Portrait by L. Agard |
Many consider Andhol a permanent fixture down in the Wharf District. He lived on ships for many years before his bad leg made him less and less a candidate to sign on to a ship. Finally he took up residence in a flop house near the wharf and spends his day here doing what he can to make ends meet. He is easily recognized by those who know him.
Andhol has black hair streaked with a lot of gray that he keeps pulled back in a ponytail. His hair hangs down about halfway down his back. He keeps his beard trimmed and always has clean clothes. He walks with a limp because of a stiff leg, so he uses a walking stick that is also considered a way of recognizing him.
Andhol has been living in port because his left leg was damaged during a sea battle and it doesn't bend at the knee anymore. He walks with a bone walking stick that is covered in scrimshaw. It is the only item of any value that he keeps, and he keeps it with him.
Even though he lives in port, Andhol true home is the sea. He has spent more on the water than on the shore. During those earlier years he usually worked as the ship's striker. On occasion he still gets the opportunity to go on short voyages with some of the captains who know him. During his younger days his travels took him many places. Along with the ports of other kingdoms, city, and towns he has visited islands and secreted bays where a ship could make anchorage. His knowledge of the areas up and down the coast still earns him a living from captains and adventures who seek him out along the wharf, or at the friendship house, The Tangled Rigging.
He spends a lot of time at The Rigging, especially when the weather is bad. He is welcomed at the fellowship house. He shares his stories with those who want to listen. He also is willing to hear the stories of those who are in port. Many of the sailors who know Andhol share news with him and he in turn shares the latest news with them. Because of this his knowledge stays current.
When those who doesn't know are looking for information he is happy to help, but a man still has to eat. He doesn't charge a lot, because he doesn't need a lot. And, anymore he doesn't want a lot. He is known to give the extra money he has to the fellowship house so they can help others. At other times when he is short of coin there is always a place he can get a hot meal. He has never spent a night in the friendship house because he has a room.
A short distance from The Tangled Rigging, as you move into a part of the city that is not as nice, is a place known simply as Brown's House. Rooms rent cheaply and Andhol has one that is always paid up. He doesn't keep anything of value there.
Ancient Chinese bone walking stick with scrimshaw |
Andhol's walking stick looks like a well done piece of folk art, which it is. It is also magical. His walking stick is a Storytelling Stick. The magical stick has the ability to store knowledge.
Storytelling Stick: This stick helps everyone in one area of knowledge by granting a +3 skill bonus. The area of knowledge is determined at the time of creation (Adhol's stick is geography). When possessed by a bard there is an additional benefit of performance/oratory. An additional +3 competence bonus is granted to the character when relating stories. Faint transmutation; CL 6; Craft Wondrous Item, inspire competence; Price 6,500 gp; Weight 2 lbs.
Andhol (Human expert (sailor)/bard Level 3/6 D&D 3.5 core books)
Str 8, Dex 10, Con 10, Int 14, Wis 10, Chr 18
Alignment: Chaotic Good
HP 33
Initiative: +0
AC 10
Attack base +6
Melee Attack +5/+0 (dagger d4/19x2)
Ranged Attack +6/+1 (dagger d4/19x2)
Fort +3, Reflex +6, Will +8
Feats (5): Alertness, self –sufficient, kill focus (perform), skill focus (survival), track
Class Features: Bardic music, bardic knowledge, countersong, fascinate, inspire competence, inspire courage +1, suggestion
Skills (54/54) (#denotes Expert Skills): #Balance +8 (8), #climb +4 (5), #gather information +16 (12), #jump +4 (5), #knowledge (geography) +17 (12), knowledge (history) +12 (10), knowledge (local) +12 (10), listen +7 (5), perform (oratory) +22 (12), #profession (sailor) +5 (5), #search +8 (6), #spot +9 (7), #survival +11 (6), #use rope +5 (5)
Languages: Common
Bardic Spells Known (6/4/3):
0 level: Detect magic, light, mending, message, prestidigitation, read magic.
1st level: Alarm, comprehend languages, cure light wounds, expeditious retreat,
2nd level: blur, sound burst, tongues
Magic: Storytelling Stick
Special mundane items: none.
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