CHARACTER: Name: Taro Age: 19 (22) Race: Wemic Height: 6'6" Class: 9th level fighter Weight: 650 lbs. AL: Neutral Good Hair: Head and mane: black Body: golden, underbelly white Eyes: golden, slit pupils Birthdate: Mystus 8th (5/8/19) STR: 18/68 hp: 79 (88) INT: 13 AC: -1 (bracers AC2, dex) WIS: 14 DEX: 17 CON: 15 (16) CHA: 11 (13/12/10) CMS: 14 Weapons: ATT: THAC0: Damage: Speed: Short sword +2, quickness (right) 2 4 1-6/1-8 (+7) -3 Rod of Flailing +3 (left) 2 (x2) 3 2-7/2-8 (+8) +2 Flail +3 2 3 2-7/2-8 (+8) +2 Front claws 1 each 10 1-4/1-4 (+3) +3 Composite Longbow 24 silver arrows 2 10 1-8/1-8 (+3) +3 9 Sheaf Arrows +2 2 8 1-8/1-8 (+5) +1 Possessions: modified large saddlebags, 2 large sacks, large and small belt pouches, flint and steel, 10 fishhooks and line, iron pot, 50' hemp rope, 6 sewing needles, soap, whetstone, 3 wine/water skins, winter blanket, camp hatchet/axe, baldric girdle, 2 short swords w/sheaths, skinning/utility knife w/ sheath, 22 gp, 12 sp, 12 cp, 2 wooden sparring swords, short sword +3, Whetstone, 20 bottles of spices, 10 bottles of weapons black, a healers bag, 3 candles, 3 pieces of chalk, flint and steel, a small metal mirror, signal whistle, 4 bottles of oil, 2 wine skins, 5 sewing needles, shortsword +1, composite longbow, 24 silver arrows, blessed dwarven silver shortsword Magic Items: Bracers of Defence AC2 Shortsword of Quickness +2 Rod of Flailing (35 charges) Flail +3 (9) Sheaf Arrows +2 1 Arrow of Darkness Ring of Spell Turning Pale Lavender Spindle Ioun Stone (sustain without food and water) Oil of Reversibility Elixir of Sanity Potion of Healing Girdle of Dwarvenkind (+2 CHA to dwarves, +1 CHA to gnomes/halfings, -1 CHA to all others, read/write/speak Dwarvish, +1 CON, +4 saves vs. magic and poison, 60-foot infravision, Detect grade or slope in passage 5 in 6, Detect new tunnel/passage construction 5 in 6, Detect sliding/shifting walls or rooms 4 in 6, Detect stonework traps, pits, and deadfalls 3 in 6, Determine approximate depth underground 3 in 6) Party Items Carried: Alchemy Jug Proficiencies (Weapon and Non-weapon): ambidexterity, two-weapon style, short sword (spec), composite longbow, Footman's Flail (spec), Speak Wemic, Speak Common (Kolami-Parji), survival (jungle), hunting, tracking, firebuilding, bowyer/fletcher, Animal Lore, Leap 30' forward, 10' upward Appearance: A human/lion centaur, stands 6'6" and weighs about 650 lbs. Bronze skin on his torso and face frames golden eyes and is backed by his black mane. The golden fur of his body blends to the white underfur of his lion body ending in a black tuft of a tail tip. Personality: Honor, duty, loyalty. Were he born of another race he would probably become a legendary paladin or cavalier. Loyal unto death he gives his word grudgingly, keeps it forever. If it weren't for his sense of humor and fierce love of life he would be a perfect jerk, as it is he's your best and probably strangest friend. Background: Taro hails from the far eastern land called Tokiwa-Dai by those that live there, which in the ancient language of the east means "Forever Strong". The land is divided into three distinct and separate parts by geography and politics. The easternmost section is ruled by the Tenno, or emperor. Under his iron fist, five of the nine noble clans are banded into a government, with resistance from the other four clans. The westernmost part of Tokiwa-Dai is one of the most dense jungles in the world, surrounded to the north and south by mountains and the east by swamps. The clans that inhabit the jungle areas are called the mutant races by the humanoids of the east. They are half-man/half-beast races created by long dead wizards. Even the powerful Tenno leaves the ferocious mutant races be, to some extent. Finally, stuck in the middle of these two lands are the Cities on the Lake. These four cities fall under neither the powers of the Tenno or the mutant races, but face the wrath of both. Mainly fishing towns, the cities have small militias and barely withstand the forces that wish to control them, only able to stay sovereign by playing both sides against each other. The mutant races each have a name for themselves, which roughly translated means "the people" or "the chosen ones". Taro hails from the powerful Seroyn clan of the wemics, one of the noble clans in the hierarchy of the tribes. When Taro was a cub, he was captured by a group of evil humans and taken back to the land of the Tenno where he was sold as a slave, the fate of many mutant-kind. He was treated cruelly as he grew, forced to perform humiliating and deadly tasks to amuse the rich nobles. Only once did he attempt to escape. He was caught and flogged to near death, taking it like an adult, barely breaking a whimper. After the flogging he was to be executed. He was rescued by a small band of freedom fighters that opposed the slavery of the mutant races. Led by a noble holy warrior named and a ranger, the rescuers saw the young wemic through his entire journey home. Taro pledged an oath to uphold the good he saw presented by the freedom fighters, and to help those less able to free their oppressors when he had trained and become a warrior. The exciting nature of the adventurers also peaked his curiosity for this profession. Taro's father allowed him to train with another sensei, a war-scarred wemic who was brought up in the slave pit, and blended that fighting style with eastern philosophy. The young apprentice was quite adept at the martial styles of his master. At his coming of age, the honor bound Taro sought adventure and knowledge and most importantly, to make a difference. Taro headed south, discovering the dense jungles and everything they held. He avoided going further east than the lake for fear of recapture by the slave holding humans. he decided to travel further south. After several months on his own, nearly escaping several dangers much too powerful for him, Taro was beginning to think wandering about randomly to try and find those in need may not be the best method. He heard of a mountain village and headed back north to see whom he could find. As he entered town he ran across a girl, barely 18, being assaulted by four men. Although able to take care of herself, she was outnumbered and overpowered. Taro stepped in and scared the men away. The girl stared at him with an intense look, then ran away, somewhat angered, somewhat relieved. After a brief visit (not feeling welcome after the men came back with friends to run him out of town), Taro left once again, thinking to discover more country to the southwest, and maybe find another village. Barely a day later, he was captured by the large group of me, hunting him like wild game, trapping him in a net. Taro's memories were quickly brought back to his days as a cub in the capture of his slave masters. Furiously he tried to escape, but to no avail. That night, as the men got drunk and slept, a think, dark figure crept up to him and freed him. It was the same girl from the town returning the favor, smiling a shy, yet knowing grin and running off into the night with the wemic. Her name was Myriam Walker, a seasoned traveler and jack-of-all-trades. The two decided that, at least for the time being, it was advantageous to travel together, at least until they were far from the men of that village. Several days later, as the two traveled southwest, they came across a large group of people, some humans and elves, a dwarf, a gnome and a minotaur, among others. One man seemed to be performing a spell on the body of a fallen comrade. The morning was rainy and the group didn't seem to notice the two as yet.