Akhilleus the Undaunted    (Kimmerian Male Fighter)
Character Information   
Name: Akhilleus the Undaunted XP/Next lvl: 9134 / 16000
Class: Fighter HP:curr/max 35 / 35
Alignment: Neutral AC:reg/rear/no shield 4 / 7 / 5
Race: Kimmerian Level: 4
Age: 32 Height: 6' 2''
Weight: 180 Gender: Male
Encumbrance: 62lbs Movement: 40
Languages: Common language, Hellenic (Kimmerian Dialect)
Ability Scores   
STR: 17 (Melee: +1; Damage: +2; Test: 4:6; Feat: 32%)
INT: 8 ()
WIS: 7 ()
DEX: 15 (Attack: +1; Defence: +1; Test: 3:6; Feat: 16%)
CON: 16 (HP/level: +1; Poison: +1; Trauma: 85%; Test: 3:6; Feat: 16%)
CHR: 11 (Henchmen: 4)

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

Notes: 15; Death: +2; Transformation: +2

Description and Background   
Description:
A tall, broad shouldered man, with grey eyes, straight nose, black hair and pointy beard. His skin is weathered and bronzed by the sun.

Background:
Akhilleus spent his childhood as an only child in his mother's farm until, one day a man, armed to the teeth came to them on horseback and took him away. He never met his mother again. The man later revealed himself to be his father when they were already far from the farmstead. He was part of a Kimmerian mercenary company, which young Akhilleus joined, first as a servant/squire for his own father, later as a warrior and as another member of the mercenary company. He made good friends, loved fair women and fought in battles for money. The company was mostly compounded of Kimmerians and fought in the Kimmerian fashion (from horseback, with all sorts of weapons and bows), but people from other races were accepted. As Kimmerians, Krimmr was the main god of most members, but Helios was the main god of the company, as the founder of the company was a Greek named Aristarkos. His company dissolved after heavy losses in a great battle against Kimmeri-Kelts in the fields of Volt some two years ago. Akhilleus though suspects that it was treason that facilitated the situation: a mysterious man called Demetrius got up in the ranks pretty quickly and became Aristarkos' advisor. After the battle, there was no sign of his father or any of the other two men. Due to the high casualties, they're all suspected dead, but Akhilleus swears he saw Aristarkos' cavalry regiment leaving the battle by the end of it, seemingly unscathed. Since then Akhilleus has been a soldier of fortune, not finding his place in any mercenary army and drifting from place to place, making a living of what he knows best: fighting and still asking himself about what happened at the battle.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Equipment
Qty Item Location
1 Broad sword
1 Footman's mace
1 Scale mail
1 Large shield
2 Waterskin
1 Tinderbox
5 Torch
1 Backpack
1 Strange amulet


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 4 0 22 0
Magic Items
Qty Item Location
1 Ioun Stone (+1 CON)
1 Ioun Stone (Protection against gas, sleep, poison?)
1 Matron's dagger
1 Matron's amulet (withered flesh and twisted leaves)
1 Matron's castanets (shell shaped driftwood)


Gems and Jewelry
Qty Item Location
1 Silver chalice
1 Red ruby (500gp)
Memorized Spells



Spell Book



Notes
Weapon mastery
Broad Sword (Grand Mastery)
Footman's Mace
Heroic Fighting
To smite multiple foes. When combatting
opponents of 1 HD or less, double
normal melee attacks per round
(2/1, or 3/1 if wielding a mastered
weapon). This dramatic attack
could be effected as a single,
devastating swing or lunge that
bursts through multiple foes.

At 7th level, when combating foes of 2 HD or less, double
normal melee attacks per round (3/1, or 4/1 if wielding
a mastered weapon).
EXTRAORDINARY
+8% chance to perform extraordinary
feats of strength (see Chapter 3:
Statistics, strength).
CLASS INFO (P. 26 PM)
Attribute Requirements:
Strength 9
 Prime Attribute: Strength
(10% XP bonus if 16+)
 Hit Die Type: d10
 Alignment: Any
 Armour Allowed: Any
 Shields Allowed: Any
 Favoured Weapons: Any
 Saving Throw Modifiers:
Death +2, Transformation +2
 Starting Money: 3d6×10 gp
WEAPON MASTERY
Mastery of two weapons (+1 “to hit” and +1 damage).
Additional weapons may be mastered at 4th, 8th, and 12th
levels; however, see grand mastery below, for another
option. As noted in Chapter 6: Equipment, the attack
rate for melee weapons and the rates of fire for most
missile weapons improve through weapon mastery. For
more information on weapon mastery, see Chapter 9:
Combat, weapon skill.

GRAND MASTERY
At 4th, 8th, or 12th level (player’s choice), when a new
weapon mastery is gained, fighters may elect to intensify
their training with an already mastered weapon.
With this weapon the fighter becomes a grand master
(+2 “to hit” and +2 damage, increased attack rate,
etc.). A fighter may achieve grand mastery with but
one weapon. For more information, see Chapter 9:
Combat, weapon skill.
MELEE EXPERT
At 7th level, a fighter’s standard melee attack rate improves
from 1/1 to 3/2. Note that weapon mastery can
further increase attack rate.