Ruins of Adventure
Lothar Dravion
Lothar is a young man, fairly recently come of age with brown, half-long hair and a lean, but strong, build. He looks at you with sharp grey-green eyes. His clothing is typically Cormyran in cut, but more subdued in color and decoration.
Description:
Race: Human
Homeland: Cormyr
Class: Fighter
Kit: None
Alignment: Neutral Good
Religion: Helm
Level: 5
Experience: 92,696 (ready to level – 7th)
Next Level: 32000
Max Level: Unlimited
Ability Scores:
Str | 17 | Stamina | 17 | Weight allowance 85Lb |
Muscle | 16 | Max Press: 195lbs. Open Doors: 9 Bend Bars: 10% | ||
Dex | 12 | Aim | 10 | |
Balance | 14 | |||
Con | 12 | Health | 10 | System Shock 70% |
Fitness | 13 | Resurrection Chance 90% | ||
Int | 11 | Reason | 11 | |
Knowledge | 10 | Bonus proficiencies: 2 | ||
Wis | 12 | Intuition | 13 | |
Willpower | 11 | |||
Cha | 12 | Leadership | 12 | 5 Henchmen +0 Loyalty |
Appearance | 11 |
Reactions:
- Initiative: +0
- Surprise: +0
- NPC Reaction: +0
Combat Statistics:
Hit Points: 34
Armor Class: 2 (splint & shield)
THAC0: 17
Saves:
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 13
- Petrification/Polymorph: 12
- Breath Weapon: 13
- Spells: 14
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Bastard Sword (1hnd) | 1/rnd | +1 | 1d8+3 | 1d12+3 | 6 | melee | 3att/2rnds (specialisation) |
Bastard Sword (2hnd) | 1/rnd | +1 | 2d4+3 | 2d8+3 | 8 | melee | 3att/2rnds (specialisation) |
Spear (1hnd) | 1/rnd | +0 | 1d6+1 | 1d8+1 | 6 | melee/10/20/30 | |
Spear (2hnd) | 1/rnd | +0 | 1d8+2 | 2d6+1 | 6 | melee | |
Dagger | 1/rnd | +0 | 1d4+1 | 1d3+1 | 2 | melee | |
Dagger, Thrown | 2/rnd | +0 | 1d4+1 | 1d3+1 | 2 | 10/20/30 | |
Lance | 1/rnd | +0 | 1d6+2 | 2d6+1 | 7 | melee |
Thief Skills: (in armor)
PP | — | HS | — |
OL | — | HN | 0% |
F/RT | — | CW | 45% |
MS | — | RL | — |
Non-Weapon Proficiencies: General, Rogue, Warrior groups
Modern Languages (Common) | 11 | Appraising | 11 |
Modern Languages (Cormanthan) | 11 | Gem Cutting | 10 |
Modern Languages (Easting) | 11 | Etiquette | 12 |
Modern Languages (Tharian) | 11 | Literacy | ?? |
Animal Handling | 11 | Navigation | 9 |
Riding, Land-based | 15 | Rope Use | 12 |
Orienteering | 12 | Seamanship | 13 |
Hunting | 10 | Fire Building | 11 |
Weapon Proficiencies:
- Long Blades Group (2 slots): Bastard Sword, Bokken, Claymore, Katana, Long Sword, Scimitar, Tetsu-to, Two-handed Sword
- Weapon Specialisation: Bastard Sword
- Medium Horse Lance
- Spear
- Dagger
Special Powers:
- When engaged with large numbers of weak enemies (less than 1 HD each), a fighter gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- Cormyrean adventurers tend to be egotistical. Because of the study skills developed by these characters and the ample research materials they have available to them while within the borders of Cormyr, any such character who makes his home and spends at least half the year in Cormyr gains a +10% bonus to earned experience points. This is in addition to any bonus the character receives for exceptional ability scores.
- Cormyrean adventurers have learned much about shipboard combat. Where the rolling and pitching of a deck might cause another character to miss his mark when making an attack, Cormyrean sailors have managed to turn such things to their advantage. Because of their skilled sea legs, all such characters gain a +1 bonus to their attack rolls when at sea and gain a +2 bonus to their Armor Class to boot.
- Because of their eye for detail and natural aplomb, Cormyreans are allowed to make a second attempt at disarming traps or picking locks when their initial roll fails. If this second roll also fails, the character must wait until he has advanced another experience level before he tries again. In the case of traps, a roll of 96-00 on either attempt still indicates that the device has been triggered.
Penalties:
- The arrogance of Cormyreans is a sore point to other folk, especially those not from an urban environment. When mingling with non-Cormyreans, all reaction rolls are penalized at -2.
- The almost pampered life most Cormyreans treat themselves to takes its toll on their stamina. To reflect this, all such characters must reduce their starting Constitution scores by 1.
- Independent Cormyreans tend to be less skilled in combat than members of the military. Cormyrean warriors use the Priest table for attack bonus advancement and Cormyrean rogues and priests use the Wizard table.
- More than one adventurer has voiced concern and irritation over the fact that Cormyreans are often too methodical for their own good. The same patience that makes them better able to pick locks or disarm traps than others causes them to take more time in the actual attempt. As a result, Cormyreans require 2d10 rounds of effort (twice the normal time) to attempt to disarm a trap or pick a lock.
- Freelance adventurers in Cormyr have learned to live by their wits and cunning over the years. Freelance Comyreans may never have hirelings or henchman (though they still gain any followers granted by their class at higher levels).
- The nation of Cormyr has made many enemies during its long history, and King Azoun continues his opposition to these enemies to the present. Opponents from Zhentil Keep, Hillsfar, Mulmaster, Thay, and the Cult of the Dragon will focus on killing a Cormyrean over any other opponent in battle except for characters from Shadowdale.
Advancement Notes
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any.
- Gain 1 new Weapon and Non-weapon proficiency slot every even-numbered level (rather than every 3 levels).
Equipment:
- Weapons:*
Bastard Sword (10Lb)
Dagger (1Lb)
Spear (5Lb)
Armor:
+1 Splint Mail (40Lb)
Open-faced Helm (7Lb)
Medium Shield (10Lb) (Shows family crest with a cadency mark, showing him to be the 8th child, it is faded and somewhat worn.)
Bracers of Archery
Clothing:
Clothing typical of Cormyran lower nobility/chivalry, but discreetly modified to be more suited to a travelling lifestyle, it shows both a degree of wear as well as carefull maintenance. It it rather subdued in general appearance, for Cormyran clothing.
Other:
Backpack, Leather (2Lb)
Wool Blanket (3Lb)
50ft 1/2" Hemp Rope (9Lb)
Wedge Tent (10Lb)
Wash cloth, comb, etc. (1Lb)
Whetstone (1Lb)
Wineskin (gallon) (1Lb)
Quill pens (3) (0Lb)
Bottle of writing Ink (0Lb
Wooden plate (.5Lb)
Iron Pot (2Lb)
Elixer of Health
Personal effects:
The metal parts of his lance (which he disassembled to save weight once his horse was crippled and had to be put down) (??Lb)
His sheaf of parchment notes and such on his family history (1Lb)
His heirloom medallion (see Biography)
Writing Supplies: (courtesy of Father Aram)
- Ornamental Lacquered Box (containing):
- Book, Blank (200 parchment pages)
- Hand-warming Lamp
- Magnifying Glass
- 2 Medium Paint Brushes, 2 Small Paint Brushes
- Pots of Paint (Blue, Green, Ochre, Purple, Red, Vermillion, Yellow, White Lead)
- 100 Sheets Loose Parchment
- Scroll Organizer
- Lap Slate
- 4 Metal Nib Pens
- 4 Quill Pens
- 2 vials of Ink
- 1 vial of Disappearing Ink
- 3 Lead Pencils
- Bundle of Charcoal
- Bundle of Chalk
- Pot of Rosin
- 2 blocks Sealing Wax
- Scissors
- Money: 6Gp, 3Sp, 6Cp
Encumbrance:
Base Speed: 13
Total Weight of Gear: 112lbs.
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 85 lbs. | 86-121lbs. | 122-157lbs. | 157-193lbs. | 194-220lbs. | 220lbs |
Movement | 13 | 10 | 7 | 5 | 3 | 1 |
Bio:
Lothar is the eight child of a a lesser house of nobility/chivalry on the outskirts of Cormyr. He has known from early in life that there would be insufficient lands and titles for him to inherit anything. Traditionally his choices in life would have been to enter the clergy, or the service of another lord as a Man-at-arms. If he was lucky he would gain enough favor to attain an administrative function at the court of a High Lord or even the king/queen. Lothar however, took the rarely chosen option: to strike out on his own, and claim his own place in the world. He was inspired by this by stories his great-aunt told him in his younger years that “his family’s roots may not be as deep in Cormyr as they seem, and you may find there are roots elsewhere as well.” A revelation that the rest of his family was not eager to be discussed or even hinted at. During his research in the family history and vaults he found two intriguing clues: A mention in the family records of births, inheritance and deaths of one Laetitia described as “taking the name of” Dravion, where all other Lords and Ladies of house Dravion are registered as “being born of” Dravion… The second is a medallion that entered the family’s treasury somewhere between the time Laetitia Dravion became head of the House and her death. It is of an unusual, foreign design and is sad to have been part of her personal effects. According to a antiquarian he showed it, it is of a style typical of old Phlan, and is known as a “Medallion of Claiming”. Tradition has it that these types of medallions were both maps and a keys to a safehold or vault, much like a modern safe key… With nothing more to go on when he came to the age to make his choice, Lothar collected his gear and horse and set off to find Phlan…
Appearance:
Lothar is a young man, fairly recently come of age with brown, half-long hair and a lean, but strong, build. He looks at you with sharp grey-green eyes. His clothing is typically Cormyran in cut, but more subdued in color and decoration. His tunic has an embroidered crest on it, the same as on his worn and faded shield: checkered white and green, with a stag’s head in natural colors, the top of the shield bears a brass Cross Moline. Over his clothing he typically wears a heavy woolen cloak and hood in dark green. On his back he carries a large pack, which seems to weigh him down somewhat.