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Male Human Sorcerer 4 CR 4 Medium Humanoid
Hit Dice: 4d4(Sorcerer); hp 14
Initiative: +1
Speed: 30ft.
Armor Class:15 (Flatfooted:14 Touch:12)
Base Attack: +5 melee, +4 ranged
Attack: +6 (2d6+3, Greatsword, Masterwork); +5 (1d4+2, Silver Dagger, Masterwork); +4 (1d10, Crossbow, heavy)
Alignment: Chaotic Good
Saves: Fort +1, Ref +4, Will +4
Abilities: STR 15, DEX 13, CON 10, INT 13, WIS 11, CHA 16
Skills: Bluff +7, Concentration +7, Craft (Sculpture) +6, Listen +2, Profession (Cook) +5, Spellcraft +8, Spot +2.
Feats: Alertness, Armor Proficiency: light, Martial Weapon Proficiency: (Greatsword), Simple Weapon Proficiency.
Spells Known (Sor 6/7/4): 0 -- Detect Magic, Detect Poison, Flare, Light, Mending, Read Magic; 1st -- Hold Portal, Identify, True Strike; 2nd -- Blindness/Deafness.  (Italicized spells are not affected by Arcane Spell Failure)

Weapons: Greatsword, Masterwork (350 gp); Crossbow, heavy (50 gp); Dagger (2 gp); Silver Dagger, Masterwork (322 gp).
Armor: Leather (10 gp).
Goods: Coin: (121 gp); (9 sp); (3 cp); Sculptor`s tools (5 gp); Spell component pouch (5 gp); Backpack (2 gp); Bedroll (1 sp); Mess Kit (6 sp); Pouch, belt (1 gp); Whetstone (2 cp); Waterskin (full) (1 gp); Antitoxin (vial) (50 gp); Everburning Torch (2) (220 gp); Tindertwig (10) (10 gp); Sunrod (2) (4 gp).
Magic: Wondrous: Amulet of Natural Armor +1 (2,000 gp); Ring: Protection +1 (2,000 gp).

Mounts and Animals
Varsen: Warhorse, light (150 gp); Saddle, military (20 gp); Saddlebags (4 gp); Bit and bridle (4 gp)
Dumas: Mule (8 gp); Feed (per day) (7) (35 cp); Bit and bridle (2) (4 gp); Saddle, pack (5 gp); Saddlebags (4 gp); Cage, Small (25 gp).
Angst: Dog, guard (25 gp)

Measly: Weasel, Male Animal: CR 1/4; Tiny Animal ; HD 4d8 ( Animal) ; hp 7; Init + 2; Spd 20, Climb 20; AC 16; Atk + 0 base melee, + 6 base ranged; +6 ( 1d3-4, Bite ); SA: Attach (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex), ; AL N; SV Fort + 2, Ref + 4, Will + 5; STR 3, DEX 15, CON 10, INT 7, WIS 12, CHA 10.
Skills: Balance +10, Bluff +7, Climb +10, Concentration +7, Hide +11, Listen +2, Move Silently +8, Spot +3.
Feats: Weapon Finesse.

Brought up in a military camp, Sangel's father pushed him to be a great warrior.  Being unusually strong, Sangel learned to wield a Greatsword in combat instead of the lighter, more agile blades preferred by those who could wield a shield swiftly.  Somewhere in his youth, Sangel took a vicious cut to the ribs and has never fully regained his health, always favoring his side in long battles and complaining of a lingering weakness.  Soon after hitting puberty however, Sangel discovered that through his veins coursed the blood of the sorcerer.  Living in a land that hates arcane mages, Sangel took to the road and became a traveling mercenary.

Sangel often acted as a guard for merchant caravans or made a modest living carving sculptures in larger cities.  He is a very likable travel companion.  A very good cook, others often seek to befriend him during travels in hopes of receiving choice bits from his fire.  He wears leather armor as a light protection, claiming anything heavier burdens him down too much do to his lingering weakness.  While sitting guard duty or riding his horse, he prefers to leave the armor stowed on his pack mule. 

So far, Sangel has been forced to show very few his arcane nature, instead falling back on the training his father insisted upon with the Greatsword and crossbow.  Traveling companions (and would be thieves) are dissuaded from taking a look through his possessions by the diligent actions of his Guard Dog and "pet" Weasel.  Sangel has adapted to his alter ego as a traveling sword for hire, always making sure he takes jobs that allow him to take his "pets" along and seldom working for the same employer twice.

Open Gaming Lisence


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