Hammond  

Details
Class: Race: Alignment: Deity:
Ranger Human CG Ehlonna
Level: Size: Age: Gender:
1 M 18 Male
Height: Weight: Eyes: Hair:
6'2" 230 Hazel Black

Abilities
STR 14 +2
DEX 14 +2
CON 14 +2
INT 10 0
WSD 14 +2
CHA 9 -1
 
Hit Points
TOTAL wounds subdual
6 0 0
Initiative
TOTAL dex other SPEED
14 +2 0 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
10 10 0 0 0 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
0 0 +2 0 0
RANGED = base + dex + magic + other
0 0 0 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +2 0 +2 0 0
REFL +2 0 +2 0 0
WILL +1 0 +1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Battleaxe 1d8 x3 6lb M S
Short bow 1d6 x3 60 ft 2lb M P
Handaxe 1d6 x3 3lb M S
Dagger 1d4 19-20/x2 10 ft 1lb M P/S
Sling 1d4 x2 50 ft 0 lb M B

Armor
No Armor Assigned

Feats & Special Abilities
Feat / Ability Description/Notes
Stealthy +2 bonus on Hide and Move Silently checks

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Heal Wis +5 +2 3
Climb Str +6 +2 4
Hide Dex +6 +2 4
Move silently Dex +6 +2 4
Survival Wis +6 +2 4
Spot Wis +4 +2 2
Listen Wis +5 +2 3
Profession (wilderness guide) Wis +4 +2 2

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Mirrow, small steel Belt pouch 1/2 lb
Pouch, Belt Belt 1/2 lb
Sack Left shoulder 1/2 lb
Candle Belt pouch 0 5 candles
Hammer Sack 2 lb
Waterskin Belt 4 lb 3 skins
Bedroll Attached to sack 5 lb
Whetstone Sack 1 lb
Flint & Steel Belt pouch 0
City clothes Sack 5 lb Hooded cloak, woolen kilt, sandals, belt
Regular clothes Body 2 lb Loincloth, kilt, belt, sandals
Pitons Belt Pouch 1/2 lb 6 pitons

Treasure/Money
No Treasure Assigned.

Experience
No Experience Assigned.

Description
At first glance, Hammond appears to be nothing more than a barbarian tribesman: tall and rugged, with rough skin and sinewy muscles that appear to be chiseled from rock. He never wears a shirt in the wild, and only resorts to draping a large shawl or cloak over his shoulders while visiting civilized lands. His thickly callused feet are constantly shod with a pair of thin, leather or bark sandals that are laced up his large calves. A simple loincloth covers his groin, occasionally coupled with a thick kilt. Hammond's skin is the color of oak, and emanates with its strength. His lips are thick, his cheeks covered by a day-old facial growth, and his jaw strong. His barrel-chest and muscled back are covered with dozens of lacerations left by whips and scourges.

Personality
Hammond is largely a predatory beast at heart. He is silent, solitary, and aware. He doesn't speak much, not even to give his own name. This is partially out of distrust towards strangers and partially because he was raised to let his actions speak for themselves. He is dedicated to whatever cause he sets his mind to, but only until the costs outweigh the benefits. Despite his muscular stature and vicious demeanor, Hammond would usually prefer to avoid violence whenever possible, believing that killing should only be used as a last resort. He makes only one exception: Baron Aatiq.

Background
Hammond was raised in the middle of the woods by a father whose profession as a lumberjack provided for his small family. The nearest town, two days' walk, was Hammond's father's primary market, which left Hammond to be the eldest male in the household for most days of the year. As such, Hammond learned from a very young age how to live off the land and to provide for himself, his mother, and two younger sisters. Growing up to be a robust young man, Hammond increasingly went with his father to town to sell his products and learn the social aspects of the family trade. Nearly two decades in near isolation made it so that Hammond never picked up the niceties of social interaction or dress, and always felt uncomfortable in talking to city dwellers. One day, while packing up to go home after a long week of selling lumber, he and his father ran into one of Baron Aatiq's infamous press gangs. The half a dozen soldiers quickly pushed Hammond's aging father aside and overwhelmed the young man, whisking him away. The last Hammond saw of his father was the old man being beaten to the ground by two of the Baron's sergeants.

The next year of Hammond's life was spent at a labor camp and training facility operated by the Baron. Exhausting work in the woods and mines quickly weeded out the weak and infirm, while rigorous weapons drills eliminated the unskilled. The guards were needlessly cruel and violent. Though they never actually killed anyone, there were stories of their torture methods that made Hammond's blood freeze. Becoming increasingly filled with hatred towards the Baron and his minions, Hammond decided to escape the facility. One night, he carefully slid out of his barracks and used his skills in stalking animals to quietly slip between patrols. Reaching the outer line, he snapped a guard's neck and stole his weapons, going into a silent rampage and killing nearly 10 guards before he decided to make a break for it. Stopping to patch up his wounds in the forest, Hammond immediately drove through the woods, running from the soldiers that would undoubtedly be sent to kill him. Hammond continued through the woods and entered numerous small towns, always trying to stay one step ahead of the Baron's troops. Having very little by means of sellable skills, Hammond would usually sell his services as a forest guide, using his innate direction sense and affinity with the woods to help people pass through the woods. He continued to move from place to place until entering the unfamiliar city of Kaz-Hisshi. Recognizing this as the Baron's base of operations, Hammond resolved to himself to stay here until he could find a way to give back to the Baron what the evil man had taken from him.