Recently in my 4e Eberron game (I'm running a game before the Eberron book officially comes out), the group encountered two warring gangs of shifters, one gang of soarwings (werebat) and longtooth(weretiger) shifters and the other razorclaw(werewolf) and longtail(wererat) shifters. While the 4e monster manual gives two examples of shifters, I needed more, and specifically I needed ones that were more appropriate challenges for my campaign (which is still at level 1). I figured as long as I was going to go through the trouble, I'd post it all here, in case it helps someone else out.
The shifters are officially described as somewhat homegenous, each possessing various traits depending on their lycanthrope heritage, but overall they're just "shifters" as a community. This seems a bit boring, and IMO, a bit naive. Even presuming that all shifters are an amalgam of various lycanthropes, the fact that each type of shifter possesses traits specific to its most dominant lycanthrope heritage makes me think they'd naturally form into groups. Surely the werewolf descended razorclaws would compete with the longtooth shifters?
In my version of Sharn, the city of towers, a vertical city, the soarwings are the dominant faction among the shifters, utilizing their ability to sprout flaps of skin for short flights to maneuver among the various levels far easier than the other shifters. The longtooth shifters, strong, dominant predators are in control of themselves, moving through the city confident in their abilities, while the razorclaws are vicious, brutal, chaotic, reflective of their werewolf heritage. The longtails, a faction of my own creation, are sneaky, most likely to be rogues, pickpockets, etc.
The soarwing and longtooth shifters have formed an alliance in the shifter region of Sharn, calling themselves the Moon Called, their allegiance identifiable by distinctive tattoos of the twelve moons of Sharn above a stylized claw. The soarwings prowl the skies, organizing the movements of the more powerful longtooth shifters. The leader of this gang is a shifter who shows traits of both soarwing and longtooth heritage, Wingclaw. Wingclaw is most definitely an urban shifter, comfortable with the city and how it works. She's formed a loose band of shifters hoping for a bit easier life into a complicated network of soldiers keeping peace on the streets of the shifter realm of Sharn, for a price of course.
For years The Moon Called controlled the more dangerous streets, with the longtail rogues forced out for the most part and the chaotic razorclaws ganged up on individually by the more coordinated Moon Called members. In this way the Moon Called have protected shifter businesses and kept everyone in line and safe, though the Moon Called's protection fees are burdensome for some.
The longtailed, having never been content with this arrangement, as their natural capacities for stealth and thievery should have been an ideal advantage for building and controlling a large thieves guild within the shifter district in Sharn. Their numbers have grown, but despite this, they have simply lacked the strength to defy the Wingclaw led Moon Called. That was, at least, until a clever longtail by the name of Arsus formed an alliance with a shifter razorclaw brute by the name of B'moth.
Arsus has convinced B'moth that the razorclaws should rule the shifter district, with their strength and numbers. Meanwhile, Arsus has convinced the longtails that while the razorclaws can get the glory, the longtails are the vital component that makes a real thieves guild possible, the brains of the organization. Thus was The Pack born, a crude alliance with razorclaws being coordinated by their more clever but weaker cousins the longtails. Most view B'moth as the leader of The Pack, though the more perceptive realize that Arsus is the true mastermind behind the actions of the gang.
Thus far, the two gangs have been fighting a secret war, trying to avoid large conflicts which might bring in the attention of the Sharn guard, something that would be disadvantageous to both sides. The regular shifter citizens, just trying to do their day by day work, are the ones who have suffered the most. The Moon Called, previously charging protection money for them to have protection from themselves, now find themselves struggling to do the job for real, as the Pack targets shipments and couriers delivering goods and money to the shifter businesses. Some of the businesses have begun to complain, quietly at first but increasingly louder as they can't afford to be extorted by the Moon Called and robbed by the Pack. Which is exactly Arsus' plan, to get the shifter community to revolt against Wingclaw and her shifters, creating an opening for The Pack to cement its position in the shadows.
The players might encounter either group of shifters through the normal means, perhaps either group might try to rob the players or a business while the players are there. More interestingly the players could get involved with the war, affecting the stability and outcome of the shifter community.
This could be even more pertinent if one of the players in the group is a shifter, allowing them to gain fame or infamy among their community depending on how things turn out. The players might be asked to help a shopowner whose business is failing underneath the stress of the two faction's war. Perhaps the players will decide to restore the Moon Called as the dominant gang with the relative peace they provide, or maybe the players will destroy both, resulting in a power vacuum with chaos on the streets.
Average Height: 5'2" - 5'6"
Average Weight: 90-140 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Stealth, +2 Thievery
Longtail Shifting: You can use Longtail shifting as an encounter power.
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Longtail Shifting
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ShifterRacialPower
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You unleash the primal beast within and take on a more savage countenance.
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Encounter  Healing
Minor Action Personal
Special: You must be bloodied to use this power.
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Effect: Until the end of the encounter or until rendered unconscious, you can shift 1 square as a minor action and targets hit by melee attacks take ongoing 2 damage (save ends)
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Shifter, Soarwing
Average Height: 5'2" - 5'6"
Average Weight: 90-140 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Acrobatics, +2 Endurance
Soarwing Shifting: You can use Soarwing shifting as an encounter power.
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Soarwing Shifting
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ShifterRacialPower
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You unleash the primal beast within and take on a more savage countenance.
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Encounter  Healing
Minor Action Personal
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Effect: Until the start of the shifter's next turn you can fly and have blindsight 3.
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Racial Feats
Shifters have feats that can unlock their lycanthrope natures.
Soarwing Extended Flight [Soarwing Shifter]
Prerequisite: Soarwing Shifter
Benefit: Your soarwing shifting lasts until the start of your turn two rounds from now instead of ending at the start of your next turn.
Soarwing Sudden Shift [Soarwing Shifter]
Prerequisite: Soarwing Shifter
Benefit: If you haven't activated soarwing shifting and are falling, you can activate Soarwing Shifting and make a movement action as an interrupt to falling.
Longtail Plageborn [Longtail Shifter]
Prerequisite: Longtail Shifter
Benefit: You suffer no effects from nonmagical diseases. You can still spread them normally.
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Shifter Longtooth Thug
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Level 2 Minion
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Medium Natural Humanoid
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XP 31
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Initiative +1 Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 13, Reflex 11, Will 11; see Shifter Regeneration
Speed 6
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Short Sword (standard; at-will) * Weapon
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+7 vs. AC; 4 damage
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Shifter Regeneration (Reaction; encounter)
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Ignore the first melee or ranged attack to hit the Longtooth thug. Close and area attacks destroy the shifter longtooth thug like normal.
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Alignment: Any Languages: Common
Str 16 (+3) Dex 10 (0) Wis 13 (+1)
Con 10 (0) Int 10 (0) Cha 9 (-1)
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Equipment: short sword
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Shifter Longtooth Thug Tactics
These youths are numerous among the shifter communities, just learning to control their feral fury and easily recruited by the Moon Called.
These thugs tend to be overconfident, striding in towards their targets with little thought to their safety. If provoking an opportunity attack will give them an advantageous position they'll take it if their shifter regeneration hasn't been activated yet.
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Shifter MoonCaller
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Level 4 Artillery
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Medium Natural Humanoid
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XP 175
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Initiative +5 Senses Perception +11; low-light vision
HP 42; Bloodied 21
AC 16; Fortitude 15, Reflex 17, Will 18
Speed 7
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Short Sword (standard; at-will) * Weapon
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+4 vs. AC; 1d6 + 1 damage
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Moonbat Dive (standard; at-will)
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Ranged 20; +9 vs. AC; 1d10 + 4 damage A moonbat dives at the target.
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Moonbat Distraction (standard; at-will)
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Ranged 20; +9 vs Will; a flock of moonbats flock around the target granting combat advantage to all foes until the start of the mooncaller's next turn.
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Moonbat Swarm (standard; recharge 56)
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Area blast 2 within 10; +9 vs AC; 1d10 + 4 damage
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Soarwing Shifting (minor, encounter)
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Until the beginning of the soarwing mooncaller's next turn, the soarwing mooncaller can fly and has blindsight 3.
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Sudden Shifting (reaction to falling)
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If the shifter mooncaller hasn't activated soaring shifting, the shifter mooncaller can activate soarwing shifting and make a movement action.
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Alignment: Any
Skills: Nature +9, Athletics +8, Endurance +8
Str 10 (+2) Dex 17 (+5) Wis 14 (+4)
Con 12 (+3) Int 12 (+3) Cha 18 (+6)
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Equipment: leather, moonbat food, short sword
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Shifter MoonCaller Tactics
Mooncallers have practiced their soarwing ability to make supersonic screeches to learn how to communicate and control the predator moonbats which roost within the depths of Sharn and other subterranean locales. When travelling away from Sharn, the moonbats often follow them, though accidents and battle will require them to return to Sharn or other subterranean locales to restore their pets.
Mooncallers stay well away from their foes, calling their bats in from afar, and if engaged in melee will use their soarwing shifting ability to fly to a harder to reach location.
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Longtooth Catpurse
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Level 2 Skirmisher
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Medium Natural Humanoid
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XP 125
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Initiative +4 Senses Perception +4
HP 36; Bloodied 18
AC 16; Fortitude 15, Reflex 14, Will 14
Speed 6
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Piercing Slash (standard; at-will)*Weapon
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+6 vs Reflex; 1d6 + 3 damage
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Dagger (standard; at-will) *Weapon
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Ranged 5/10; +7 vs. AC; 1d4+3 damage.
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Feral Rage (standard; encounter)
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+8 vs AC; 2d6+3 damage The catpurse momentarily gives into his rage, giving a fierce bite
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Longtooth Shifting ( minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, the longtooth catpurse gains a +2 bonus to damage rolls. In addition, for as long as it is bloodied, the longtooth catpurse gains regeneration 2
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Combat Advantage
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The Longtooth Catpurse deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
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Skills: Stealth +7, Athletics+7, Thievery +7
Str 16 (+4) Dex 12 (+2) Wis 12 (+2)
Con 12 (+2) Int 10 (+1) Cha 11 (+1)
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Equipment: 4 daggers, shortsword, leather
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Shifter NightMaster Tactics
Nightmasters have mastered their abilities of shifting such that they reside in a permanently shifted form not quite shifter but not quite werebat.
Nightmasters attempt to repeatedly fly to a good vantage point where they can dive. If caught in melee, nightmasters use their scream ability to stun their foes, fly to safety, and return to repeatedly diving at their foes.
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Shifter NightMaster
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Level 6 Lurker
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Medium Natural Humanoid
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XP 250
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Initiative +10 Senses Perception +9
HP 56; Bloodied 28
AC 20; Fortitude 19, Reflex 18, Will 18
Vulnerable: Thunder 5
Speed 6, Fly 6
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Foot Spike (standard; at-will)
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+11 vs AC; 1d8 + 4 damage Can shift 2 squares before or after attacking.
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Power Dive (standard; at-will;)
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+11 vs AC; 3d8 + 4 damage Must move charge while flying to use this power.
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Nightmaster Scream (minor, usable only while bloodied; at-will; recharge 6) * thunder
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Close blast 2; +7 vs Will; 2d6 + 4 damage Hit: damage and dazed (save ends)
Miss: 1d6+4 damage
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Alignment: Any Languages: Common
Skills: Athletics +14, Nature +9
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
Con 14 (+5) Int 12 (+4) Cha 10 (+3)
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Equipment: Spikeclaw, soarwing leather
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Wingclaw Tactics
Her hair is long, dark red with even darker stripes going through it, pulled behind her back with some sort of platinum clasp. Her face is smooth and while her nose is wide and mouth slightly extended into a muzzle, like most shifters, she retains an almost feral beauty, like that of a big cat. Her fingers are long, with slight points of claws. Her muscle structure is lean and tight, well defined but not bulky. Overall, if not for the slits in the sides of her white leather outfit, you'd think she was more a member of the cat-portion of the shifter population rather than a soarwing. Her only visible weapons are a series of curved daggers placed on various easily accessible parts of her outfit.
Wingclaw likes to get in close with those she views as weak, then move back, provoking opportunity attacks to give her the opportunity to use dagger riposte.
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Wingclaw
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Level 5 Elite Skirmisher (Leader)
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Medium Natural Humanoid
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XP 400
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Initiative +7 Senses Perception +11; blindsight 2
HP 152; Bloodied 76
AC 20; Fortitude 18, Reflex 17, Will 16
Speed 6
Action Points 1
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Twin Dagger Attack (standard; at-will) * Weapon
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+11 vs AC; 2d6+4 damage (16 + 1d6 damage on a critical)
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Dagger Riposte ( free, interrupt when an enemy makes an opportunity attack against Wingclaw; at-will) * Weapon
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Wingclaw makes a twin dagger attack against the enemy.
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Crossbreed Shifting ( minor, usable only while bloodied; encounter) * Healing
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For the rest of the encounter or until rendered unconscious, Wingclaw can fly, gains a +2 bonus to damage rolls, and in addition, for as long as she is bloodied, she gains regeneration 2.
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Skirmish +1d6
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If, on her turn, Wingclaw ends her move at least 4 squares away from her starting point, she deals an extra 1d6 damage on her attacks until the start of her next turn.
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Inspire Shifter Rage (minor, encounter)
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All allied shifters within burst 5 heal 5 hit points.
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Alignment: Chaotic Languages: Common
Skills: Stealth +12, Streetwise +7, Diplomacy +7, Sense Motive +11
Str 18 (+6) Dex 16 (+5) Wis 14 (+4)
Con 12 (+3) Int 14 (+4) Cha 10 (+2)
Equipment: twin dagger +1, leather +1
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Surkhet Tactics
Having travelled from the distant continent of Sarlona, Surkhet is descended from the reclusive werehyenas. Surkhet has fallen in love with Wingclaw and has brought his considerable skills to bear for the Moon Called, though he himself has little interest in Sharn or even amassing wealth.
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Surkhet
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Elite Level 6 Brute
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Medium Natural Humanoid
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XP 500
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Initiative +6 Senses Perception +7;
HP 200; Bloodied 100
AC 20; Fortitude 18, Reflex 15, Will 17
Speed 6
Action Points 2
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magic Scimitar+1(standard; at-will) * Weapon
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+10 vs AC; 1d8+4 damage (12++1d6 +1d8 damage on a critical)
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Frenzied Bite (standard; at-will)
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Surkhet makes two scimitar attacks. If Surkhet hits a single target with both scimitar attacks, Surkhet's jaws momentarily lengthen allowing a crushing bite attack against the same target even if not bloodied.
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Ironjaw Shifting (minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, Surkhet gains +2 to AC and can make Crushing Bite as a standard action.
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Crushing Bite (standard; only while shifting)
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+10 vs AC; 1d10+4 damage. Target is weakened (save ends)
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Alignment: Chaotic Languages: Common
Skills: Stealth +12, Streetwise +7, Diplomacy +7, Sense Motive +11
Str 18 (+6) Dex 16 (+5) Wis 14 (+4)
Con 12 (+3) Int 14 (+4) Cha 10 (+2)
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Equipment: twin magic scimitar +1, magic leather +1
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Shifter Pack Pickpocket Tactics
Longtail shifters aren't accepted by most of the shifter community at large, longtails prefer urban environments as opposed to the wilderness, longtails would prefer to live off of others as opposed to being self sufficient, and in general longtails simply have a different mentality than the rest. Pack Pickpockets exemplify all of the traits other shifters despise. Clever, but cowardly, Pack Pickpockets will flee without strong leadership pushing them on.
Pack Pickpockets like to flank for combat advantage, trusting on their longtail escape to avoid the consequences of such an attack.
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Shifter Pack Pickpocket
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Level 2 Minion
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Medium Natural Humanoid
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XP 31
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Initiative +4 Senses Perception +6; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 12, Reflex 15, Will 11
Speed 6, climb 3
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Dagger (standard; at-will) * Weapon
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+6 vs AC; 4 damage
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Thrown Dagger (standard; at-will) *Weapon
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Ranged (5/10); +5 vs. AC; 4 damage
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Longtail Escape (Interrupt, when attacked by a melee attack; at-will)
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The Pack Pickpocket shifts 1 square.
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Combat Advantage
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The pickpocket gains +2 damage whenever the pickpocket has combat advantage.
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Alignment: Any Languages: Common
Skills Stealth +5, Thievery +5
Str 12 (+1) Dex 16 (+3) Wis 13 (+1)
Con 10 (0) Int 10 (0) Cha 9 (-1)
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Equipment: 2 daggers, leather armor,
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Shifter Pack Enforcer
The average shifter razorclaw has no interest in organized crimes, but what these Pack Enforcers do have an interest in is brutalizing anyone who gets in the Pack's way.
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Shifter Pack Enforcer
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Level 2 Brute
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Medium Natural Humanoid
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XP 125
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Initiative +4 Senses Perception +2; lowlight
HP 36; Bloodied 18
AC 19; Fortitude 14, Reflex 13, Will 13
Speed 5
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Greatsword (standard; at-will)
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+7 vs AC; 1d10 + 3 damage.
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Cleave (standard; encounter)
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+7 vs AC; 1d10+3 damage and an adjacent foe takes 4 damage
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Razorclaw Shifting ( minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, the Pack Enforcer gains a +2 speed and a +1 bonus to AC and Reflex defense.
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Frenzied Flurry (standard; recharge 6)
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The Pack Enforcer makes 2 greatsword attacks against two different targets.
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Skills: Endurance +7, Athletics+7, Stealth +7
Str 17 (+4) Dex 13 (+3) Wis 14 (+3)
Con 12 (+3) Int 10 (+1) Cha 11 (+1)
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Equipment: chainmail armor, greatsword
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Shifter Pack Protector
Shifter Pack Protectors are assigned to guard sensitive operations. More aware of pack tactics than your typical razorclaw, Pack Protectors understand that its vital to protect the Pack and are trained in keeping their longtail cousins safe.
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Shifter Pack Protector
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Level 4 Soldier
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Medium Natural Humanoid
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XP 175
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Initiative +6 Senses Perception +3
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 16, Will 15
Speed 5
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longsword (standard; at-will)
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+9 vs AC; 1d8 + 5 damage (1d8+7 two-handed) and the target is marked until the Pack Protector's next turn.
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Sudden Celerity (sudden interrupt, usable when a marked target attacks someone other than the Pack Protector ;at-will)
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+9 vs AC; 1d8 + 5 damage
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Razorclaw Shifting ( minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, the Pack Protector gains a +2 speed and a +1 bonus to AC and Reflex defense.
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Alignment: Any Languages: Common
Skills: Athletics +14, Nature +9
Str 19 (+6) Dex 14 (+4) Wis 15 (+4)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
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Equipment: scale armor, longsword
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Shifter Pale Blade
While most longtails hate combat, in their soul's, they are still shifters, capable of great feats of rage and possessing a natural aptitude for combat. Pale Blades revel in their role of hunters, they've just chosen a more urban landscape rather than the wilderness one most shifters prefer.
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Shifter Pale Blade
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Level 6 Lurker
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Medium Natural Humanoid
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XP 250
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Initiative +12 Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 18; Fortitude 17, Reflex 18, Will 15
Speed 6
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Twin Blade Attack (standard; at-will)
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+11 vs AC; 2d4 + 4 damage
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Distracting Attack (standard; at-will;)
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+11 vs Will; 1d4 + 4 damage and the target gives combat advantage to the Pale Blade until the end of the Pale Blade's next turn.
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Combat Advantage
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The Pale Blade deals an additional 1d8 damage whenever the Pale Blade has combat advantage.
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Longtail Shifting (minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, The Pale Blade can shift 1 square as a minor action and targets hit by melee attacks take ongoing 2 damage (save ends)
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Alignment: Any Languages: Common
Skills: Acrobatics +9, Stealth +9, Thievery +9
Str 14 (+5) Dex 19 (+7) Wis 16 (+6)
Con 15 (+5) Int 12 (+4) Cha 10 (+3)
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Equipment: leather, 2 daggers
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ArsusTactics
Arsus is even more clever than most longtails. Arsus is well dressed, but wears a tattered cloak he uses to allow him to slip away whenever needed and meld with the poor of Sharn. Arsus is the real brains behind the Pack, but doesn't mind letting B'moth pretend to call the shots.
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Arsus
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Elite Level 5 Controller (Leader)
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Medium Natural Humanoid
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XP 400
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Initiative +8 Senses Perception +7; low-light vision
HP 128; Bloodied 64
AC 19; Fortitude 14, Reflex 19, Will 1%
Speed 6
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Shortsword (standard; at-will)
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+11 vs AC; 1d4 + 5 damage
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Focused Attack (standard; at-will;)
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Target ally adjacent to enemy can make a basic attack with a +2 to attack.
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Call the Beast (standard; at-will;)
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Target shifter within burst 5 shifts(even if not bloodied) and/or regains 5 hit points.
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Longtail Shifting (minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, The Pale Blade can shift 1 square as a minor action and targets hit by melee attacks take ongoing 2 damage (save ends)
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Willard's Song (standard; recharge 56)
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Rats swarm targets in a 2 blast within 10, +6 vs Reflex or take 1d4+2 damage and grant combat advantage to all foes until the start of Arsus' next turn.
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Alignment: Any Languages: Common
Skills: Bluff +9, Stealth +11, Thievery +11
Str 11 (+2) Dex 20 (+7) Wis 14 (+4)
Con 16 (+5) Int 14 (+4) Cha 15 (+4)
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Equipment: magic leather+1, short sword
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B'moth Tactics
B'moth is a big, strong razorclaw tougher than even most longtooth shifters, tough enough to show the other razorclaws they stood a chance. B'moth has simple cares, battle, drink, women, and more battle. Arsus has given him all of this and more, something that makes B'moth want to take care of his clever little "second".
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B'moth
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Level 6 Elite Brute
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Medium Natural Humanoid
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XP 500
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Initiative +6 Senses Perception +7; low-light vision
HP 170; Bloodied 85
AC 20; Fortitude 20, Reflex 18, Will 18
Speed 6
Action Points 1
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Claw(standard; at-will) * Weapon
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+10 vs AC; 1d6+5 damage
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Frenzied Burst (standard;recharge 456)
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Close burst 1; targets enemies; +10 vs AC 1d6+5 damage
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Razorclaw Shifting (minor, usable only while bloodied; encounter)
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For the rest of the encounter or until rendered unconscious, the B'moth gains a +2 speed, and a +1 bonus to AC and Reflex defense.
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Blood Frenzy
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+5 damage vs bloodied targets
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Alignment: Chaotic Languages: Common
Skills: Athletics +10; Endurance +10
Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
Con 12 (+4) Int 14 (+5) Cha 10 (+3)
Equipment: leather armor
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