Agrim the Wanderer (2.5e)    (Half-Orc Male Fighter (lvl3)/Shaman (lvl3))
Character Information   
Name: Agrim the Wanderer (2.5e) XP/Next lvl: 5028 / 5028
Class: Fighter (lvl3)/Shaman (lvl3) HP:curr/max 21 / 21
Alignment: Lawful Neutral AC:reg/rear/no shield 5 / 8 / 6
Race: Half-Orc Level: 3
Age: 21 Height: 6' 2
Weight: 162 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 19 ([+1 race] [stamina: 19; 485 max weight] [muscle: 19; +3 att, +7 dam, 640 max press, doors 16(8), bars/gates 50])
INT: 9 ([reason: 7] [knowledge: 11; 2 bonus prof.])
WIS: 18 ([intuition: 20; bonus spells, 1stx3, 2ndx3, 3rdx2, 4thx2; spell fail 0] [willpower: 16; mental saves +2])
DEX: 14 ([aim: 16; +1 missile] [balance: 12])
CON: 16 ([+1 race] [health: 17; sys. shock 97] [fitness: 15; +1 hp, 94 resurr.])
CHR: 10 ([-2 race] [leadership: 12; loyalty base 0, max henchmen 5] [appearance: 8; reaction adj. +0])

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 13 14 16 15

Notes:

Description and Background   
Description:
Agrim appears at first sight to be the typical half-orc until one realizes his prayer beads are just that: beads, not fingers, noses, ears, or other trophies taken brutally from his victims. Carrying the typical orcish scimitar and wearing the typical mix and match orcish armor underneath his outer clothes, it is the russet robe of a wandering nature cleric that marks his outcast status from both orcish and human society. A second glance brings out the faint traces of his human ancestry -- relatively small ears, narrow snout, articulate hands, brown eyes, and copper-brown rather than green-brown skin. For the truly perceptive, a wooden carved amulet with Beory on one side and a painted wreath to Obad-Hai on the other hangs about his thick orcish neck, revealing an unlikely devotion. He walks with the aid of a shamanic staff carved in the manner of the shalm of Obad-Hai. Equally unlikely are the twin throwing axes stuck in his belt beneath his robes. An enigma, Agrim apologizes to no one, intentionally antagonizes no one, but does not hesitate to protect what he values in the world in whatever way he decides is best. He lives by a code handed down to him by his dead mother and step-father. It is complicated, and he doesn't enjoy explaining...

Background:
Agrim is the offspring of a male orc and a female human. When Agrim was young, his mother escaped from her orcish captors during a raid by barbarians protecting their lands. Herself a daughter of the Rovers of the Barrens, she raised Agrim among the Suel of the Barbarian North, having taken a husband, and she attempted to channel his aggressive urges. Agrim took to his studies, both martial and religious/shamanic, in which he was greatly aided by his step-father, who took great interest in Agrim and tried to make a human warrior of him, and his mother, who had the second sight and the voices of the spirits speaking in her ears. Nevertheless, Agrim was always an outsider, though he took to the warrior discipline of his step-father and learned the ways of the spirits and deities revered by his human mother, especially Beory and Obad-Hai. In this way, Agrim learned the spells he now prays for daily. He also learned to channel his orcish and warrior aggression into protecting things of beauty rather than destroying aimlessly. Still, Agrim did not fit in with human kind, a fact that brought pain to his mother. But even this half-happiness was not to last. In another raid by the same band of orcs (during the time of the Greyhawk Wars), the outlying Frost Barbarian (Suel) village where he lived with his human parents was pillaged, his mother and step-father were slain, and Agrim again fell in with the orcs. His orcish father, Golbrak, still lived among the tribe as the chief's right hand and had been searching for Agrim's mother. After escaping with his life (and leaving Golbrak a nasty scar on the forehead), Agrim spent long months attempting to contact the spirit of his dead mother. Long days and nights were given to this task, until finally she came to him and spoke to him of the life he should live: "protect Oerth," she said. Desiring to follow his mother's instruction and to give some recompense for the atrocities done by his orcish forebears, he has traveled the world as a wandering shaman-warrior, helpi


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
quarterstaff 1 4 1d6+7/1d6+7 n n 17
axe, hand 1 4 1d6+7/1d4+7 n n 17
crossbow, hvy. 1/2 80/160/240 10 1d4+1/1d6+1 n n 19
scimitar 1 5 1d8+7/1d8+7 n n 17
axe, hand (thrown) 1 10/20/30 4 1d6+7/1d4+7 n n 19
Equipment
Qty Item Location
1 leather breeches worn
1 homespun robe, russet worn
1 under-tunic worn
1 high soft boots worn
1 belt & large pouch (under robe) worn
1 bone dice pouch
1 whetstone pouch
2 parchment, sheet (folded) pouch
1 quill & small ink vial pouch
1 water skin on belt
1 prayer beads on belt
1 flint & steel pouch
1 needle & thread pouch
2 axe, hand/throwing on belt
12 bolts, hvy crossbow (in sm. quiver) on belt
1 wooden holy symbol (Beory & Obad Hai) neck
1 leather baldrick (over robe) worn
1 scimitar baldrick
1 hvy. crossbow (slung on back) baldrick
1 small shield, hide (slung on back) baldrick
1 satchel worn
1 rope, hemp, 50ft satchel
7 rations, standard satchel
5 torch satchel
1 blanket, woollen (strapped to satchel) satchel
1 hammer & pitons (6, wrapped in dirty cloth) satchel
1 scale/hide mail (mixed; under robe) worn
1 quarterstaff, carved ("shalm"-styled) carried
2 Holy water, vial pouch
3 Foxfire blooms pouch
7 Holly leaves pouch
3 Sprig of mountain pine, burnt to powder pouch
1 Silver mirror, small pouch
5 Shamrock leaves, dried pouch
6 Rodent whiskers pouch
1 Parchment map of the Broken Lands (100+ years old) pouch
1 Lead ball pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 15 12
Magic Items
Qty Item Location
1 Remove disease potion pouch


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
cure light wounds
cure light wounds
detect magic
detect magic
orison (1/6 spell slot)
orison (1/6 spell slot)
orison (1/6 spell slot)
orison (1/6 spell slot)
orison (1/6 spell slot)
orison (1/6 spell slot)
sanctuary

Level 2
Charm Person/mammal
Cure Moderate Wounds
Cure Moderate Wounds
Goodberry
Sanctify


Spell Book



Notes
Weapon Proficiencies (11 CPs spent: 7 warrior)
- Hand/throwing axe (1 CPs)
- Crossbow, heavy (3 CPs)
- Scimitar (1 CPs)
- Two weapon fighting style (2 CPs; -0, -2 on two-weapon attacks)
- Tribal weapons (short bow, club, dagger, dart, hand axe, harpoon, javelin, knife, quarterstaff, sling, spear)
- Specialist: Scimitar (4 CPs, +1 to hit, +2 damage, Att is 3/2)
Non-Weapon Proficiencies (30 CPs spent)
- Healing (6 CPs; rating 12)
- Herbalism (3 CPs; rating 11)
- Hunting (1 CP; rating 12)
- Mountaineering (5 CPs; rating 14)
- Reading/writing, common (2 CPs; rating 8)
- Religion (4 CPs; rating 14)
- Survival, mountains (2 CPs; rating 9)
- Omen reading (3 CPs; rating 10; check modifier -2)
- Blind fighting (4 CPs; rating N/A Wis/Perc, Rating 6 Dex/Bal)
Half-Orc Racial Abilities (15 CPs spent)
- Infravision 60'
- Languages: common, orc, dwarf, goblin, hobgoblin, ogre
- Active sense of smell (+1 surprise bonus)
Character Points from Class, Race, etc. (69/76 spent)
Half-Orc Race: 15 CPs

Points from disadvantage: 6

Warrior weapon proficiency points: 8

Warrior class points: 20 pts
- 15 points base
- 5 points, armor restriction (chainmail or lighter)

Priest (shaman) non-weapon proficiency points: 8

Intelligence bonus CPs: 2

Level-Up CPs:
-Lvl2 Fighter: +5
-Levl3 Fighter: +5
-Lvl2 Shaman: +5
-Lvl3 Shaman: +5

Role-play bonuses:
+ 2 (The Temple of the Ant)
Fighter Character Class Abilities (10 CPs spent)
- Multiple weapon specializations (10 CPs)
Shaman Character Class Abilities (Players Option: Spells and Magic)
- Level 1: Minor spirit (Agrim's mother; casts augury, feign death, prayer, speak with dead; requires ritual, 1+ turn @ 10/level/turn chance of success)
- Command undead (neutral shaman)
- Spheres: Major access to all, animal, protection, summoning, travelers, and wards; minor access to healing, plant, and sun
- Tribal weapons and armor (hide, etc.)
Level 3: Call a second minor spirit... (animal?)
Spell Slots by Level
- 1st: 6
- 2nd: 5

Disadvantage: Tongue-Tied (+6 CPs)
Agrim stumbles over any sounds that require his tongue to touch the top of his palate. Sounds such as "r," "l," "t," "th," and "n" cause him to stutter more often than not. The once exception to this is the chants and spells taught to him by his mother, at which he has worked long hours to discipline himself enough to speak slowly and clearly.
Advantage: Alertness (6 CPs spent; +1 surprise bonus)
Kit: Barbarian
Social Class: Low

Weapon & non-weapon proficiency cost reduced by 1:
- Axes, swords, club, dagger, knife, war hammer, mace, sling, spear, javelin, long bow, quarter staff
- Endurance, animal handling/training, bowyer/fletcher, fire building, fishing, riding, hunting, mountaineering, running, survival, tracking
- Proficiency cost +1 for crossbows, polearms, flail, lance

Reaction roll adjustment:
- On 8 or lower roll, additional -2 bonus
- On 14 or more, additional +2 penalty

Starting wealth: No coin to start (only a few silvers/coppers)
THAC0 Calculations
Strength Mod: +3 melee
Dex Mod: +1 missiles

THAC0 by Fighter Level
1 - 20
2 - 19
3 - 18
Blind Fighting, details
In total darkness, the character suffers –2 (not –4) to attack rolls, and suffers no penalties to AC versus melee attacks. In starlight or moonlight, the character suffers only a –1 penalty to attack rolls.

When moving in darkness, the character is allowed to make a proficiency check at the beginning of a round; success means no movement penalties are assessed because of the darkness, while failure means the normal penalty applies.

When in combat with an invisible creature, the character with blind-fighting proficiency suffers only a –2 to attack rolls, but gains no benefit toward discovering the creature.
XP Bonus = 10
Minor Animal Spirit Abilities
Animal spirits have knowledge of events that have affected their species in the local area and have a number of powers they can use on the shaman’s behalf. Minor animal spirits can aid the shaman by using animal friendship, speak with animals, or animal summoning I on his behalf. In addition, the animal spirit can grant a limited form of clairaudience and clairvoyance by allowing the shaman to see through the eyes of an animal of that species, with a range of one mile. Animals of the species in question will never attack the shaman or anyone under his protection unless the shaman has angered the spirit or the animals are magically controlled.
Common Orisons
Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim passes a saving throw vs. spell with a –2 penalty.

Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell with a –2 penalty to calm themselves.

Clarity: For the duration of the orison, the priest’s speech is clear and free of impediment—useful for readings from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison.

Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell’s duration.

Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a moral dilemma or puzzle.

Healing: By his touch, the priest may heal a creature of 1 point of damage.

Magic sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.

Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message.

Resistance to magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison’s duration.

Resistance to poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison’s duration.

Other orisons of similar power or scope may be permitted by the DM. Generally, an orison should not affect more than one creature or die roll at a time, and an orison that can actually cause immediate harm to a creature should inflict no more than 1 or 2 points of damage. An offensive orison would be quite rare and most probably associated with an evil or chaotic priesthood.

Duration: 1 rd/level