Points of Light
1st level Warlord
Oglar, level 1 Human, Warlord (Marshal) Warlord Option: Battlefront Leader Commanding Presence Option: Tactical Presence Human Power Selection Option: Heroic Effort FINAL ABILITY SCORES STR 16, CON 12, DEX 10, INT 18, WIS 8, CHA 12 STARTING ABILITY SCORES STR 16, CON 12, DEX 10, INT 16, WIS 8, CHA 12 AC: 19 Fort: 15 Ref: 17 Will: 13 HP: 24 Surges: 8 Surge Value: 6 TRAINED SKILLS Athletics +5, Diplomacy +6, Endurance +3, Heal +4, Intimidate +6 UNTRAINED SKILLS Acrobatics –3, Arcana +4, Bluff +1, Dungeoneering –1, History +4, Insight –1, Nature –1, Perception –1, Religion +4, Stealth –3, Streetwise +1, Thievery –3 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Human Racial Power: Heroic Effort Warlord Feature: Battlefront Shift Warlord Feature: Inspiring Word Warlord Attack 1: Commander's Strike Warlord Attack 1: Paint the Bulls-Eye Warlord Attack 1: Pin Cushion Warlord Attack 1: Lamb to the Slaughter FEATS Level 1: Tactical Assault Level 1: Saving Inspiration ITEMS Adventurer's Kit Longsword x1 Hide Armor x1 Heavy Shield x1 Crossbow Bolt Hand crossbow Dagger
Oglar Tanner was born in a small village south of Harkenwold, the youngest of three sons of the village tanner. He was a precocious child, and spent his youth shooting squirrels with his crossbow, sparring with the local boys, devising “labor saving devices” for his father’s business, and making extra money on the side by playing games of chance with gullible travelers in the local pub. His father criticized him for “wasting his time with machines” and pushed him to take his place in the family business, under his elder brothers. One evening, a few days after his 18th birthday, Oglar was playing “wheels of fortune” in the pub when he noticed a figure watching him. The older, finely dressed man approached and asked him to solve several riddles, which Oglar did with much pride. Then the old man told Oglar that, as a reward for being so clever, he would teach Oglar a secret formula that could make gold pieces grow in size, if he would supply a sample for demonstration. Oglar knew how to open the family’s safe, and wanted desperately to show his brothers that he was useful after all, so he snuck the old man into the tannery office and opened the safe. As soon as the safe was open, the old man disappeared, and with a sudden sweeping clank, so did the family’s gold. Oglar bolted outside, but to no avail – the man was gone. Returning to the office, Oglar noticed a few gold pieces the man had dropped on the floor and picked them up to return to the safe. At that moment, his eldest brother entered the office, and on seeing the missing gold, accused Oglar of theft – he had always been suspicious of Oglar’s cleverness. Oglar protested, but there was no way to convince his brother, who finally pushed him out the door with the words “and don’t come back here without that gold!”. Oglar grabbed his pack from the porch, gave one last look towards his home, and disappeared into the night. Crushed and still smarting from his lack of judgement, Oglar wandered along the road to Fallcrest for days, eating squirrels and sleeping in ditches. He hoped to catch sight of the old man again, but after walking all the way to Fallcrest and nearly starving, he began to think of his own predicament and tried to make a living in the big city. After a few weeks of “sharking” pubs for money, with very little profit, he eventually fell in with a band of mercenaries that needed a scout, and this suited his talents very well – in fact, he rose through the ranks quickly and became a respected member of the battalion. Two years later, on a cold, snowy night, Ogar was found unconscious at the north gate of Fallcrest. A fierce battle with a huge band of goblins had all but destroyed his mercenary battalion, and after being left for dead on the swampy battlefield many miles to the north, he awoke, fashioned a crude splint for his mangled leg, and limped towards Fallcrest for days, eventually blacking out. The only sign of his rescuer was a wooden card, covered in unfamiliar runes, which was placed in his pocket. Oglar eventually recovered, but now his bad leg pushes him towards work that is more mental that physical. In Fallcrest or near about, he hopes to make his fortune in some way, find the old man that swindled him, and return to Harkenwold with evidence of his innocence, and a scrap of honor at last.