SB Char Idea (Shazaar campaign)

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This is an attempt to not place a large burden on someone who has little system knowledge and/or sorcery experience that would put a player and group at a disadvantage (and slow down play), but provide a character option to actually interact with the elements of sorcery by meeting the minimum requirements but having no specific skills. This allows for skills to go to many familiar skills in and out of combat, but allow the PC a chance to interact with and bind sorcerous items and entities.

Proposed Back Story

Tennedair {any name?} was an orphan thief that was caught, institutionalized, and adopted by a Shazaarian merchant family who was without an heir. The increasing tensions of shipping goods has driven home that war is on the distant horizon, and a stable succession was needed to preserve the family fortune. From his family’s perspective, the elemental lords seemed to have more impact on their fortunes rather than either law or chaos. The whim of the water and air shaped success more than adherence to any divine allegiances. He was provided a decent education, including that of a duelist for his nobles’ lighter combat styles. And in the locked halls of his history tutor were rare books and tomes of knowledge of things beyond the norm. While he never learned any formal sorcery, he has honed his knowledge and skills to be something similar – wanting to seek out demons (or virtue’s) for binding to his will. In a twist of fate, his adopted father had a son at an older age, supplanting him; He was forced to find gainful patronage or support elsewhere.

Proposed Stats

Class: Thief/Noble

STR 12
CON 18
SIZ 13
INT 16
POW 18
DEX 17
CHA 11
APP 12

Suggested Sorcery Skills

Demon Lore
Elemental Lore
Virtue Lore
Nobility Lore
Legend Lore
Low Mel
High Mel

Suggested Other Skills

Open Lock
Perception
Search
Stealth
Ambush

Suggested Combat Skills

Rapier or Slim Sword (dueling)
Self Bow (hunting)
Dagger (dueling/thief days)
Dodge (thief days)

Darting Feint: Instead of using a defensive action, the wielder threatens with a weapon in their off hand. This threatening weapon must have a competency of 35% Attack or more and be dagger sized or larger. Any attempt to defend against the primary hand attack is done with difficulty. This is best used if the initiative is won.

Suggested Equipment

10 +1 damage hunting arrows
Signet Ring with something special (he refused to give it back)


  • Introduces the idea of Shazaar having a crisis of population and future war
  • Introduces the ideas of sorcery
  • Gives the character a unique offensive flavor in combat
  • Provides a suitable place for a contact from both noble and underground angles if needed for story