A dabbler in magic, former shop boy, and party tag-along.
Olffrick Human Adept 2
STR 12 DEX 15 CON 12 INT 10 WIS 16 CHR 10
AC: 15 Fort: +1 Ref +2 Will: +6
Initiative: +2 Base Attack Bonus: +1
Attacks: Sickle +2 1d6+1, Sling +3 1d4+1
Appraise +0 Balance +2 Bluff +0 Climb +1 Concentration +12 Craft +0 Diplomacy +0 Disguise +0 Escape Artist +2 Forgery +0 Gather Information +0 Heal +3 Hide +3 Intimidate +0 Jump +1 +5 Knowledge (history) +1 Knowledge (local) +4 Listen +3 Move Silently +2 Profession (courier) +4 Ride +2 Search +0 Sense Motive +3 Sleight of Hand +3 Spellcraft +5 Spot +3 Survival +3 Swim +1 Use Magic Device +4 Use Rope +2
Feats: Armor Proficiency (light)
Equipment: Masterwork Studded Leather Armor, Sickle, Sling, Sling Bullets, Wand of Light (31 charges), Arcane Scroll of Cause Fear, Arcane Scroll of Magic Missile, Wand of Cure Light Wounds (50 charges), 5 gp, 12 sp, 6 cp
Olffrick was an orphan in Serenity, and lived off of the streets for most of his youth. As a young man, he found a job running errands for Mareshka’s Magic Shop. This was perfect, as Olffrick always had an interest in magic, but never had the smarts for it. Likewise, he had the ability to generate some small spell effects (minor curing, mending, and the like), but he knew it would never be true wizardly magic.
During his employment at the magic shop, Olffrick managed to ‘acquire’ a few arcane trinkets and scrolls. With his minor magical ability, he was able to use his acquired items, albeit with a few mishaps and backfires.
After a recent bungled delivery, however, Olffrick was sacked from the magic shop. Needing direction in his life, he has decided to tag along with Poly, Raven Mourner, Thorial and Zephyr.
Having spent some time with the party, Olffrick departed the group, hoping to learn the ways of adventuring elsewhere.