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Shurrin Delano: Male human Rog3/Ftr4/Clr3; Medium-size
humanoid; HD 3d6+6, 4d10+8, 3d8+6; hp 75; Init +4; Spd 30 ft.; AC 20 (touch
16, flat-footed 20); Atk +14/ +9 melee (1d6+3/18-20/x2, +1 keen rapier);
or +12 ranged (1d10/x2, pistol); SA sneak attack (+2d6), turn undead 6/day;
SQ evasion, search for traps, uncanny dodge; AL CG; SV Fort +11, Ref +10,
Will +7; Str 10, Dex 19, Con 14, Int 15, Wis 12, Cha 16. Height 5 ft. 9
Skills and Feats: Balance +11, Bluff +8, Climb +12, Craft (calligraphy) +4, Diplomacy +10, Disable Device +3, Heal +4, Intimidate +8, Jump +14, Knowledge (religion) +3, Listen +8, Move Silently +20, Open Lock +5, Search +10, Sense Motive +2, Spot +10, Swim +4, Tumble +13, Use Rope +6; Dodge, Exotic Weapon Proficiency (pistol), Point Blank Shot, Quick Draw, Scribe Scroll, Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Specialization (rapier).
Cleric Spells Prepared: (4/4/2; base DC=11 + spell level): 0-guidance, light, mending, purify food and drink; 1st-bless, detect undead, invisibility to undead, protection from evil*; 2nd-aid*, delay poison.
*Domain spell. Deity: Mirresh (goddess of laughter). Domains: Good (cast good spells at +1 caster level), Luck (good fortune 1/day).
Magic items: grandfather's +1 keen rapier, +2 ring of protection, 2 potions of cure light wounds, +1 cloak of resistance, wand of divine favor (19 ch), potion of cure serious wounds, +2 gloves of Dexterity, potion of darkvision, wand of cure light wounds (16 charges, in the form of the holy symbol of Mirresh), potion of cure moderate wounds, potion of bull's strength, scroll of lesser restoration, scroll of neutralize poison.
Gear: bedroll, satchel, waterskin, 50' silk rope, gold holy symbol, 5 tindertwigs, 6 holy water, 1 sunrod.
Money: 430 pp, 8796 gp, 152 sp.
(You can download an 11th-level version of Shurrin in Microsoft Excel format here.)
Shurrin grew up in the small fishing town of Carper's
Bay. As a young teenager, he discovered that his grandfather, Chaldesh,
was a masked hero and adventurer, helping those in need. He later found
a box of his grandfather's equipment in his parents' attic, including a
rapier of masterwork quality. When he was of age, Shurrin left for the
city of Ptolus, where there were so many adventurers that they had formed
their own guild. Shurrin quickly hooked up with a cleric of mighty Lothian,
a monk of the order of the fist, an elven sorcerer a dwarven wizard-to-be,
and a young paladin. With these friends and others he has fought many kinds
of evil and faced death dozens of times, never succumbing.
Shurrin is friendly, personable, and outgoing. He sees himself as being quite popular to the ladies, but of late has been spending too much time courting the lovely Telleth, receptionist of the adventurer's inn he frequents ... a woman who dislikes adventurers and wishes he'd get a real job as a cook in the inn. Early in his career Shurrin met up with clerics of Mirresh, the goddess of joy, and soon converted, gaining some small power as a cleric of that faith.
Shurrin is a swashbuckler, always ready to charge into danger to help someone in need or destroy some great evil. Though his ability to slay foes outright is overshadowed by his zealous and narrow-minded friend Zophas, Shurrin occasionally gets his lucky break, sending his grandfather's rapier right through an enemy's eye. A very maneuverable fighter, Shurrin likes using the terrain against his enemies and helping his allies flank opponents. His grandfather's rapier has now been made magic to strike even more accurately, and he hopes to hone his own skills in this manner.
Shurrin has made some powerful allies in the city, including Kyra Swanwing (a member of the order of the Knights of the Golden Cross, an ancient group devoted to fighting evil), Jevicka Nor (a glass-armed mysterious wizard), and house Dalamothin (a noble house of half-dragons). At the same time, he has many enemies, including the Vai assassin's guild, the chaotic Cult of the Ebon Hand, the priests of Abboth the rat god, the undead known as the Forsaken, and the demons living in the fortress known as the Dark Reliquary.
He is always alert for news of the Urthon-Aedar, a group of mysterious beings that wander the land and judge those that have commited horrible deeds. While he does not know it, his name derives from the name of Sharienne, a great hero that saved the world from destruction thousands of years ago.