Agnahr Roluos    (Sarokoulon Male Warrior)
Character Information   
Name: Agnahr Roluos XP/Next lvl: /
Class: Warrior HP:curr/max 8 / 0
Alignment: AC:reg/rear/no shield 15 / 0 / 0
Race: Sarokoulon Level:
Age: 29 Height: 6'2'
Weight: 209 lbs Gender: Male
Encumbrance: Movement:
Languages: Sarokoulon/UniSys Basic
Ability Scores   
STR: 12 ()
INT: 14 (+1)
WIS: 10 ()
DEX: 14 (+1)
CON: 8 ()
CHR: 15 (+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Agnahr

Background:
Sarokoulo spat out Agnahr and he landed in on Mejo. Agnahr’s father, Gregyr, had enjoyed some success with lucrative mercenary work. He courted a Sarokoulon woman and sired a few boys. Then greed and jealousy from a squadmate tore Gregyr’s life apart. His squadmate stole away some ancient technology that he and Agnahr were contracted to guard and transport. Gregyr was caught holding the bag and his employer’s were ruthlessly unforgiving. The treachery left him injured and disfigured after interrogation. Worse yet, the mother of his children was killed for his perceived lack of compliance. Desperately, he managed an escape and reunite with his infant sons. Fearing for his safety, he fled to a remote safehouse, a storm shelter, in a forgotten and remote area of the frigid planet. Gregyr raised his three sons in seclusion from the outside world, telling them stories of his past and his fear of pursuit. The brothers were taught to forage, hunt and avoid detection from the infrequent patrols for years. Though primitive, they enjoyed an idyllic lifestyle. Friendly competition amongst the brothers rarely turned too ugly. They pressed their father to show them more of the world but his affliction had grown worse. In their teens, Gregyr fell suddenly and fatally ill. The brothers mourned for a year and began to argue about joining the civilization that they never knew. They formed a plan to get jobs at a distant manufacturing plant but were quickly recognized as orphans. They were separated and sent to foster homes in accordance with patron’s needs. Agnahr found himself in the care of a wealthy merchant with a stable of cyber-kendo fighters. Not much more than a slave, Agnahr was rigorously trained with sword and knife. His life seemed a nightmare without the fraternity of his father and brothers. He struggled to submit to his new lot in life and attempted escape. His efforts were continually thwarted and his training regimen was increased, leaving him no time to grieve, sulk or plan. Soon, he was c


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Monoblade Sword 1 1d8+1/ n n
Thermal Knife 1 1d6/ n n
Equipment
Qty Item Location
1 Backpack
1 Lazarus Patch
1 Compad
1 Woven Body Armor (AC15)
1 Secure Clothing (AC13)


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Skills
Survive 0
Lead 01
Sneak 0
Stab 0
Exert 0
Foci
Armsman
You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
_____________

Henchkeeper
You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.
You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.
Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.
Goals
Agnahr seeks his two brothers.

He needs to earn enough credits to pay for the search specialist whom Kal recommends.

Agnahr seeks to avenge the death of his mother and the people who betrayed his father.

He hopes that his brothers can help with this, if not, he will go it alone.

He thinks he needs a ship as well, as it seemed to represent much more freedom in his experience.

Agnahr seeks to form his own mercenary company.