Jonas    (Human Male Warrior / Rogue)
Character Information   
Name: Jonas XP/Next lvl: 0 / 20000
Class: Warrior / Rogue HP:curr/max 11 / 11
Alignment: Lawful AC:reg/rear/no shield 13 / 12 / 13
Race: Human Level: 1
Age: Height:
Weight: Gender: Male
Encumbrance: Movement:
Languages: Common
Ability Scores   
STR: 13 (+1)
INT: 8 (-1)
WIS: 11 ()
DEX: 13 (+1)
CON: 15 (+1)
CHR: 12 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 16 17 17

Notes: Poison, Polymorph, Magic Item, Breath Weapon, Spell

Description and Background   
Description:
You are athletic and adventurous. BAB +1 Initiative 3 Fortune Points 1 out of 5 Armor Class 13 (leathers + Dex)

Background:
Your father (Barton) has always told you stories of how great a hero he was. Many of the other villagers scoff at his stories and pity you for being raised by such a liar, but you know that he is true and honest. Now you have his sword, a mighty weapon of power (made by Bürd's uncle Fuldäg), and you will make a name for yourself to make him proud. When a northern king united the barbarian tribes, your father led a coalition of villages from another land against him. What did your parents do in the village? What did you learn from them? You went on journeys into the woods to gather herbs and berries. You solved everyone else’s problems, and never mentioned your own. Growing up Jonas wanted to be proud of his father but the attitude of the townsfolk gave him mixed feelings about this. Adults would not be direct to a child about their opinions on his father's tales but other children were not so tactful. The only reason Jonas wasn't more often being bullied or mocked was due to Marcus setting the other kids straight. Marcus' behavior enabled Jonas to overcome any resentment he might have felt towards his neighbors, and eventually he started to try compensating the bias held by the locals against his father by being helpful to everyone, running errands and solving problems sometimes even before they were perceived as such. The fishermen took a liking to you and you swapped stories with them. Something finally pushed you to go make a name for yourself. What was it? Smokey, The Young Woodsman was there when it happened. Someone or something connected to your father’s adventures came seeking revenge, and you had to fight it off.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger (melee or thrown) 1 1d4+1/1d4+1 n n +2
Barton's Longsword 1 1d8+3/1d8+3 y n +3
Sling 1 50 1d4/1d4 n n +2 12
Equipment
Qty Item Location
1 Dagger belt
1 peasant’s clothing worn
1 Barton's Longsword scabbard
1 leathers worn
1 Sling Belt
12 Rocks (for sling) Pouch
1 Backpack Back
1 Rations (1week) Backpack
1 Pouch Belt
1 black wool cloak (from scarred warrior) backpack
1 chainmail hauberk (from scarred warrior) backpack
1 sheath/scabbard (from scarred warrior) backpack
1 leather purse (from scarred warrior) backpack
1 canvas sack (from scarred warrior) backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
1 0 0 13 3
Magic Items
Qty Item Location
1 Shield of Phobos Carried


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Skills
Command
Herbalism
Storytelling
Fortune’s Favor
Rogues have luck beyond that of other men. They receive five Fortune Points instead of the normal three. This means that they will always be able to help their comrades, have more opportunities to reroll unfortunate dice, and be more likely to survive falling beneath 0 hit points.
Weapon Specialization
Long Sword
Shield of Phobos
This shield is carved into the form of a man's face. Once a day the face may come alive and yell at opponents. This can have one of three effects:
1. The yelling can cause an immediate morale check. This carries no cost.
2. The face can become hideous and terrifying, casting fear at your opponents, but the cost is drained from your life force. You take 1d4 damage for each creature affected by the fear (all targets in a 200 degree arc in front of the shield out to 30') You must also make a save versus death or permanently lose a single hit point.
3. The shield shouts incredibly loudly. All targets in a 30 degree cone out to thirty feet take 2d8 points of sonic damage and fragile object must save or be broken. However the user retains a ringing in their ears, causing total deafness for an hour, and a penalty to their hearing of -1 for the space of 24 hours. This affects surprise rolls, listen checks, and can cause spell failure.