Post on 30-Mar-2020
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.
lurGlekk (lurk)arCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.
lurGlekk (lurk)arCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
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___
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Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
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s fo
r per
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Na
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Lurg
lekk
(“L
urk”
) M
ale
210
lbs.
Gifte
d
Bog
Tro
g
Bone
Grin
der/
Mist
Spe
aker
Ash
iga
6‘
2“
Her
o
4
3
68
-1
10
4366 5 4 2 44
BoG
TR
oG
aR
Mo
R
26
-16
12
612 14 4
Gut
ting
Knife
41
5
31
4
41
5
41
*
1
41
5
41
5
fAR
RO
W
MO
LGU
R-T
RU
L
QU
OR
-OG
2
10
– 10
N
Y
aR
Ca
Ne
BoN
D
A c
hara
cter
dam
aged
by
Arc
ane
Bond
can
not
run,
cha
rge,
or
be
pla
ced
for
one
roun
d.
2
SELf
–
– Y
NC
Loa
K o
F Fe
aR
The
spel
lcas
ter
gai
ns T
erro
r [W
illp
ower
+2]
.
2
8 –
– Y
YM
aR
KeD
Fo
R D
eaTh
Targ
et s
uffe
rs –
2 D
Ef a
nd lo
ses
Inco
rpor
eal a
nd S
teal
th a
nd c
anno
t gai
n th
em w
hile
affe
cted
by
Mar
ked
for
Dea
th. f
riend
ly c
hara
cter
s ca
n ta
rget
an
affe
cted
cha
ract
er r
egar
dles
s of
LO
S.
2
6 –
– Y
NPh
aN
TaSM
Whe
n fr
iend
ly t
arg
et c
hara
cter
is t
arg
eted
by
a ra
nged
att
ack,
th
e ef
fect
ive
rang
e of
the
att
ack
is r
educ
ed b
y 30
fee
t (5
˝).
ASH
IGA
20 G
C
45
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
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MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
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T
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N K
ING
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MS
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TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
IoN
aL
Wea
PoN
Na
Me
No
TeS
SKIL
LS
Ha
nd
Wea
pon
(pR
W)
det
ecti
on
(pR
W)
Snea
K (a
GL)
aLc
HeM
Y (i
nt)
dec
epti
on
(So
c)
LoR
e: e
X. Zo
oLo
GY
(in
t)
Med
icin
e (in
t)
SUR
ViV
aL
(peR
)
PaR
eNT
SeT
Va
LUe
SKIL
L Le
VeL
ToTa
L
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
Da
Ma
Ge
Ca
PaCIT
Y
DeF SP
D
STa
Ta
GL
STa
TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M PhY
ST
aT
++
=o
TheR
M
oD
IFIe
RSSh
IeLD
M
oD
IFIe
R+
aRM
oR
Mo
DIF
IeRS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: G
ifte
d
This
char
acte
r ca
n w
ork
mag
ic
co
mbA
t cA
ster
Roll
an a
ddit
ional
die
and d
rop
the
low
ro
ll on m
agic
att
ack
rolls
Am
phib
iou
s Tr
eat
all w
ater
as
op
en t
erra
in a
nd g
ain
conce
alm
ent
while
wit
hin
dee
p w
ater
blen
din
G
Gai
n b
oost
ed s
nea
k ro
lls w
hile
un
arm
ore
d
bon
e G
rin
der
C
an c
reat
e an
d u
se b
one
gri
nder
fe
tish
es
co
nn
iver
Rer
oll
faile
d B
riber
y an
d D
ecep
tion s
kill
rolls
dis
eAse
res
istA
nce
Boost
ed P
HY r
olls
to r
esis
t dis
ease
s
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LSa
RCa
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Apo
thec
Ar
y K
it
A c
har
acte
r re
qui
res
an
apoth
ecar
y ki
t to
cre
ate
alch
emic
al s
olu
tions
Bog
tr
og
Ar
mo
r
Does
not
inte
rfer
e w
ith a
bog
tr
og
’s a
bili
ty t
o u
se B
lendin
g
Bone
gri
nder
Fet
ish
(Arc
Ane
reli
c)
Wit
h a
n a
rcan
e re
lic in
one
han
d,
the
spel
lcas
ter’
s sp
ells
gai
n
+2
RN
G. Sp
ells
wit
h a
RN
G o
f SE
LF, SP
, or
CTR
L ar
e not
affe
cted
.
Alc
hem
icA
l w
Ast
e c
ry
stA
l (5
)
min
erA
l A
cid
(5)
®
®
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
• R
emov
e a
con
tin
uous
eff
ect
• R
ero
ll a
faile
d r
oll
• Pe
rfo
rm a
rel
entl
ess
char
ge
• Pe
rfo
rm a
Run
& G
un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
™
™
Lurg
lekk
(“L
urk”
) M
ale
210
lbs.
Gifte
d
Bog
Tro
g
Bone
Grin
der/
Mist
Spe
aker
Ash
iga
6‘
2“
Her
o
4
3
68
-1
10
4366 5 4 2 44
BoG
TR
oG
aR
Mo
R
26
-16
12
612 14 4
Gut
ting
Knife
41
5
31
4
41
5
41
*
1
41
5
41
5
fAR
RO
W
MO
LGU
R-T
RU
L
QU
OR
-OG
2
10
– 10
N
Y
aR
Ca
Ne
BoN
D
A c
hara
cter
dam
aged
by
Arc
ane
Bond
can
not
run,
cha
rge,
or
be
pla
ced
for
one
roun
d.
2
SELf
–
– Y
NC
Loa
K o
F Fe
aR
The
spel
lcas
ter
gai
ns T
erro
r [W
illp
ower
+2]
.
2
8 –
– Y
YM
aR
KeD
Fo
R D
eaTh
Targ
et s
uffe
rs –
2 D
Ef a
nd lo
ses
Inco
rpor
eal a
nd S
teal
th a
nd c
anno
t gai
n th
em w
hile
affe
cted
by
Mar
ked
for
Dea
th. f
riend
ly c
hara
cter
s ca
n ta
rget
an
affe
cted
cha
ract
er r
egar
dles
s of
LO
S.
2
6 –
– Y
NPh
aN
TaSM
Whe
n fr
iend
ly t
arg
et c
hara
cter
is t
arg
eted
by
a ra
nged
att
ack,
th
e ef
fect
ive
rang
e of
the
att
ack
is r
educ
ed b
y 30
fee
t (5
˝).
ASH
IGA
20 G
C
45
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