Engelhart Askjellson

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Engelhart Askjellson is a lay-priest of Lutheran persuasion, hailing from the township of Stavanger, Norway, Kingdom of Denmark. He stands at a good near six-feet, crowned in luxuriant tawny curls framing placid steel blue eyes and sprouting a respectful beard.

Stats

Strength 13
Intelligence 11
Wisdom 17
Constitution 15
Dexterity 12
Charisma 12
Level 4
XP total 12475/13001
THAC0 18
Hit Points 18/37
Armour Class 4 Banded Mail armour
Action Points 4
Left Hand Right Hand
Maul +1/+2 vs. Ogres & Giants
class Cleric
race Human (Scandinavian)
gender Male
weight 171 lbs.
height 5'10"
age 23 years (birthdate: March 12th, unknown birthplace)

Skills

Sage Abilities

The Church
Heraldry, Signs & Sigils 7
History 4
Politics 6
Religious Art & Music 8
Religious Design 7
Legends and Folklore
Artifacts 14
Beasts 32
Demigods 15
Heroes 20
Power
Divination 5
Dweomercraft 5
Faith 5
Medicine 7
Outer Planes 7
Theology & Customs
Astronomy & Astrology 7
Gods 8
Law & Policy 13
Ritual 9

Weapon proficiencies

  • Maul
  • Warhammer

Equipment

  • Maul +1/+2 vs. Ogres & Giants, reinforced with bands of mithril , +1 to hit, 1d10+1 damage

Other worn/carried

  • to be updated

Backpack

  • to be updated

Wealth

wealth: 30 g.p. ; 21 c.p. credit: none

Other

Personal Details

Raised by his father's father, after 14 years of age. Has an older sister, by 2 years.

personal relationships: Character is treated as the family favorite, and will regularly receive gifts from home; family will look forward to visits and news. Friends of the character will be treated well. All family members will happily work as hirelings, starting with a morale of 3.

progenitor's legacy & skills: Buccaneer: able to swim. 10 points of sailing study, with the character gaining 1d4-1 per level. Owns a 5-ton, 25 ft. sloop located at nearest practical dock. Birthplace determines location.

physical prowess: Is strongly aggressive in combat; add +1 bonus to hit creatures of less than 5 intelligence.

choices & decisions: The character may use intelligence in the place of any other ability check. regardless of the situation, twice per day.

talents: All hirelings & associates begin with a morale of 10.

tendencies & interests: Character begins adventuring with 150 experience.

health: Character resistant to arachnid poison; reduce damage by 50%.

composition: Character's reduces falling and impact damage by 1d6+1, twice per day.

agility: Character requires three rounds to mount a horse, and one full round to dismount, and has no ability whatsoever to ride a flying mount.

reflexes & coordination: Character has a high sensitivity to flashing light, and will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.

beauty: Character has attractively straight teeth, and is also is poorly equipped as a man.

personal magnetism: Character's behavior antagonizes tradespeople; suffer a -1 modifier when speaking with such persons.