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Grim The Wanderer's page

792 posts. Alias of Algar Lysandris.


Full Name

Grim the Wanderer

About Grim The Wanderer

Back of Grim

Spoiler:
Grim was an orphan who grew up in the area between two different cities

He survived these years because the was a long stronger then the rest of the kids that lived in the streets.

At 16 not really wanting to stay and enlist with the local thief guild
The next night, besotted with cheap ale and languishing in a humor most foul, Grim signed off and became a mercenary
He had been captured fighting in the Yerasol's about a year before the end of the company's engagement contract. Shortly thereafter he was bought from the work camp, a shell of his former robust self. He had lost over 80 lbs from his former 160+ pounds, and sleeping sores and unhealed cuts left his body a mass of scar tissue. He also had a slight limp from an improperly set broken ankle, but he was alive, and on a wagon headed for who knows where....

In the camp: bad treatment, little food, lots of work was the daily routine. The only person who showed some compassion was another prisoner given the task to keep the prisoner in working condition was an alchemist. He took Grim as a helper for the heavy lifting. The alchemist was also task to experiment on corpse and bodies from time to time. They had an escape plan has the alchemist was trying to make a mutagen that could be taken by others. But he was purchased before all that came to happened.

Those who exhibit special knowledge or skill useful to the laborers are treated with respect and given appropriate task. The Alchemist did his best to act as a doctor to all, amongst other "skilled, specialty" workers. My character being very strong and strong willed intervened to rescue the old man from a beating as he refused to carry out an vivisection asked. He insulted the Taskmaster and got himself a great beating (ankle broken) And that is where the relationship began. (in fact not quite as the alchemist has treated him a few times before for whip lashes.) Working with the alchemist they both came in with a plan. He would try to synthese his mutagen extracts in order for non alchemist to be able to use them in order to be stronger so that they would be able to escape one night (And so a team of specialty people was chosen to carry out the Great Escape Plan (think about the WW2 movie). On the day they were going to carry out a bunch of slaver traveling from Crsiol to Yragol stop at the Labor camp. They had suffered a bandit attack and figure they could replenish some of the lost slave / guard with what they could find. He was purchased amongst 10 others. The other were able to carry out the Great escape anyway while my character was taken to a big city and acted as a guard caravan on the way. Once more the caravan was attacked by bandits but the exhaustion was to hard and non of them prevailed and non of them surrendered. They fought to the last men bitterly non wanted to be grough back to to live again in the camp if the bandits took them back there.

As the bandits went around collecting ears for the reward they got less than expected. A body just wasn't there.

Male Elf Corsair / Slayer

Init +1; Senses Darkvision 60ft

==DEFENSE==
AC AC 4 (studded leather)
hp 8 (1d10/1d6)
Paralyze/Poison 13, Rod/Staff/Wand 14, Petrify/Polymorph 12, Breath Weapon 16, Spells 15
Armor Studded Leather (AC 7)
Defensive Abilities

==OFFENSE==
Spd 20 ft
Melee Short Sword +2 To hit +4 To damage

==STATISTICS==
Str 16 [Open: 14/ BB: 30%], Dex 17, Con 10, Int 10, Wis 10, Cha 10

THACO 20 Attacks ROF 2/1

Weapon Proficiency Short Sword [Specialization), Two Weapon Combat (no penalty), Long Bow, Dagger

Skills Proficiency Seamanship (bonus, Dex+1) , Disguise (Bonus, Cha-1) (bonus), Navigation (1, Int-2), Gem Cutting (2, Dex-2), Forgery (1, Dex-1)

LanguagesCommon, Elven

Skills Pockets 15% (-30%), Locks 45(-10%), Traps 5(-10%), Move 50% (-20%), Hide 20% (-20%), Detect 20% (-10%), Climb Walls 60% (-30%), Read -5%

Sp

Xp 225 xp

Cash 25 gp

Gear Backpack, Belt Pouch (large + small), Fishhook + fishing cane, Flint & Steel, Grappling Hook, Scroll Case, 10* Parchment, Quiver, Silk Rope 50 ft, sack (Large, 2* small), Signal Whistle, Signet Ring, Tent small, Wineskin, Winter blanket, writing ink (1 vial), Trail rations 6 days, Gem cutting tools, 2*daggers