Jorrus  

Details
Class: Race: Alignment: Deity:
Cleric Human Lawful Neutral Kelemvor
Level: Size: Age: Gender:
2 Medium 22 Male
Height: Weight: Eyes: Hair:
5"6 200 Brown Black

Abilities
STR 16 +3
DEX 14 +2
CON 17 +3
INT 12 +1
WSD 18 +4
CHA 11 0
 
Hit Points
TOTAL wounds subdual
20 0 0
Initiative
TOTAL dex other SPEED
6 2 4 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
16 10 4 0 2 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
5 1 3 0 1
RANGED = base + dex + magic + other
0 1 0 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 6 3 3 0 0
REFL 2 0 2 0 0
WILL 7 3 4 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Scythe (Masterwork) 2 2d4+4 x4 20 10lb Medium twohand A Masterwork Scythe inscribed as belonging to the order of God Kelemvor Judge of the Damned

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Chain Shirt Armor(Masterwork) Light +5 -1 +4 20% 30FT 25lb A common if very well maded set of light chainmail.

Feats & Special Abilities
Feat / Ability Description/Notes
Improved Initiative +4 to all Initiative Checks
MWP(Scythe) Profficent in (Scythe)+1 to attacks with (Scythe)
Armor Proficiency (heavy) Can wear Heavy armor
Armor Proficiency (light) Can wear Light Armor
Armor Proficiency (medium) Can wear Medium armor
Shield Proficiency Can use shield
Turn or rebuke undead A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Languages Common, Dwarven, Celestial, Abyssal

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Concentration Con 3 1 2 0
Craft (Alchemy) Int 3 1 2 0
Diplomacy CHA 4 0 4 0
Heal WIS 7 4 3 0
Knowledge (religion) INT 6 1 5 0
Knowledge (the planes) INT 3 1 2 0
Listen WIS 4 4 0 0
Sense Motive WIS 4 4 0 0
Spot WIS 4 0 0 0

Spell List
No Spells Assigned.

Gear
No Gear Assigned.

Treasure/Money
No Treasure Assigned.

Experience
No Experience Assigned.

Description
No Description Assigned.

Personality
Jorrus is a person who raidates concentration. From the instant he wakes up, until the moment he lets sleep overcome him he has the look of someone with a serious problem on his mind.
The only way to tell if he acutaly has anything on his mind or he's just doing that to distract you is to measure the number of times he strokes his chin and says hmm per minute, what day it is, what he's had for breakfast. Take all that... and just guess because its impossible to tell the diffrence between that and his normal behavior which is identical.

Over the years Jorrus has found it useful to impress opon people the idea that he is thinking deeply about their problems. It adds the human touch. And as the occasional thief has found out, yes he is paying attention. No that Scythe is not just for decoration. And yes, he would be more than happy to introduce you to Kelemvor if you insist.

At least you'll get a decent burial. That you can count on. Heck he might even stay to give a speech about what a nice fellow you were till you went and did wrong and he's sure that you feel just terrible about what you did. And arn't we all sad that you had to go.

But hey, you were the one who tried to mess with the guant looking man in black with the Bone-and-Skull motif carring the Scythe...

Background
Jorrus came to understand death at a young age. His entire village was killed by a Necromancer who was trying to raise an undead army. Every adult in the village was killed to be raised as slaves to the Necromancer's will. The children were spared from this, not due to any mercey but because the Necromancer need some innocent lives to fuel his transition into Lichdom. With his own undead army to protect him and his immortaility assured he would be free pratice his dark crafts in security. Like so many fools before him this was the extent of his plan.

And like so many Necromancer's before him he met his end at the hands of a party of adventurers. This would be the end of the story except for one of those chances of fate that are far to often in these troubled times. For the adventures droped the children off at the temple of Kelemvor that had hired them to deal with the Necormancer.

The Clerics of Kelemvor quickly found others temples or familys to take the children in. When his time came Jorrus refused the kind offer from a minor baron and asked the head of the temple's clergy if he could stay and become a priest himself. Time has past and Jorrus has demostrated his skills many times in the past as one of the undead hunters of Kelemvor. Eliminating those who seek to disrupt the natural order of life and death. Death comes to all things great and small and Jorrus seeks to maintain that balance.