TEXT: Pre-generated Characters for The Wizard’s Amulet—Page 1 
  www.necromancergames.com 
      
  Pre
  Pre
  Pre
  Pre----generated Characters 
  generated Characters 
  generated Characters 
  generated Characters     
  for 
  for 
  for 
  for The Wizard
  The Wizard
  The Wizard
  The Wizard's's's's Amulet
   Amulet
   Amulet
   Amulet    
   
   
          For those who don’t have the Character Generator 
  Demo Program, here are stat blocks and backgrounds 
  for the pre-generated characters in The Wizard’s 
  Amulet. Note that several of the characters here have 
  slightly different equipment and skills then those de-
  tailed in the Character Generator files. The versions 
  here more closely reflect our intent as to how the char-
  acters should be equipped. Hand these characters out 
  to your players. Then let them use the character sheet 
  in the PHB or on our web site to fill in their stats. 
   
  Corian the Human Sorcerer
  Corian the Human Sorcerer
  Corian the Human Sorcerer
  Corian the Human Sorcerer    
   
  Corian, Human Male Sor1: SZ M; HD 1d4+1; hp 
  8 (Toughness); Init +1 (Dex); Spd 30 ft.; AC 13/17 
  (+2 armor, Dex/with mage armor); Atk +0 melee 
  (1d8, morningstar), +0 melee (1d4, dagger, crit 19-
  20), or +1 ranged (1d8, light crossbow, crit 19-20, 80 
  ft.); SQ arcane spells; AL CG; SV Fort +1, Ref +1, 
  Will +3; Str 10, Dex 13, Con 13, Int 15, Wis 13, Cha 
  17. 
  Skills: Alchemy +4, Concentration +4, Knowledge 
  (Arcana) +5, Search +1, Spellcraft +6, Spot +3. Feats: 
  Toughness, Light Armor Proficiency. 
  Spells Known (Cast Per Day: 5/4): 0—detect 
  magic, disrupt undead, light, read magic; 1st—mage 
  armor, magic missile. 
  Languages: Common, Draconic, Elven. 
  Possessions: leather armor (10% arcane failure), 
  short spear, morningstar, traveler’s outfit, bedroll, 5 
  torches, flint and steel, tinder box, 8 days rations, pen 
  and ink, scroll tube, 5 pages of parchment, back  pack, 
  small sack. 
   
  Background: You have lived all your life with your 
  uncle, a mage in the city of Reme. Your parents died 
  when you were a very young child and your uncle has 
  never bothered to hide the insinuation that you were 
  somehow responsible for the fire that took your 
  mother and father’s lives. Your uncle, seeing little 
  other use for you, put you to work as an apprentice. 
  Your innate knack for magic led your uncle to begin 
  teaching you the arcane principles of wizardry. As a 
  student, however, you were an utter failure. You could 
  never seem to grasp the use of all the rote memoriza-
  tion forced on you by your uncle. Why did a mage 
  need to learn such things, you wondered, when all one 
  needed to do was imagine the desired effect and it 
  happened? Despite your stubbornness, you learned the 
  basics of spellcraft—though your instincts still re-
  belled against the formalism of your uncle’s methods. 
  Finally, in a fit of anger over your lack of interest in 
  your studies, your uncle released you from your ap-
  prenticeship. This suited you just fine, for you recently 
  discovered a strange amulet that you were interested in 
  learning more about… 
   
  Galdar the Human Cleric of St. Cuthbert
  Galdar the Human Cleric of St. Cuthbert
  Galdar the Human Cleric of St. Cuthbert
  Galdar the Human Cleric of St. Cuthbert    
   
  Galdar, Human Male Clr1 (St. Cuthbert): SZ M; 
  HD 1d8+2; hp 10; Init +6 (Improved Initiative, Dex); 
  Spd 20 ft.; AC 18 (+4 armor, +2 shield, Dex); Atk +3 
  melee (1d8+3, morningstar, crit 19-20) or +2 ranged 
  (1d10, heavy crossbow, crit 19-20, 120 ft.); SA smite; 
  SQ turn undead, strength; AL LN; SV Fort +4, Ref +2, 
  Will +5; Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 
  12. 
  Skills: Concentration +4, Heal +9, Knowledge 
  (Religion) +5, Sense Motive +4, Spellcraft +3, Spot 
  +4. Feats: Improved Initiative, Skill Focus (Heal). 
  SA—Smite (Su): This is a granted power. Once per 
  day Galdar has the supernatural ability to make a sin-
  gle melee attack with a +4 attack bonus and a +5 dam-
  age bonus. If the attack misses, the smite is wasted. 
  SQ—Turn Undead (Ex): This granted power allows 
  Galdar to attempt to turn or destroy undead. 
  SQ—Strength (Su):  This is a granted power. Once 
  per day Galdar gains an enhancement bonus to his 
  Strength equal to his level. This lasts for one round. 
  Activating this power is a free action. 
  Spells (3/2):0—guidance, light, resistance; 1st—
  bless, protection from evil. 
  Domain Spells (Destruction/Strength):1st—inflict 
  light wounds. 
  Languages: Common, Celestial. 
  Possessions: Scale armor, large wooden shield, 
  morningstar, heavy crossbow with 20 bolts, holy sym-
  bol on leather thong around his neck and painted on 
  shield, traveler’s outfit, vestments, tinder box, flint and 
  steel, lantern, 5 vials of oil for lantern, back pack, 2 
  small sacks, 2 vials of holy water. 
   
  Background: You are a cleric of St. Cuthbert, the 
  god of divine retribution. Following divine law is your 
  all-encompassing mission in life, regardless of whether 
  the result is for good or evil. It is enough that the law 
  of your deity commands an action. While an accolyte 
  at the temple of St. Cuthbert in Reme, you received a 
  divine vision instructing you to seek out a man named 
  Corian who you were instructed had an amulet in his 
  possession. You were commanded by your god to fol-
  low that amulet wherever it might lead. You have 
  found Corian at an inn called the Starving Stirge and 
  you have agreed to travel with him—so long as he re-
  tains possession of the amulet. 
   
  
  Pre-generated Characters for The Wizard’s Amulet—Page 2 
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  Phelps the Human Rogue
  Phelps the Human Rogue
  Phelps the Human Rogue
  Phelps the Human Rogue    
   
  Phelps, Human Male, Rog1: SZ M; HD 1d6+2; hp 
  8; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 ar-
  mor); Atk +0 melee (1d6, rapier, crit 18-20), or +3 
  ranged (1d4, sling, range 50 ft.); SA sneak attack, SQ 
  racial abilities; AL CN; SV Fort +2, Ref +5, Will +3; 
  Str 11, Dex 16, Con 14, Int 14, Wis 16, Cha 12. 
  Skills: Appraise +4, Balance +5, Bluff +5, Climb 
  +4, Craft +6, Decipher script +6, Disguise +5, Forgery 
  +3, Gather information +5, Hide +3, Listen +5, Move 
  silently +7, Pick pocket +7, Read lips +4, Search +3, 
  Spot +5, Tumble +7. Feats: Alertness (+2 to Listen 
  and Spot checks), Dodge (+1 to AC vs. 1 specific foe). 
  SA—Sneak Attack (Ex): Phelps does an additional 
  1d6 damage when he flanks his opponent or catches 
  his opponent flat footed. 
  Languages: Common, Elf, Draconic. 
  Possessions:  leather armor, rapier, sling., traveler’s 
  outfit, thieves tools, rope, grappling hook, collapsible 
  pole, hammor, spikes, tinder box, back pack, small 
  sack, 31 sp, 12 gp, 1 25 gp gem. 
   
  Background: Slender and nimble, you are a jack-
  of-all-trades. You were born an urchin and during your 
  youth learned to live on the streets through hard expe-
  rience. Desiring to escape your gutter life, you inden-
  tured yourself to a rich merchant where you learned 
  the customs that accompany wealth. You now move 
  comfortably in either world—the alleyway or the no-
  ble’s court. Certain “unfortunate situations” which you 
  are reluctant to discuss in detail have made you des-
  perate to leave Reme. When you read Corian’s posting 
  at the Starving Stirge promising gold and adventure, 
  you decided that maybe a little adventuring “vacation” 
  from Reme was exactly what you were looking for. 
  Besides, Grenish would never bother sending assassins 
  into the wilderness over a few little gems…or so you 
  hope. 
   
  Belflin the Elf Ranger
  Belflin the Elf Ranger
  Belflin the Elf Ranger
  Belflin the Elf Ranger    
   
  Belflin, Elf Male, Rgr1: SZ M; HD 1d10+1; hp 11; 
  Init +4 (Dex); Spd. 30 ft.; AC 17 (+3 armor, Dex); Atk 
  +4 (+2 if using two weapons) melee (1d8+3, 
  longsword, crit 19-20), and +4 (+2 if using two weap-
  ons) melee (1d6+3, shortsword, crit 19-20) or +5 
  ranged (1d8, longbow, crit x3, range 100 ft.); SA ra-
  cial enemy; SQ racial abilities; AL CG; SV Fort +3, 
  Ref +4, Will +2; Str 16, Dex 18, Con 13, Int 12, Wis 
  14, Cha 12. 
  Skills: Climb +4, Hide +7, Jump +4, Knowledge 
  (Nature) +2, Listen +8, Move Silent +8, Search +4, 
  Spot +8, Wilderness Lore +5. Feats: Ambidexterity, 
  Two-Weapon Fighting, Track, Point Blank Shot. 
  SA—Racial Enemy (Ex): Belflin’s racial enemy is 
  Bannor the Human Paladin
  Bannor the Human Paladin
  Bannor the Human Paladin
  Bannor the Human Paladin    
   
  Bannor, Human Male Pal1: SZ M; HD 1d10+2; 
  hp 12; Init +2 (Dex); Spd 20 ft.; AC 18 (+4 armor, +2 
  shield, Dex); Atk +4 melee (1d8+3, longsword, crit 
  19-20), +4 melee (1d8+3, heavy mace); SQ detect 
  evil, divine grace, lay on hands, divine health, code of 
  conduct; AL LG; SV Fort +7, Ref +5, Will +5; Str 17, 
  Dex 14, Con 14, Int 12, Wis 14, Cha 16. 
  Skills: Diplomacy +4, Heal +6, Knowledge 
  (Religion) +4, Listen +3, Ride +4, Sense Motive +3, 
  Spot +3. Feats: Combat Reflexes, Power Attack. 
  SQ—Detect Evil (Sp): At will, Bannor can detect 
  evil as per the spell. 
  SQ—Divine Grace (Su): Bannor’s Charisma modi-
  fier is applied to all saving throws (already figured). 
  SQ—Lay On Hands (Su): Bannor can heal wounds 
  by touch. He can heal up to 3 hp per day and may 
  choose to divide these points between multiple recipi-
  ents. 
  SQ—Code of Conduct: Bannor must respect legiti-
  mate authority, act with honor, help those in need and 
  punish those that harm or threaten innocents. 
  Languages: Common, Celestial. 
  Possessions: Scale armor, large steel shield, 
  longsword, heavy mace, traveler’s outfit, bedroll, 5 
  torches, tinder box, flint and steel, holy symbol of 
  Muir, 50 ft. rope, back pack, small sack. 
   
  Background: As a young child, you were aban-
  doned at a monastery of Heironeous. Your physical 
  gifts led you to serve as a squire to the holy order of 
  knights. However, almost one year ago, while sweep-
  ing the stables, you were struck by an overpowering 
  vision of Muir, a long-forgotten Goddess of Valor. A 
  lesser deity, worship of Muir has all but died out. Her 
  temples are few and most are in ruin or long aban-
  doned by all but a handful of dedicated followers. The 
  revelation of your vision was met with scorn by the 
  brother knights. “Why would Muir appear at a monas-
  tery of Heironeous to a stable boy,” they asked. Yet in 
  your heart you knew the truth of your vision. You 
  asked for and were granted permission to leave the 
  order. The brother knights gave you your armor and 
  your trusty longsword. Though they advised that it 
  would be better to stay in the service of Heironeous, 
  you set out alone to do the will of Muir. Your travels 
  brought you to Reme. There, you stopped for supplies 
  and came across Corian’s notice at the Starving 
  Stirge. You agreed to follow Corian’s path, as it leads 
  towards Fairhill and Bard’s Gate where it is said there 
  is still a temple of Muir. 
   
   
   
   
  
  Pre-generated Characters for The Wizard’s Amulet—Page 3 
  www.necromancergames.com 
  Giants. He does +1 damage against Giants. 
  Languages: Elf, Sylvan, Giant, Common. 
  Possessions: Studded leather armor, longsword, 
  shortsword, longbow, quiver with 40 arrows, adven-
  turer’s pack, green cloak. 
   
  Background: As all of your race and profession, 
  you are a loner. Yet you are even more reserved than 
  most. Quiet and grim, you prefer the silence of the 
  woodlands to the din of the city. Those few who know 
  you learn that beneath your gloomy exterior lies a no-
  ble heart—a person whose word is his bond. Those 
  who do not know you find you to be a pessimist, see-
  ing doom and ill fortune in all paths. Your dark de-
  meanor is not surprising, given that you are the sole 
  survivor of a troll raid on your elven village. You have 
  pledged your life to seek out these foul creatures and 
  slay them wherever they may lurk without quarter. 
  Stopping in Reme only to acquire some needed equip-
  ment, you noticed Corian’s post in the Starving Stirge. 
  Intrigued, and against your better judgment, you ap-
  proached the young sorcerer. Sensing a kindred spirit, 
  you agreed to travel with him wherever the road may 
  take you. 
   
  Helman the
  Helman the
  Helman the
  Helman the Halfling Rogue
   Halfling Rogue
   Halfling Rogue
   Halfling Rogue    
   
  Helman, Halfling Male, Rog1: SZ S; HD 1d6+1; 
  hp 7; Init +5 (Dex); Spd 20 ft.; AC 19 (+3 armor, Dex, 
  SZ); Atk +3 melee (1d6+2, shortsword, crit 19-20), +3 
  melee/+7 ranged (dagger, 1d4+2, crit 19-20, range 10 
  ft.); SA sneak attack; SQ racial abilities; AL CG; SV 
  Fort +2, Ref +8, Will +2; Str 14, Dex 20, Con 13, Int 
  14, Wis 13, Cha 14. 
  Skills: Appraise +3, Balance +6, Bluff +3, Climb 
  +5, Decipher Script +3, Disable Device +5, Escape 
  Artist +6, Gather Information +3, Hide +13, Intuit Di-
  rection +2, Listen +4, Move Silent +9, Open Lock +8, 
  Search +5, Sense Motive +3, Spot +5, Tumble +9, 
  Use Magic Device +6, Use Rope +6. Feats: Dodge, 
  Traps. 
  SA—Sneak Attack (Ex): Helman does an additional 
  1d6 damage when he flanks his opponent or catches 
  his opponent flat footed. 
  Languages: Common, Halfling,  Orc. 
  Possessions: Studded leather armor, shortsword, 6 
  daggers, thieves tools, adventurer’s pack, brown cloak. 
   
  Background: The youngest of twenty-three broth-
  ers and sisters, you were always overlooked and for-
  gotten. You did not help matters in that regard for you 
  learned at a young age the skills of coming and going 
  unobserved. With twenty-three siblings, that was not 
  an easy task. You decided on your thirty-first birthday 
  to set out on your own. It was weeks before your 
  brothers and sisters even noticed you were gone. Fas-
  cinated all your life with tales of the city, you set out 
  for Reme—the great port city to the north of your 
  homeland. Your curiosity coupled with your nimble 
  fingers and knack for disappearing at just the right 
  time caught the attention of a band of thieves in Reme 
  and soon enough you were a cutpurse of some renown. 
  But you enjoyed your profession more for the thrill of 
  the theft than for the greed of the haul and you quickly 
  ran afoul of your employers who were none too keen 
  on your cavalier disregard for keeping an accurate ac-
  counting of your night’s takes. As you have always 
  done before, you gave them the slip as well. While 
  laying low at the Starving Stirge, you noticed Corian’s 
  post and decided then and there that a life of adventure 
  was just the thing for you—particularly a life of ad-
  venturing that would take you away from Reme…at 
  least until you decide on something better to do. 
   
  Krel the Half
  Krel the Half
  Krel the Half
  Krel the Half----Orc Barbarian
  Orc Barbarian
  Orc Barbarian
  Orc Barbarian    
   
  Krel, Half-orc Male, Bbn1: SZ M; HD 1d12+3; hp 
  15; Init +2 (Dex); Spd 40 ft.; AC 16 (+4 armor, Dex); 
  Atk +5 melee (2d6+4, greatsword, crit 19-20); SA 
  rage; SQ racial abilities; AL N; SV Fort +5, Ref +2, 
  Will +0; Str 18, Dex 14, Con 17, Int 6, Wis 11, Cha 
  10. 
  Skills: Craft +2, Hide +2, Listen +0, Move silently 
  +2, Profession +1, Search +0, Spot +0. Feats: Power 
  Attack. 
  SA—Rage (Ex): Krel can enter a rage 1/day. When 
  he does, he gains +4 Strength, +4 Constitution and +2 
  morale bonus to Will saves, but –2 to AC. The rage 
  lasts no more than 8 rounds at which point Krel is fa-
  tigued. 
  Languages: Common, Orc. 
  Possessions: Chain shirt, greatsword, boots, small 
  pack, bedroll, 12 gp. 
   
  Background: The unwanted progeny from an orc 
  raid on your village in the frozen north, you were de-
  spised by your father, who showed mercy on you at 
  your mother’s request by selling you into slavery 
  rather than killing you at birth. For the last ten years 
  you have served as a galley slave and rowed, chained 
  to an oar, on various ships as they sailed the length 
  and breadth of the known world. For all of your life as 
  a slave you suffered cruel beatings for being a half-
  breed and you learned to hate that part of yourself—
  the part you feel is responsible for your miserable lot 
  in life. Yet, even as you learned to despise your orc 
  half, you found that it gave you strength and an animal 
  rage that you have slowly learned to control. On your 
  most recent voyage, the ship’s captain released you 
  from your chains and made you a member of the crew 
  after you aided the ship in repelling a pirate invasion. 
  At landfall in Reme, the captain made you a free man. 
  
  Pre-generated Characters for The Wizard’s Amulet—Page 4 
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  With but a few coins to your name, a ring mail shirt 
  given to you by the captain and the two-handed sword 
  you liberated from a dead pirate, you sought out a pub 
  as far from the docks as possible—desiring to make a 
  new life for yourself. You made your way to the Starv-
  ing Stirge where you met Corian. Corian greeted you 
  as a friend. For the first time in your life a person saw 
  you not as a half-breed but as an equal. You agreed at 
  that moment to follow Corian anywhere. You are 
  fiercely loyal to him. 
   
  Drebb the Dwarf Figh
  Drebb the Dwarf Figh
  Drebb the Dwarf Figh
  Drebb the Dwarf Fighter
  ter
  ter
  ter    
   
  Drebb, Dwarf Male, Ftr1: SZ M; HD 1d10+3; hp 
  13; Init +2 (Dex); Spd 20 ft.; AC 18 (+4 armor, +2 
  shield, Dex); Atk +5 melee (1d10+4, dwarven waraxe, 
  crit x3), or +3 ranged (1d10, heavy crossbow, crit 19-
  20, range 120 ft.); AL NG; SV Fort +5, Ref +2, Will 
  +0; Str 18, Dex 14, Con 16, Int 15, Wis 11, Cha 11. 
  Skills: Appraise +6, Craft +4, Hide +2, Jump +6, 
  Listen +0, Move silently +2, Pick pocket +4, Profes-
  sion +2, Spot +0. Feats: Exotic Weapon (dwarven 
  waraxe), Power Attack. 
  Languages: Common, Dwarven, Giant, Goblin. 
  Possessions: Scale armor, large steel shield, dwar-
  ven waraxe, adventurer’s pack, heavy crossbow, 40 
  bolts, red cloak. 
   
  Background: Falsely accused of leaving your post 
  during an orc raid by a superior with a grudge against 
  you, you were expelled from your homeland and dis-
  owned by your family. Travelling down the coast road 
  from your homeland in the north, you sought to put 
  your shame behind you and prove your worth by a life 
  of adventure. You dream every day of returning to 
  your homeland, your reputation established, ousting 
  the coward who stained your good name and being 
  accepted by your father. Because the dwarf who 
  falsely accused you was from a noble family, and thus 
  his accusation was not questioned, you have no love 
  for those of wealth and power. You see them as weak-
  lings who cannot match their words with deeds. Find-
  ing yourself in Reme at the end of the coast road, you 
  took a room at the Starving Stirge. There, you read 
  Corian’s note and decided that joining with Corian 
  would lead you to glory and fame. And redemption. 
   
  Cedric the Half
  Cedric the Half
  Cedric the Half
  Cedric the Half----Elf Druid
  Elf Druid
  Elf Druid
  Elf Druid    
   
  Cedric, Half-elf Male, Drd1: SZ M; HD 1d8+1; 
  hp 9; Init +8 (Dex, Improved Initiative); Spd. 30 ft.; 
  AC 17 (+2 armor, +1 shield, Dex); Atk +2 melee/+4 
  ranged (1d8+2, shortspear, crit x3, range 20 ft.), +2 
  melee (1d6+2, scimitar, crit 18-20), or +4 ranged 
  (1d4, sling, range 50 ft.); SQ racial abilities, nature 
  sense; AL N; SV Fort +3, Ref +4, Will +5; Str 14, 
  Dex 18, Con 13, Int 14, Wis 17, Cha 12. 
  Skills: Animal Empathy +5, Concentration +3, Han-
  dle Animal +5, Heal +5, Intuit Direction +4, Knowl-
  edge (Nature) +6, Listen +4, Move Silently +4, Scry 
  +6, Search +3, Spellcraft +6, Spot +4, Wilderness 
  Lore +7. Feats: Improved Initiative. 
  SQ—Nature Sense (Ex): Cedric can identify plants 
  and animals with perfect accuracy and can tell if water 
  is safe to drink. 
  Divine Spells (3/2): 0—detect poison, purify food 
  and drink, resistance; 1st—entangle, summon nature’s 
  ally I. 
  Languages: Common, Elf, Druidic, Sylvan. 
  Possessions: Leather armor, 3 shortspears, sling, 20 
  bullets, scimitar, robe, holy symbol, pack, bedroll. 
   
  Background: You are a follower of the dryad 
  Ossyniria. You reside in her grove in a forest near 
  Bard’s Gate with you fellow druids. You, however, are 
  the only non-elf. You do not know your parents. Your 
  human half has led you to have a fascination of human 
  civilization. Following the end of your apprenticeship, 
  you requested Ossyniria to allow you to leave the 
  grove and observe men and their cities. Seeing the 
  honesty of your request, she granted your wish. You 
  have since wandered along the Tradeway from Bard’s 
  Gate to Reme. There, at the Starving Stirge, you met. 
  You had been away from the grove for some time and 
  longed to return. When Corian asked for your aid you 
  agreed to travel with him on your way back to Bard’s 
  Gate and the grove that is your home. 
   
  Flarian the Elf Bard
  Flarian the Elf Bard
  Flarian the Elf Bard
  Flarian the Elf Bard    
   
  Flarian, Elf Male, Bar1: SZ M; HD 1d6+1; hp 7; 
  Init +3 (+3 Dex); Spd 30 ft.; AC 16 (+3 armor, Dex); 
  Atk +1 melee (1d6+1, rapier, crit 18-20), +1 melee/+3 
  ranged (1d4+1, dagger, range 10 ft.), or +3 ranged 
  (1d6, shortbow, crit x3, range 60 ft.); SQ bardic mu-
  sic, bardic knowledge; AL CG; SV Fort +1, Ref +5, 
  Will +1; Str 13, Dex 16, Con 12, Int 13, Wis 8, Cha 
  16. 
  Skills: Balance +7, Craft +5, Hide +3, Knowledge 
  (religion) +3, Listen +5, Move silently +3, Perform 
  +7, Scry +5, Search +3, Spot +1. Feats: Skill Focus 
  (perform). 
  SQ—Bardic Music (Sp): Once per day, Flarian can 
  use the bardic songs inspire courage, countersong or 
  fascinate. See PHB page 28. 
  SQ—Bardic Knowledge (Ex): Flairian can use his 
  knowledge of collected information to make a Knowl-
  edge check at +2 to see if he knows relevant knowl-
  edge. See PHB page 29. 
  Bard Spells Known (Cast Per day: 2): 0—detect 
  magic, flare, ghost sound, prestidigitation. 
  Languages: Common, Elven, Gnome. 
  
  Pre-generated Characters for The Wizard’s Amulet—Page 5 
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  Possessions: Studded leather, rapier, 4 daggers, 
  shortbow, 20 arrows, thieves tools, rope, adventurer’s 
  pack, bedroll, finely-made harp. 
   
  Background: Few of your race leave the confines 
  of your forest realm. You, however, have long been 
  drawn to humans, who live their short lives with a pas-
  sion that you feel your race lacks. You wish to travel 
  on to the legendary city of Bard’s Gate, there to learn 
  the songs of legend. Recently, while performing at the 
  Starving Stirge in Reme, you met an engaging human 
  named Corian. He told you of a strange amulet he pos-
  sessed. He did not know it’s history, though his veiled 
  comments made you believe there was an epic story 
  behind it. He told you he wished to unlock its secret 
  and asked you to travel with him. You agreed, believ-
  ing you might learn the tale of the amulet and thereaf-
  ter compose a song of its history. 
   
  Farkle Hurp the Gnome Fighter
  Farkle Hurp the Gnome Fighter
  Farkle Hurp the Gnome Fighter
  Farkle Hurp the Gnome Fighter    
   
  Farkle Hurp, Gnome Male, Ftr1: SZ S; HD 
  1d10+4; hp 14; Init +2 (+2 Dex); Spd 20 ft.; AC 17 
  (+4 armor, Dex, SZ); Atk +5 melee (1d8+2, warham-
  mer, crit x3), or +4 ranged (1d8, light crossbow, crit 
  19-20, range 80 ft.); SQ racial abilities; AL NG; SV 
  Fort +6, Ref +2, Will +1; Str 15, Dex 14, Con 18, Int 
  16, Wis 12, Cha 10. 
  Skills: Alchemy +5, Escape artist +4, Gather Infor-
  mation +1, Hide +6, Jump +4, Knowledge (religion) 
  +5, Listen +3, Move Silently +2, Spot +1, Tumble +3, 
  Wilderness lore +3. Feats: Expertise, Weapon Focus 
  (warhammer). 
  Languages: Common, Dwarven, Gnome, Goblin, 
  Orc. 
  Possessions: Chain shirt, warhammer, light cross-
  bow, 40 bolts, adventurer’s pack, bedroll, gray cloak. 
   
  Background: As a youth, a band of orcs raided 
  your home cave in the underdark. Many of your breth-
  ren were slaughtered and a great gem—an heirloom of 
  your clan—was stolen. At the time, you were a student 
  of illusion magic. You left those studies because they 
  seemed to offer little practical means of revenge. In-
  stead, you began the study of the ways of the warrior. 
  Setting off on your own, you left your underground 
  home to take revenge on the orcs. However, fate has 
  not brought you the vengeance you seek. You have not 
  located the marauding orc band, nor heard word of the 
  whereabouts of the missing gem. You still carry with 
  you the orcs’ token, taken from their fallen chief: a 
  poorly worked medallion bearing the image of a red 
  severed arm over two crossed axes. You also plan one 
  day to resume your study of illusion magic, perhaps to 
  allow you to infiltrate the vile orcs when you find 
  them. Intrigued by Corian’s post in the Starving 
  Stirge, you have agreed to join his company. Hope-
  fully, his powers will be able to aid you in finding the 
  orcs responsible for the slaughter of your relatives.  
   
  Drinnin the Hum
  Drinnin the Hum
  Drinnin the Hum
  Drinnin the Human Monk
  an Monk
  an Monk
  an Monk 
   
  Drinnin, Human Male, Mon1: SZ M; HD 1d8+2; 
  hp 10; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 
  Wis); At +4 (+2 if using staff as double weapon) me-
  lee (1d6+3/1d6+3, quarterstaff) or +4 melee (1d6+3, 
  unarmed); SA flurry of blows, stunning attack; SQ 
  evasion; AL LN; SV Fort +4, Ref +7, Will +5; Str 18, 
  Dex 16, Con 15, Int 11, Wis 16, Cha 9. 
  Skills: Balance +5, Gather information +0, Hide +3, 
  Innuendo +5, Jump +6, Listen +3, Move silently +3, 
  Pick pocket +5, Ride +5, Spot +4. Feats: Ambidexter-
  ity, Improved Unarmed Strike, Two-weapon Fighting. 
  SA—Flurry of Blows (Ex): Drinnin may make extra 
  attacks at the expense of accuracy. He makes on extra 
  attack per round at his highest base attack, but all are 
  at –2. 
  SA—Stunning Attack (Su): Drinnin can stun crea-
  tures with his unarmed attacks. He can use this ability 
  once per day. A foe struck by Drinnin using this abil-
  ity must make a Fortitude save (DC 13) or be stunned 
  for one round. 
  SQ—Evasion (Ex): Drinnin can avoid even magical 
  attacks due to his great agility. When a Reflex save 
  normally deals half damage, Drinnin takes no damage 
  with a successful save. 
  Languages: Common. 
  Possessions: Quarterstaff, robes, 250 gp gem, 12 
  gp. 
   
  Background: You were sent by your master from 
  the Monastery of the Standing Stone to retrieve for 
  him a fine ruby. He provided you with a purse of coins 
  and sent you on your way to Reme. He did not explain 
  his purpose, other than to caution you that material 
  possessions often cloud us on the path of truth. Not 
  one to question your master you dutifully traveled to 
  Reme and traded your coins for a brilliant ruby. As 
  you passed through an alleyway within the city, near a 
  tavern called the Starving Stirge, you were set upon 
  by thugs. They apparently were unfamiliar with the 
  uses to which a stout staff may be put in combat. You 
  provided them their education. A likeable fellow 
  named Corian emerged from the tavern and offered 
  you his assistance. When you explained you were un-
  hurt and had an errand requiring you attention he ex-
  plained he was seeking companions to uncover a mys-
  tery. When he mentioned he would be traveling to 
  Fairhill—back towards the Monastery of the Standing 
  Stone—you agreed to accompany him. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/W0, The Wizard's Amulet (Lvl 1-2)/d20 - FGG - W1, The Wizards Amulet - Pregenerated Characters.pdf