Ster

Gerald Wagner (a.k.a. Gruff)

Mental characteristics

Personal history

Gruff had a small family of a Wife and Son until the divine intervention of the Gods entered his life. He was in his biggest noodling tournament yet when he spoke an earnest prayer to Gazenaroc to let him find the biggest fish anyone ever done seen - and he believes this wish was granted. He won this noodling tournament with a magnificent catch and from then on thought it was his divine purpose to wrangle the creatures of the deep. He continued on more fishing trips and tournaments that had him traveling all over the world. Eventually, he would find that he had no home to return to. His wife would leave him because he was never around and his son Chad would leave to the Bard's College to find himself. With nowhere to go he decided to travel to the Badlands to help establish Gailan's Gate and fish in Twilight Bay.

Sexuality

He likes women like he likes his fish. Big. Some would say he just likes fish.

Education

His daddy taught him how to noodle before he was mauled by sharks.

Accomplishments & Achievements

Top placer of many fishing competitions and defeater of obscure fishing challenges held in ports all over Kalkatesh.

Failures & Embarrassments

Gruff lost his left thumb noodling a particularly foul beast. They battled and wrestled in the water for nearly an hour before it wiggled away and was never seen again. One day Gruff will find this fish again to reclaim his honor and thumb.

Intellectual Characteristics

A simpleton who instantly convinced the most obvious explanation to him is the correct answer.

Morality & Philosophy

If it can swim, I can catch it. Unless it runs away with my thumb.

Social

Religious Views

Calls to Gazenaroc to challenge him with bigger fish & says prayer to the corresponding deity of whatever season it currently is. (Even though he thinks they are all wimpy except for Talven)
Species
Children
Height
6'5"

Gruff

Vengeance Paladin 3 Class & Level
Background
Human Race
Neutral Alignment

Strength
0
Dexterity
0
constitution
0
intelligence
0
wisdom
0
charisma
0
Total Hit Dice
Hit Die 0
0 proficiency bonus
0 Passive perception
0 Strength
0 Dexterity
0 Constitution
0 Intelligence
0 Wisdom
0 Charisma
saving throws
0 Acrobatics
0 Animal Handling
0 Arcana
0 Athletics
0 Deception
0 History
0 Insight
0 Intimidation
0 Investigation
0 Medicine
0 Nature
0 Perception
0 Performance
0 Persuasion
0 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills

AC

Hit Points
0
Initiative

Speed

Proficiencies
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Features & Traits

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