Nat Wyler

Owner of "Nat Wyler's Bell", the Slums' newest tavern.


Nat, the dwarven deckhand, bustles down from the taffrail with a clipboard and over to where the new arrivals have congregated. “Welcome to Valkur’s Wake. We’ll be making port in the city of New Phlan tomorrow morning. So long as you disembark in New Phlan, you will not be charged for your, albeit short, voyage.” He extends the clipboard. “If you would be so kind as to sign our passenger registry? Just your mark on the line here. Captain Donal will fill in the other necessary details.”

The dwarf braces a foot against the strake and hauls hard on the shroud before tying it off. He pauses again in his work to give Súrion a hard look. “Ok, Mr. Creepy. I’m thirty-seven, I’m not old by any stretch. If you want to wax poetic about me, the names Nat, and if you want to go anywhere, we’d best be mastering that wind.”

“That rivers as black as the island and twice as foul-smelling. Nothing grows on its banks and the only fish that come out are huge things just as likely to eat you as be eaten. The Council’s been offering a hefty pile o’ coin to anyone that can find out why the river’s like that. Won’t do no good though. No one could sail up the river even if they wanted to. The waters’d eat yer planking right out.” Nat steps a bit farther away from the elves and spits over the rail again. “If Valkur was paying any attention I’m sure that he’d be right pissed.”


Race: Dwarf
Homeland: Pirate Isles
Class: Barbarian / Thief
Kit: Islander
Alignment: Chaotic, Non-Evil
Religion: Valkur (nominally)
Level: 3rd / 4th
Experience: 6,448
Next Level: 9,000 / 10,000
Max Level: 15th / 12th

Ability Scores:

Str 13 Stamina 13
Muscle 12 Open Doors 7 Bend Bars 4%
Dex 11 Aim 10
Balance 12
Con 17 Health 17 System Shock 94%
Fitness 17 Resurrection 96% +3 hit points
Int 12 Reason 12
Knowledge 11 +2 proficiencies
Wis 14 Intuition 15 +5% earned XP
Willpower 13
Cha 9 Leadership 8 3 Henchmen -1 Loyalty
Appearance 10


  • Initiative: +0
  • Surprise: +0 (-2 to enemies)
  • NPC Reaction: -2

Combat Statistics:
Hit Points: 35
Armor Class: 12 (13 vs. first attack per round)
Base Attack Bonus: +2

  • Paralyzation/Poison/Death: 13 (+4 vs. Poison)
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spells: 11
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Gut Hook 1/round +2 1d4+1 1d4+1 5 melee slashing
Coral Dagger 1/round +4 1d3+2 1d2+2 2 melee piercing, invisible, magic
Belaying Pin 1/round +2 1d3 1d3 4 melee bludgeoning
Warhammer 1/round +2 1d4+1 1d4 4 melee bludgeoning, silver
Finhead Sword 1/round +3 1d8+1 1d10+1 6 melee slashing, magic
1 Willpower damage on Crit.

Thief Skills: (in armor)

PP 10% HS 15%
OL 50% HN 15%
F/RT 45% CW 35%
MS 20% RL 15%
BP 15%

Non-Weapon Proficiencies: General, Rogue, Warrior

Modern Languages (Telpi) 12 Modern Language (Tharian) 12
Modern Languages (Common) 12 Endurance 17
Modern Languages (Chuklian) 12 Brewing 12
Modern Languages (Dethek) 12 Fishing 13
Modern Languages (Thieves’ Cant) 12 Survival (aquatic) 12
Detect Sloping Passage 18 Navigation 10
Detect New Construction 18 Rope Use 11
Detect Shifting Walls 16 Seamanship 12
Detect Stonework Traps 14 Swimming 14
Determine Depth Underground 14 Boating 15
Weather Sense 13 Animal Lore (Aquatic) 12
Hiding 11 Tracking (Aquatic) 14
Stewardship 12

Weapon Proficiencies:
Blades Broad Group
Clubbing Weapons Group

Special Powers:

  • Dwarven infravision enables them to see up to 60 feet in the dark.
  • By nature, dwarves are nonmagical this gives a +4 bonus to dwarves’ saving throws against attacks from magical wands, staves, rods, and spells. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks. (included above)
  • In melee, dwarves add +1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
  • Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
  • When fighting in water, an Islander suffers no penalties to his attack rolls.
  • 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).
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deals 2x normal damage. The multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
  • Home Terrain (Aquatic): A barbarian can move with such stealth in his homeland terrain that opponents suffer a -2 penalty to their surprise die rolls. To move stealthily, the barbarian must be alone, or his party must consist entirely of barbarians, elves, or halflings (or similar characters with the ability to impose surprise penalties), none of whom are wearing metal armor.
    Aquatic terrain includes any island, beach, or coastal area, as well as rivers, oceans, lakes, and ponds.
  • Back Protection: If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn. All of this occurs in the same round.
  • An Islander believes in a life force called mana that represents the spiritual essence of his ancestors. With assistance from these ancestors, portions of his own life force can be transferred to a weapon. A mana weapon gains the following properties: It has a +2 magical bonus on attack and damage rolls. It is invisible to everyone except the Islander and may only be wielded by the Islander. To anyone other than the Islander, it is as insubstantial as air (except when it hits them—it certainly feels real enough).
  • Leaping and Springing: The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
Jump Type Distance (in feet)
Running Leap 3d6+1
Standing Leap 1d6
Running Spring 2d4
Standing Spring 1d4


  • All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to all magical items except weapons, shields, armor, gauntlets, and girdles.
  • Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch during any disturbance (tavern brawl, public nuisance, etc).
  • The Isles have a reputation for piracy. Mariners of foreign vessels and merchants from lands bordering the Sea of Fallen Stars increase their fares for any goods and services by 25% for any such “pirates”.
  • The Islander believes he is always accompanied by an invisible spirit called a baloma, derived from the essences of his ancestors. To honor the baloma and stay in its good graces, he must keep it fed. Every day, the Islander must provide the baloma a small meal, such as a fish, a portion of red meat, a few bananas, or a bowl of grain. To ”feed” the baloma, the Islander buries the meal, throws it in a fire, or otherwise disposes of it. The meal may not be eaten by another person or creature; if it is, the Islander has insulted the baloma.
    If the Islander insults the baloma or fails to feed it, he suffers the
    effects of a Curse spell the following day (his morale and attack rolls am
    reduced by -1).
  • Because of their peculiar appearance and manner, all barbarians suffer a -2 penalty to their encounter reactions with outworld NPCs.

Advancement Notes

  • Armor Allowed: Any Non-Metal Armor or Shields, plus Elven Chain.
  • Weapons Allowed: Any weapons.
  • Use the next higher die type when rolling for hit points (d14 for Barbarian levels, d8 for Thief levels).
  • Gain warrior bonus from exceptional Constitution for Thief levels.
  • An Islander leaps, springs, climbs, and protects his back at two levels less than normal, to a minimum of 1st level.
  • At 7th level, the Islander can shapechange into one of three exotic creatures once per day.
  • All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • A barbarian of 9th level who has been awarded property is eligible to receive followers. Usually, the followers must be natives of the barbarian’s homeland, race, and tribe. With the DM’s permission, primitives from a similar culture may be substituted.
  • At 10th level, a thief gains a limited ability to use magical and priest scrolls.
  • Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master.


  • Coral Dagger (1 lb, Mana Weapon)
  • Belaying Pin (2 lbs)
  • Gut Hook (1 lb)
  • Braies, Linen Shirt, Vest, Tulwac, Leather Shoes, Belt
  • Leather Armor, Bracers (16 lbs)
  • Amulet of Life Protection (Gold Holy Symbol of Valkur)
  • 2 flasks Greek Fire
  • 2 Pearls (50gp each)
  • 93gp (payment from last voyage)
  • Finhead Sword (8 lbs)
  • Fine-Quality Silver Warhammer (6 lbs, no damage penalty)


Base Speed: 6

Total Weight of Gear: 20 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 55 lbs. 56-76 lbs. 77-98 lbs. 99-119 lbs. 120-139 lbs. 140 lbs
Movement 6 5 4 3 2 1

Nat Wyler

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