Allowed: Any weapons.
  • Dual-Class Options: Thief, Illusionist
  • Gain 4 PSPs per level beyond 4th.
  • A fighter can operate heavy war machines when he reaches 4th level.
  • A fighter can supervise the construction of defenses when he reaches 6th level.
  • A fighter can command large numbers of troops when he reaches 7th level.
  • At 7th level, they can make 3 attacks every 2 rounds.
  • Once a fighter reaches 10th level, he attracts his first unit of followers.
  • At 13th level and up, they can make 2 attacks per round.


  • Tunic, Breeches, Soft Boots
  • Light Leather Armor (5 lbs)
  • Spellbook (3 lbs)
  • 2 sp


Base Speed: 13

Total Weight of Gear: 8 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 110 lbs. 111-125 lbs. 126-140 lbs. 141-155 lbs. 156-169 lbs. 170 lbs
Movement 13 10 7 5 3 1

Granson Aram

Ruins of Adventure Brand_Darklight SirKnightly