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Arim son of Maroftoor of Wintertop
Full Character
Stat Block
--- Arim son of Maroftoor of Wintertop --- Runes: Beast Movement Water Type: Player Character Homeland: Old Tarsh Occupation: Fisher Initiate of Cult: Engizi Standard of Living: Poor Income: 60 L Ransom: 200 L Description: Arim son of Maroftoor of Wintertop is Disorderly and Adventurous. He is a Common adventurer. (He/Him) Stats: Strength: 10 (50%) Constitution: 13 (65%) Size: 12 (60%) Dexterity: 11 (55%) Intelligence: 12 (60%) Power: 8 (40%) Charisma: 13 (65%) Derived Stats: Healing Rate: 3 Magic Points: 8 Spirit Damage: 1D6 DEX Strike Rank: 3 SIZ Strike Rank: 2 Damage Bonus: 0 Hit Points: 13 Movement: Ground: 8 Passions & Reputations: Loyalty (Shaker Temple) 60% Reputation 5% Love (Family) 70% Loyalty (Clan) 60% Devotion (Engizi) 60% **Cults: Engizi - Initiate - Rune Points: 2 Elemental Runes: Darkness 20% Earth 50% Water 60% Power Runes: Beast 75% Movement 75% Condition Runes: Skills: **Agility (+0%)** Boat 80% Climb 50% Dodge 22% Drive (Chariot) 5% Jump 33% Ride (Horse) 5% Swim 55% **Communication (+5%)** Act 10% Art 10% Bargain 10% Charm 20% Dance 20% Disguise 20% Fast Talk 10% Intimidate 20% Intrigue 10% Orate 15% Sing 25% Speak (Boatspeech) 20% Speak (Tarshite) 55% Speak (Tradetalk) 15% **Knowledge (+0%)** Animal Lore 5% Battle 10% Celestial Lore 5% Cult Lore (Engizi) 15% Customs (Tarshite) 25% Elder Race Lore (Elves) 5% Evaluate 10% Farm 25% First Aid 20% Game 15% Herd 5% Homeland Lore (Local) 30% Lore (River) 30% Manage Household 10% Mineral Lore 5% Peaceful Cut 10% Plant Lore 5% Read/Write (Old Tarsh) 10% Survival 20% Treat Disease 5% Treat Poison 5% **Magic (-5%)** Prepare Corpse 5% Spirit Combat 30% Worship (Engizi) 45% **Manipulation (+0%)** Conceal 5% Craft (Arms) 10% Devise 5% Play Instrument 5% Sleight 10% **Perception (+0%)** Insight (Species) 20% Listen 25% Scan 35% Search 25% Track 5% **Stealth (+0%)** Hide 10% Move Quietly 10% **Melee (+0%)** 1H Axe 10% 1H Hammer 10% 1H Mace 15% 1H Spear 25% 2H Axe 5% 2H Hammer 5% 2H Mace 10% 2H Spear 15% Battle Axe 25% Broadsword 20% Dagger 25% Fist 25% Grapple 25% Greatsword 5% Kick 15% Kopis 10% Lance 5% Pike 15% Quarterstaff 15% Rapier 5% Shortsword 10% Whip 5% **Ranged (+0%)** Arbalest 10% Axe, Throwing 10% Composite Bow 5% Crossbows 25% Dagger, Throwing 5% Elf Bow 5% Javelin 50% Pole Lasso 5% Rock 15% Self Bow 5% Sling 15% Staff Sling 10% Throwing Dagger 10% Thrown Axe 10% **Shield (+0%)** Large Shield 35% Medium Shield 30% Small Shield 15% Spirit Magic: Heal (5pts) Rune Spells: Fireshield (2pts) Melee Attacks: Large Shield 35% 1D6 SR 8 16/16 HP 1H Short Spear 25% 1D6+1 SR 7 10/10 HP Ranged Attacks: Thrown Javelin 50% 1D10 SR 3 8/8 HP Rng 20 Hit Locations: (19-20) - Head 5/5 HP (16-18) - L Arm 4/4 HP (13-15) - R Arm 4/4 HP (12) - Chest 6/6 HP (9-11) - Abdomen 5/5 HP (5-8) - L Leg 5/5 HP (1-4) - R Leg 5/5 HP Equipment: Cultural Weapons 200m of rope or line Bobbin Small boat Jig lines or nets Hooks, baskets Gaff Salted or dried fish worth 60 L
** Arim son of Maroftoor of Wintertop ** Runes: Beast Movement Water Homeland: Old Tarsh, Occupation: Fisher, Initiate of Cult: Engizi STR: 10, CON: 13, SIZ: 12, DEX: 11, INT: 12, POW: 8, CHA: 13, Derived Stats: Magic Points: 8, Damage Bonus: 0, Hit Points: 13, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Passions: Reputation 5%, Love (Family) 70%, Loyalty (Clan) 60%, Devotion (Engizi) 60%, Loyalty (Shaker Temple) 60%, Cults: Engizi - Initiate - Rune Points: 2 Runes: Earth 50%, Water 60%, Darkness 20%, Beast 75%, Movement 75%, Skills: Boat 80%, Swim 55%, Speak (Tarshite) 55%, Javelin 50%, Climb 50%, Worship (Engizi) 45%, Large Shield 35%, Scan 35%, Jump 33%, Spirit Combat 30%, Medium Shield 30%, Homeland Lore (Local) 30%, Lore (River) 30%, Dagger 25% Spirit Magic: Heal (5pts) Rune Spells: Fireshield (2pts) Attacks: Large Shield 35% 1D6 SR 8 16/16 HP 1H Short Spear 25% 1D6+1 SR 7 10/10 HP Thrown Javelin 50% 1D10 SR 3 8/8 HP Rng 20 Hit Locations: (19-20) - Head 5/5 HP (16-18) - L Arm 4/4 HP (13-15) - R Arm 4/4 HP (12) - Chest 6/6 HP (9-11) - Abdomen 5/5 HP (5-8) - L Leg 5/5 HP (1-4) - R Leg 5/5 HP Equipment: Cultural Weapons, 200m of rope or line, Bobbin, Small boat, Jig lines or nets, Hooks, baskets, Gaff, Salted or dried fish worth 60 L,