Cormag Gunnach    (Kelt Male Fighter)
Character Information   
Name: Cormag Gunnach XP/Next lvl: 2184 / 4000
Class: Fighter HP:curr/max 19 / 19
Alignment: Chaotic Good AC:reg/rear/no shield 4 / 5 / 5
Race: Kelt Level: 1
Age: 17 Height: 5'10
Weight: 170 Gender: Male
Encumbrance: Movement:
Languages: Common, Keltic
Ability Scores   
STR: 17 (+1 attack/+2 damage 4:6 test Str 38% feat)
INT: 6 (Illiterate)
WIS: 12 ()
DEX: 14 (+1 missile attack 3:6 Test 8% feat)
CON: 16 (+1 HP +1 poison 85% trauma 3:6 test 16% feat)
CHR: 12 (4 henchmen max)

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

Notes:

Description and Background   
Description:
With piercing dark blue eyes, light brown hair, and a fair complexion, with several blade scars on his forearms. Always with a smile, a quick joke, and twinkle in his eye, whether telling a barmaid about his great achievements or covered with gore, bleeding, in the middle of battle. When not adventuring, he will often be in his kilt, trying to impress that barmaid & looking for the next adventure.

Background:
Raised on his family's steading in the Gal Hills, it was clear from a young age that he was not destined for a life of academics. He was, however, early among the strongest and hardiest of the children, with a fair amount of nimbleness. It also became clear, when the family's steading was raided when he was nine, that he was fearless and ready to fight against any odds. While never losing control, like a berserker, he revels in the joy & freedom of combat. After that battle, he was apprenticed to the village armorer, it quickly because apparent that he lacked the ability to master the complexities of metals. However, when loaned to the village bowyer, it quickly became evident that he was a savant with bows, shooting them and crafting them. Despite the acclaim he gained, even as an apprentice, he hated his indenture and could not imagine spending his life quietly making bows for others to use. He spent all of his free time training with the more experienced warriors of the village, listening closely and learning from their experiences. Several additional raids gave him the opportunity test what he had been taught, to good effect. Upon completion of his apprenticeship, he was given a fine short bow and a ceremonial rune (his "shingle") showing that he was a fellow of the craft. However, the village would not support two bowyers, and that was not a life that called to him, as the open road did. Using all his saved coinage, he equipped himself and left on a bright and sunny morning, the frost still in the air, to see what is out there.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Broad Sword 3/2 1-8/1-10 y n Weapon Master +1/+1
Short Bow 3/2 50/100/150 1-6/ n n 12
Hand Axe 15/30/45 1-6/ n n
Dagger 1-4/ n n
Equipment
Qty Item Location
1 normal clothing worn
1 Laminate Armor worn
1 short bow carried
1 quiver carried
12 arrows quiver
1 broadsword worn
1 backpack worn
1 bandages backpack
1 winter blanket backpack
1 soft leather pouch carried
14 Iron rations (days) backpack
1 Hemp rope - 50ft backpack
1 large sack backpack
1 1 person canvas tent backpack
1 tinderbox pouch
2 torches backpack
1 wineskin carried
1 pair ivory dice pouch
1 bow case slung
1 chisel hard pouch
1 small hammer hard pouch
8 iron spikes hard pouch
1 hooded cloak worn
1 hard pouch worn
1 Pry Bar backpack
1 grappling hook backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 35 0 4 14
Magic Items
Qty Item Location
1 small shield (unknown) carried


Gems and Jewelry
Qty Item Location
1 Small Ruby (50GP)
Memorized Spells



Spell Book



Notes
Weapon Specializations
Broad/Long Sword
Long Bow
Fighter abilities
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).

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.

ENLIST HENCHMEN
At 6th level, a fighter may seek or be sought out by one or more henchmen, classed individuals (typically
of similar class, race, and/or culture) who become loyal followers. For more information, see Chapter 8:
Adventure, hirelings and henchmen.

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.

LORDSHIP
At 9th level, a fighter who builds or assumes control of a stronghold becomes a lord and is eligible to attract troops. More information is presented in Appendix B.
Secondary Skill
Bowyer