| Full Name |
Mull Chorrick |
| Race |
Dwarf |
| Classes/Levels |
Cleric (favored class) 1 |
| Gender |
Male |
| Size |
M (4'1") |
| Age |
68 |
| Special Abilities |
Channel Energy (positive), Orisons, Domain Powers (see column below) |
| Alignment |
Chaotic Neutral |
| Languages |
Common, Dwarven, Giant, Elemental |
| Occupation |
Vagabond Scholar |
| Strength |
11 |
| Dexterity |
10 |
| Constitution |
14 |
| Intelligence |
12 |
| Wisdom |
16 |
| Charisma |
14 |
About Mull Chorrick
Mull is from a perpetually icy mountain range which thaws only briefly during the height of summer. His clan, a small contingent of sullen and orderly dwarves, spend their days hewing rocks and minerals in their cavernous complex, which they call "Den Frozen Quarry Home," although in the local dwarven dialect it works out to something much more exotic sounding. Like most of his kin, Mull was raised underground and did not venture to the surface until his early thirties. The standard ritual is for the coming-of-age dwarves to be escorted out of Huldreneffullhoem (the native word for "Den Frozen Quarry Home" alluded to above) during the most brutal part of winter. This probably has something to do with keeping rebellious youth from being tempted to leave the Den and wander among the dangers of the greater world. It would have worked with Mull, if it weren't for the fact that he was so fascinated by ice and snow that he would sneak off every chance he could get and find his way to the surface. Eventually, one day in his mid-thirties, he ditched the annual Ritual of Beard Washing and Trimming, and made his way outside. To his astonishment, the snow was much diminished, the mountainsides were dripping water, the sky was nearly clear, and a great searing bright ball of light was visible in the sky above. Completely astounded and half-blind from the glare, he retreated back inside only to ponder these amazing phenomena and gather some essential gear. While his brothers and father and all the other dwarven men were boasting about their newly knotted beards to the clan women, Mull darted out of the complex, never to return.
It was soon after this that his strange powers began to manifest. At first he thought his ability to confuse and frighten others with a mere touch and mental suggestion was a curse visited upon him by some ancestral power for his abandonment of his home and people, but after some time he grew to enjoy his abilities and viewed them in a more positive light. He remembered the priests of his own land, and observed priests of other faiths in his travels. Slow years went by and he decided that he might be able to bring in a meager income by mimicking the rites of many of the priests he observed, or something to a similar effect. He acquired some official-looking robes in a fashion that suited him, and began wandering the countryside, losing himself at times in odd devotions to strange elemental powers, and offering his blessings and curses for a small fee.
Over the years, Mull has grown more and more erratic. Whether this is due to his vagabond lifestyle; guilt over leaving his clan; his courtship and channeling of divine powers that he does not quite understand, but feels an affinity for; or whether it is some kind of innate madness, none can say. Mostly Mull passes through towns, arousing curiosity, skepticism, suspicion, some fear and trepidation, and at times outright hostility (usually from the established clergies), and then moves along.
Of late he has fallen in with a small group of wanderers who have been caught up in some sort of aristocratic fiasco of murders and monsters. He is enjoying himself greatly, having conned a private room, and finding himself extremely well-fed.
XP: 350
Priest Domains:
Domain Powers:
Touch of Chaos,
Vision of Madness
Spells per Day: 0:3; 1:2
Spells Memorized:
Combat Stats
AC: 15 (3 armor + 2 shield)
HP: 10 (d8 + 2 CON)
Initiative: 0
Saving Throws
Fortitude: 4
Reflex: 0
Will: 5
Conditional Modifiers:
Racial: +2 vs. poison/spell
CMB: 0
Conditional Modifiers:
Racial: +1 vs. orc and goblin, +4 when standing ground to receive charge
Character Development
Trained Skills:
4 skill ranks = 2 starting cleric + 1 INT + 1 favored class bonus
Feats
Gear Total Weight=107 lbs.
Item Name (weight)
Bedroll (5)
4 Belt Pouches (2)
20 Days' Trail Rations (20)
50' Silk Rope (5)
Grappling Hook (4)
Tent (20)
Waterskin (4)
Wooden Holy Symbol: Chaotic Wheel (-)
Hide Armor (25)
Heavy Wooden Shield (10)
Warhammer (5)
Backpack (2)
Backpack Contents:
- Cleric's Vestments: Colors of Chaos (6)
- Cold Winter Outfit (7)
- Winter Blanket (3)
- Miner's Pick (10)
- 10 Pitons (5)
- 10 Tindertwigs (-)
- 3 Flasks of Acid (3)
Coinage
31 gp, 4 sp