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The Wyzard Runs OD&D: The Slayers
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=== Gworg the Unwise === '''Class:''' Fighting Man<br/> '''Alignment:''' Neutral<br/> '''Attributes:''' *Strength: 13 (+5% bonus on earned XP; raised from 12 at 2nd level) *Intelligence: 10 (literate but speaks Common only) *Wisdom: 5 *Constitution: 11 *Dexterity: 9 *Charisma: 5 '''AC:''' [Currently at AC 5 w/ borrowed chainmail] 6 (leather + shield) or 7 (leather only) '''HP:''' 3/8 <br/> '''Level:''' 2 (Warrior) '''XP Total:''' 3638 '''XP Needed: '''4000 for Level 3 <br/> '''Languages''' Common <br/> '''Equipment:''' '''Encumbrance Total''': #Gear Carried: Two Weeks of Iron Rations, Leather Backpack, Waterskin (x1), 50' Rope, 7 Torch(es), 0 Flask(s) of Oil, 15 bunches of Wolfsbane, 1 Wooden Holy Symbol, 1 Silver Holy Symbol, 4 Vial(s) of Holy Water, 22 garlic buds, 1 Silver Mirror #Weapons: Magical 2H Axe ( +1 to hit and +1 damage), One-Handed Sword, Rapier, Short Bow, 20 Arrows, 2 Silver-Tipped Arrows, Dagger, Silver Dagger #Armor: Leather Armor, Shield, Helmet #Treasure & Coinage: 37 gp '''Background & Description:''' Gworg is an upland savage from the Two-Step Tribe, pallid headhunters who dwell in the teeming jungles surrounding several ruined cities of the ancients. Gworg unwisely engaged in an axe-catching contest which resulted in the death of the shaman's son. For this deed, his face was mutilated and he was exiled. Heartbroken because he can never return to his people, Gworg lives for little now save the dance of flashing swords and the fleeting pleasures that gold can bring. <br/> '''Fighting Style:''' Gworg's approach to combat tends to be straightforward. He rarely uses his bow and prefers to close to melee as soon as possible. He alternates between showy, courageous attacks and vicious, underhanded tactics designed to slay his opponents as quickly as possible. When in the dungeon, Gworg is fond of weaponizing lamp oil. Gworg favors killing opponents who will bring him the most personal glory & esteem in the eyes of his compatriots. He generally ignores his comrades during combat, but will go out of his way to protect magic-users, for instance by holding a shield over wounded wizards.
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