Heinrich Martinson

Male Human Ranger 11, AL NG
Stats:
Str 14, Dex 18, Con 14, Int 12, Wis 14 (16), Cha 12, Armor Class 23* (+6 armor, +1 shield, +2 deflection, +4 Dex), 92 Hit Points.
Saves: Fort +10, Ref +13, Will +7.
Attacks: Sun Blade** +15/+10/+5 (1d10+4, crit 19/x2) and Short Sword +15/+10/+5 (1d6+3, crit 19/x2) or Composite Longbow +17/+12/+7 (1d8+2, crit 20/x3).
Skills (ranks/bonus): Climb 5/+7, Concentration 6/+8, Handle Animal 5/+6, Hide 10/+14, Jump 5/+9, Listen 9/+12, Knowledge (geography) 5/+6, Knowledge (nature) 5/+8, Move Silently 10/+14, Ride 5/+11, Survival 14/+17 (plus situational synergy bonuses), Search 9/+10, Spot 9/+12, Swim 5/+7, Tumble 5/+11.
Languages: Common, Elven.
Feats: Close-Quarter Fighting (Races of Faerun page 161), Quick Draw, Twin Sword Style, Two-Weapon Defense, Weapon Finesse.
Move: 30".
Space/Reach: 5 feet/5 feet
Class Abilities: Favored enemies [Giants +6, Animal +2, Humanoid (orc) +2], Track, wild empathy, Two-Weapon Fighting, Endurance, animal companion, Improved Two-Weapon Fighting, woodland stride, swift tracker, evasion, Greater Two-Weapon Fighting.
Spells (2/2/1): jump, longstrider, barkskin, cat's grace, darkvision. Caster level 5th.
Equipment: +2 mithral chain shirt, sun blade, +2 defending short sword, +2 ring of protection, +1 vest of resistance, boots of the winterlands, periapt of wisdom (+2), belt pouch of holding (weighs 3 lbs, holds 50 lbs), travel cloak, masterwork composite longbow (+2 Str bonus), quiver with 20 masterwork arrows, miscellaneous travelling supplies (in belt pouch).
Appearance: Heinrich is a 23 year old human male, 5'8" and 160 lbs. He is broad shouldered but wiry, with clear-blue eyes. His raven hair is pulled and braided in the back to mid shoulder length. He dresses for the wilderness, wearing tough breaches, high soft leather boots, a loose fitting tunic, and a warm cloak. He bears a longbow, bastard sword, and a short sword. He generally carries supplies for a short wilderness trek on his person. Heinrich is fairly alert, but has an annoying habit of appearing to drift off into his own little world during prolonged conversations.
* Added +2 armor bonus versus one designated foe (Twin Sword Style), only when Dex bonus to AC applies.
** Bonus raised from +2 to +4 versus evil creatures, x2 damage versus Negative Energy Plane or undead creatures.

Animal Companion: "Gorvir"; Medium Animal (Riding Dog), HD 4d8+8; hp 26; Init +3; Spd 40 ft.; AC 19 (+3 Dex, +6 natural); Atk Bite +6 melee (1d6+4); SA Trip, SQ Low-light vision, Scent, Link, Share Spells, Evasion; AL NG; SV Fort +6, Ref +8, Will +2; Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6; Skills - Jump +9, Listen +5, Spot +5, Swim +4, Survival +3 (+7 for tracking by scent); Feats - Alertness, Dodge, Track.

Character Background:
As a boy, you had a fairly stable childhood, living in a small village near Waterdeep. Your mother died when you were seven, but your father was a pillar of strength during that time, and you were able to accept the loss and move on. During that time, you would assist him with the herd, and he would tell you stories he heard from traders and wandering bards.
A few years later, he married a young widow named Dora, who had lost her husband in a hunting accident. You were happy for your father, though your siblings weren't as pleased by this. Gustav left within the year, to join a mercenary company. Miriam spent a lot of time with Lilly, and neglected her chores frequently. You were given more work to do with the flock, so Martin would have time to curb Miriam's rebellious streak.
At the age of twelve, when you were alone watching part of the flock, a trio of wolves attacked the sheep. Though you called for help from nearby herdsman, you found yourself alone with only your faithful dog Georgio to help you fend off the pack. With a bit of luck, you managed to slay one of the beasts (taking a bite to the ankle in the process), but Georgio was struck down while protecting you from the other two wolves. By the time help arrived, a lamb had been slain, as had Georgio. You swore to hunt the animals down.
Martin did not approve of your quest, but he didn't stop you. He knew you had loved Georgio, and the other herds were threatened. Besides, he knew that forbidding you to go would just cause a rift between the two of you...and he didn't want a repeat of what happened with Gustav. All Martin asked was that you find someone more experienced to help you track down the wolves.
From your childhood, you had seen the grizzled old hunter Bernard in the area a few times. He lived by himself out in the woods, and had even helped you recover a straying lamb on one occasion. To your surprise, Bernard agreed immediately when you asked for help. He taught you the ways of the wild as you searched for the wolves. Bernard never tracked the wolves himself, but told you how to find signs of their passing. He was a patient teacher, but never coddled you or protected you from your mistakes (save the ones that would have certainly resulted in injury or death). After months of searching, you uncovered the wolves' lair. You suspected Bernard could have found the lair much quicker, but this was your quest, not his. You brought the other shepherds to the lair, and hunted down the two wolves. The animals never had a chance - the longsword Bernard had loaned you took one in the heart, and it was your father's longspear that caught the other in the eye. Still, the wolves had fought bravely, defending their pups with such zeal that it was with regret that you took their lives.
After the wolves were dead, your father congratuated you. You knew that as of that moment, you were no longer a child in Martin's eyes. He said that he regretted not having a son to follow in his footsteps, but believed that you had a different path to follow. After he left, you realized that Bernard had known where the lair was all along. By letting you track them, you learned more about them than would have been gained by simple vengeance. The recent droughts and local poaching had limited the amount of deer upon which the wolves fed. This forced the pack to seek other prey. The same drought limited good pasture, and the sheep were being driven farther into the wilds than normal in search of forage. When nature threatens man, or vice versa, both suffer. To prevent such conflicts, man's disruption of nature must be limited. Conversely, when nature is out of balance (too many predators, or too much game), it must be culled.
Bernard congratulated you for your insight. He spent a few more months training you in the ways of the blade, and even gave you the longsword and shortsword that you now wield. His only other teachings were in the ways of Mielikki, the Lady of the Forest and goddess of rangers. Your last two months with Bernard took you through the High Forest, a place where few humans dared to tread. Finally, Bernard shook your hand, and told you to always remember that while man may occasionally disrupt nature, he is also a part of it.
You continued to hunt for a living, though your reasons have changed. You hunt for yourself, offering the appropriate prayers to Mielikki in gratitude, treating the animals with respect, and taking only what you need to survive. You sold the hides to provide yourself with occasional coinage, and you frequently culled dangerous predators for bounty when such animals are overabundant. As you travelled south, you were having a run of bad luck in finding such creatures, until you found a rabid wolf threatening Woodhill. You were collecting a reward on the creature when you ran into the elven druid Arianne...

Recent History:
Heinrich roamed the north after the battle of Woodhill, fighting against orcs and giants. He also continued his practice of keeping nature in balance, culling herds when they were too large, or protecting them when they were in danger of extinction.

© 2003 Casey McGirt



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