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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
+
+
+
+
+
+
+
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
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
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
50pp, 70gp
Languages
Description
An aura of mystery emanates from this handsome professional gambler, and one would be hard-pressed to tell what hides behind the young man's fascinating green eyes and charming conversation; a rich and deep mind for some, a selfish and more tortured soul for others.
Personality
Completely extraverted, Melk finds it easy to influence people and to make friends... Keeping them, however, does seem more difficult. Whatever his mood, the young man loves to share it loudly and proudly - either to express his joyful optimism, or a certain mockery towards those around him.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
Melk had always been a let-down. He was a let-down when, at the age of ten, he witnessed the murder of his mother and younger brother at the hand of bandits, petrified with fright, unable to call for help, let alone try a desperate attack to rescue his family. He was a let-down four years later, when his old father asked him to find a job to make a living, as his business was declining, and would soon become insufficient to support both of them. But nothing interested Melk. His contempt for peasants, blacksmiths, and any occupation involving physical effort made it difficult for him to find an employer. His father had made an effort to provide him with a decent education. He therefore tried to work as a clerk, but could not focus on the routine of the job; he was more interested in spending his father's last coins with other teenagers, gambling, drinking - and sometimes even on girls. Upon discovering his daily activities, his father kicked Melk out of the family house. The boy left his native village and wandered from city to city. He was a let-down a few months later, when he tried to rob the 'old man', Simon, who had accepted to offer him some food and a bed for the night. Simon woke up in the middle of the night, and found Melk pocketing some silver pieces he had found in a cupboard. Yet instead of reacting with hostility, Simon took pity of the young boy, and decided to help him. Simon, as it turns out, knew many things. Simon could grow flowers - and he taught the boy. And Melk liked growing flowers, because they were colorful and radiated beauty. He became less reckless and more patient. Simon could craft multicolored lanterns - and he taught the boy. And Melk liked crafting lanterns, because the designs were different every time, yet always rich and joyful. The boy's creativity and ingenuity grew, as he struggled to give each lamp unique, sophisticated features. He also became more focused and attentive, because mastering his art required the guidance of Simon, and he knew it. The old man was sick, and had come to consider Melk as his own son. He perfected the boy's reading and writing skills. Seeing his fast progress, Simon decided to trust the boy with his most important secret. Simon could cast spells - and he taught the boy. And Melk discovered a new universe, with its own languages and laws. He worked day and night to learn more, eagerly asking questions to his master. And the old man was delighted by Melk's passion and enthusiasm. He taught him all he could in the time he had. Yet he did not have much time. Teaching the boy had brought joy to Simon, a deep feeling of satisfaction he had not felt in decades. Yet the sickness was taking away his vital strengths. And then one morning, Simon did not wake up. The old man's death proved devastating for Melk. But he acted as Simon would have expected him to. He informed the old man's few friends, arranged the funerals, and took care of Simon's affairs. The old man had left him all his belongings, but the thought of staying alone in the empty old house scared Melk. He gathered some clothes, provisions, and books, and locked the heavy door behind him. Where would he go next? It did not really matter. He would use his skills as a gambler to earn a living; he would grow his skills as a wizard to seek his purpose in life. A new chapter of his life had begun. A quest for adventure. A quest for knowledge and mastery. A quest for friends he would not let down.