An apprentice shop-girl at Ian Cockburn's Grocery and daughter of Tom Builder.


Martha, age ten, is very tall for her age, like her father Tom was, with strait brown hair and a face that many describe as sweet.

Martha was born in the northern lands of Damara, to Tom Builder and his wife Agnes. She has, or rather had, four siblings: her older brother Alfred lives in Bloodstone Village in Vaasa, but her sister Matilda, brother Harold, and brother Jonathan all died as infants. Her mother died giving birth to Jonathan, leaving her father and her estranged brother as her only living relatives.

At the age of nine, she and her father emigrated to Phlan in hopes that her father might find work there. During the long walk from Vaasa to Phlan, across the monster-ridden wastes of Thar, and then as “the woman of the house”, living in the wretched Slums outside the city walls, Martha was forced to fend for herself much of the time as her father was off doing construction and repair jobs. While she relies on her father, Martha is very much an independent young woman, having taught herself many necessary survival skills—how to defend herself with a knife, how to avoid the notice of those that might take advantage of her, and even a bit of simple magic.

When they reached Phlan, Martha’s father managed to earn enough money to pay to apprentice Martha as a shop-girl at the grocery run by Ian Cockburn. Martha enjoys the work, even when it is hard, and, being the daughter of a master builder, has managed to improve the efficiency of the store a bit as well—repairing broken shelves, rearranging things to be easier to reach or easier to find, and even using her bit of magic to help things run better.

That was, until this morning, when her father, who had got it into his head that he could better provide for her by becoming an adventurer, was delivered to the docks in a fishing boat, dead. Martha is not sure who to blame for his death, her father for his stubbornness, the mongrelman who brought him back injured from his last adventure and provided the boat to take him out again, the companions who went with him and failed to bring him back alive, or the Council who had promised to pay him for it. Either way, without her father’s income, Martha has no way to pay to continue paying for her apprenticeship, and no way to feed herself even if she could continue the apprenticeship, since it is unpaid. So, she finds herself faced with the same choice as her father: starve, take up the dangerous work of fighting for her living, or else succumb to begging, prostitution, or some similarly unpleasant livelihood.


Race: Human, Female (10 years)
Alignment: True Neutral
Class (level): Lone Wolf 4th
Max Level: Unlimited
Kit: Exile
Homeland: Damara
Deity: Gond
Experience: 8365
Next-Level: 15000
Languages: Common, Chardic, Tharian, Easting

Ability Scores:

Strength 9 Stamina 10
Muscle 8
Dexterity 18 AIm 18
Balance 18
Constitution 15 Health 18
Fitness 11
Intelligence 17 Reason 17
Knowledge 16
Wisdom 15 Intuition 12
Willpower 17
Charisma 13 Leadership 12
Appearance 13


Hit Points: 9
AC: 18 (4 Dex, 4 armor spell)
BAB: +1

Weapon # Att Att Bonus Damage Dmg vs Large Init Range Special
Katar 1 +1 1d3+1 1d3 2 melee
Horseman’s Mace 1 +1 1d6 1d4 6 melee hit as +2 magic

Saves: (must get number or greater on 1d20)

  • Paralyzation/Poison/Death Magic: 13
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spell: 15


  • Initiative: +0
  • Surprise: +2 (only on 2 or less)
  • NPC Reaction: +1


Thief Skills: (no armor)

PP HS 60%
OL 52% HN 30%
F/RT 40% CW 118%
MS 67% RL

Weapon Proficiencies: (-2 non-proficiency penalty)

  • Clubbing Weapons Group
  • Short Blades Group

Non-Weapon Proficiencies: (roll number or less on 1d20)

Modern Languages (Common) 17 Looting 18
Modern Languages (Chardic) 17 Alertness 16
Modern Languages (Tharian) 17 Haggling 15
Modern Languages (Easting) 17 Endurance 15
City Familiarity (Phlan) 17 Street Sense 13
Survival (Arctic) 17 Healing 13
Survival (Urban) 17 Singing 13
Feign Sleep 17 Disguise 12
Cooking 17 Carpentry 9

Non-Weapon Proficiency Groups:

  • General, Rogue

Armor Allowed:

  • No armor or shields.

Weapons Allowed:

  • Any weapons.

Race Abilities
  • Height: 5 feet, 1 inches
  • Weight: 90 lbs.
  • Age: 10 years
  • Dual-Class Options: Thief, Spy, Mage, Illusionist, Transmuter, Wild Mage, Sha’ir

Lone Wolf Spells: Caster level 4th

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 2
  • Allowed Schools: Conjuration
  • Paths Known: Path of the Beggar, Servant’s Path, Watery Path, Path of Spider, Knight’s Road, Beastmaster’s Path
  • Spell Book:
    • 1st level: Armor, Aunty’s Bath, Conjure Spell Component, Drowsy Insects, Find Familiar, Liquid Orb, Mount, Prestidigitation, Spirit Servant, Unseen Servant
    • 2nd level: Animate Water, Choke, Create Water, Enchanting Gourmet, Nature’s Call, Spider Gout, Summon Equine Beings, Summon Swarm, Unseen Butler, Wall of Gloom

Psionic Wild Talent

Power Points: 43 (recover 5 per hour)

Life Draining
Power Score: 12
Initial cost: 11
Maintenance Cost: 5/round
Range: touch
Preparation Time: 0
Area of Effect: individual
With this devotion, a psionicist can drain hit points from another character and use them to recover his own. This transfer occurs at the rate of 1d6 points per round. The character can absorb up to 10 more hit points than his healthy total, but these bonus points last only one hour. After that, if the psionicist still has more hit points than he should, the excess points vanish.
Power Score: Rate of drain increases to 1d20 points per round.
20: Backfire! Half the psionicist’s remaining hit points are immediately absorbed by the target, reversing the power’s effects.

Class Abilities:

  • 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.
  • Characters from the Cold Lands are very well adapted to their climate. They have a +2 bonus on any saving throw they must make to escape or lessen the effects of a cold-based or ice-based attack. Any damage they suffer from such attacks is made with a -1 penalty per die rolled.
  • Damarans live in a war-ravaged society, where their skills are constantly called into service. Damarans learn to fight with many types of weapons, since they never know what they will have at hand if drawn into combat. As a result, they are considered to be familiar with all weapons (effectively halving their non-proficiency penalties).
  • Damarans have also cultivated an instinctive readiness for battle. They are surprised only on a roll of 1 or 2 on a d10.
  • Through long hours of research, spellcasters of Damara have gained the ability to channel a prepared spell into a living creature. The process of channeling their own spell energy serves to heal the affected creature one point per spell level channeled. A spell channeled in this way is lost from the character’s memory.

Special Disadvantages
  • 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.
  • Officials of the exile’s original government or church consider him an embarrassment at best, a traitor at worst. An exile is constantly hunted and harassed by his former society, who may seek to punish, arrest, or even execute him.
  • Characters of the Cold Lands suffer greatly from heat-based or fire-based attacks. Any saving throw made to escape or reduce the effects of attacks like this suffers a -2 penalty. These characters also suffer an extra point of damage per die rolled from any such attack whether or not
    they successfully save against it.
  • In mastering the healing arts, the people of Damara have attained an affinity for all living things. In game terms this means they suffer a -2 penalty to their saving throws against spells from the Necromancy wizard school or Necromantic priest sphere.

Advancement Notes:

  • Gain 4 psionic power points per level.
  • When the Lone Wolf reaches 17th level, he no longer requires any material components to cast conjuration and summoning spells.
  • When the Lone Wolf reaches 20th level, he gains the ability to instantly dispel creatures conjured by an opponent who has used a monster summoning spell or its equivalent. The Lone Wolf can dispel up to 10 Hit Dice worth of creatures with this ability; only creatures with 5 HD or fewer are affected (therefore, the Lone Wolf could dispel two 5 HD creatures or ten 1 HD creatures, but not a 6 HD creature). The Lone Wolf can use this ability up to three times per day by pointing at the creatures to be affected and concentrating.


  • Apprenticeship w/ Ian Cockburn (pre-paid for the full 7-year term)
  • Home near Slums Market (paid in full), plus Credit line established at Cockburn’s Grocer
    • Poor living conditions paid for 2 years in advance
    • Good Lock on the door
    • Small Chest w/ Good Lock (under floorboard in home, contains 135pp)
    • Feather Mattress


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