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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
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+
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TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
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+
+
+
REFLEX
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+
WILL
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Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
175gp
Languages
Description
A stocky young lad, of average height. He's well into puberty, but there's no sign of facial hair so he still retains a deeply boyish look. His hair is long, floppy and matted, belying his lack of concern for personal hygiene, though not unlike any boy of his age.
Personality
Gregarious and friendly, Paul is a cheerful one to be sure, and his nickname is well-deserved. He is a charmer, able to warm up the grumpiest of grumps. However, there is a peculiar seriousness about him whenever he speaks about the sea. "The sea is never to be trusted," he is known to say. He is loyal to a fault. Once committed to a person or belief, his devotion is unwavering.
Character Traits
Character Flaws
Contacts / Friends
Paul's mother, Rosie Halvard, made a modest living as a local seamstress in Dybeol. Isaac Walsh, second father and master, who trained Paul after his father's death. As such, Paul became well acquainted with Isaac's wife and two children. Ash is a good friend and like a big sister to Paul. They saw much of each other as she frequently worked on the docks near Isaac Walsh's ship.
Enemies
Statistic Block
Condition and Effects
Additional Information
Note: Check bonus spells per day at 4th Sorcerer level == Future spells == 1/Mage Armor 1/Summon Monster I 2/Fog Cloud 2/Protection from arrows 2/Web 2/Cat's Grace
Other Notes
[
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== Personal History == His paternal grandfather, also named Paul, relocated to Dybeol from Glammer city 30 years ago, when Paul's father, Henry, was only four years old. The way he managed to so easily acquire a boat and start his own fishing endeavor raised many eyebrows in town. Conflicting rumors abounded, suggesting that Paul had either stolen a sizable quantity of money from someone powerful in Glammer or that he was given some hush money and banished here. As such, the Halvard name quickly become known to all. As soon as he was able to stand on his own, Henry was brought aboard the Maverick every time she went to sea. The elder Paul was determined to make his son many times more the seaman that he was. And when the younger Paul was born, the same training was given to him: as soon as he was able to stand up on his own, he was out to sea. It was an amazing time of learning and adventure, those early years for the younger Paul. Three generations of fishermen, each one greater than the former. Paul showed an uncanny intuition about the sea, it's weather, fish migration patterns, fishing depths. And more than that, he was in love with the sea. When Paul was seven years old, he caught scarlet fever and stayed home with his mother, quarantined for a week. His father continued fishing with the elder Paul, but one day their boat never returned. Days and weeks passed and there were still no reports of wreckage or bodies. Ultimately the men were declared lost at sea, and Paul's world was turned upside down. His father was lost at sea, but Paul was lost on land. He longed to be out on the sea, but at the same time began to nurture a fear of the sea. Nevertheless, his longing was always stronger and the men at the docks all recognized this. Isaac Walsh offered to take him aboard as an apprentice in order to continue to train Paul in the ways of the sea. It wasn't long before Isaac became something of a second father to Paul. Cut to today... and as fate would have it, Paul was on land when Isaac was lost at sea. So when the call came for men to join the investigation, Paul knew he must be allowed to join. Three father figures lost at sea. Kraken? Conspiracy? Whatever! This was personal. == A Kraken? == To him, the Kraken is both fantastical and real at the same time. He knows the men think it only a tale, but his young and fertile mind is filled with horrific thoughts that perhaps his master was taken by the feared Othaletha after all.