Tal

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Tal, Human Sorcerer

Tal (just Tal - he hasn't used his real name since his parents died) was orphaned at an early age, both his parents dying in one of the periodic outbreaks of plague endemic to all major cities. Passed around between indifferent cousins and uncles, his education utterly neglected, he passed his childhood in parks and gutters, living in a private world of lonliness and imagination. Real friends were few and far between: most of the children he came into contact with had nothing but contempt for the ragged little misfit, and the few friends he did acquire were invariably soon banished by interfering relatives as 'inappropriate companions'. As a child, he would imagine friends for himself: pets, animals, monsters, the stranger the better. As he became a teenager, as his sorcerous talent awoke, they began - almost imperceptably - to become real.

Once he got the knack of calling allies down from other worlds under control, almost nothing seemed impossible for Tal. With their help he escaped from the 'care' of his uncles, and spent several care-free years living as a vagabond and petty thief. But as he matured, he began increasingly to feel that his talents deserved to be put to better uses than filching pies from market-stalls and distracting angry shopkeepers. He was a sorcerer; that meant that the blood of dragons flowed in his veins. He felt that he should do great deeds, uncover secrets, unlock the powers of his blood, like the heroes the bards sang about. The only problem was that he didn't have a clue where to begin.

So, buying some supplies, he left town and headed for the city of Diamond Lake, lured by tales of hidden treasure in ancient cairns. Surely there he would be able to find like-minded, adventurous souls who could put his talents to good use...

Tal, Human Sorcerer 1

Age: 18 Gender: Male Alignment: CG

STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 10 (+0) CHA 16 (+3)

Hit Points 6

Armor Class 12 (DEX +2) Touch 12, Flatfooted 10

Initiative +2 (DEX +2)

Fortitude +4 (CON +2, Rat Familiar +2) Reflex +2 (DEX +2) Will +2 (Class +2, WIS +0)

Base Attack Bonus +0

Attack Dagger +0, 1d4, 19-20/x2 Light Crossbow +2, 1d8, 19-20/x2, 80 ft.

Spells Known

Level 0 (5/day): Acid Splash, Detect Magic, Mage Hand, Disrupt Undead

Level 1 (4/day): Summon Monster I, Mage Armor

Skills:

Bluff +7 (4 ranks, CHA +3) Spellcraft +6 (4 ranks, INT +2) Concentration +6 (4 ranks, CON +2) Hide +4 (2 ranks (cc), DEX +2) Move Silently +4 (2 ranks (cc), DEX +2) Spot +2 (Alertness (from Familiar) +2, WIS +0) Listen +2 (Alertness (from Familiar) +2, WIS +0)

Feats: Augment Summoning, Spell Focus (Conjuration)

Special Abilities: Rat Familiar (grants Alertness, +2 FORT)

Weapon and Armor Proficiency: Simple Weapons, no armor

Languages: Common, Halfling, Orc

Gear: Light crossbow, two daggers (one in belt, one hidden in jacket), 20 bolts, backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, 1 pint of oil, spell component pouch, 17 gp, 5 sp.