Menthe
Penish a regardé à l'échange, jetant silencieusement les sorts qu'il savait pour lire les pensées de surface, la perspicacité vaut son poids en or. Il a attendu que le chef parte avant de s'approcher. Il a gardé la distance de sécurité de sa portée et de sa portée à nouveau au cas où elle trouverait un cudgel ou commencerait à pratiquer ses compétences de lancer.
Si elle n'a pas essayé de le cerveau, il a essayé de s'approcher suffisamment pour parler doucement aussi loin que possible des gardes à l'avant. Il y avait encore le risque d'une sorte de dispositif d'écoute, mais il faudrait qu'il s'agisse d'un risque calculé.
"Je suis un étranger tel qu'il est, et vous êtes un oiseau d'une cage dorée. Même si l'un d'entre nous dit de l'autre, son suspect au mieux. Alors, qu'en est-il de la moitié des rations, de la pomme et du fromage et je ne suis plus dans tes cheveux. Mais, vous pouvez peut-être m'expliquer pourquoi il vous garde. Il me tient ici sur la promesse d'une nouvelle magie à apprendre. Mais si tout ce que vous voulez est sorti, et que vous m'aidez à obtenir ce que je veux, je peux vous aider sur votre chemin."
Lob
Lob fut ignoré par le nain avec sa vieille meute, et maintenant il était assis à côté du chaman du groupe. Il descendit et tira la pierre verte éclatante comme le lait de juments fermenté lui fut donné dans un grand bol de service. Il l'a pris dans les deux mains pour s'incliner vers le dos pour se glousser dans de longs goupilles, avant d'essuyer son visage sur ses bras poilus.
"Tu n'aimes pas Lob. Beaucoup y vont, vous n'y allez pas. Pourquoi rester?"
Tout espoir que Lob soit secrètement un alcoolique brillant est sorti par la fenêtre car il a essentiellement bu une bouteille entière de vin dans une seule séance que d'autres prendraient pour boire juste un verre. Il a remis le bol en place et a regardé le guérisseur et a attendu qu'elle réponde. Il regarda de nouveau le nain et tenta de comprendre de quoi ils parlaient, mais il s'échappa en ce moment, alors il regarda de nouveau l'elfe.
Name:Lob-otto-me!
Age:21 (old for a half orc)
Alignment: Chaotic Good
Race: Half-orc
Class: Barbarian(Brute Kit) (estimated 6th level based on wizard spells, 15 THAC0)

Brute
Description: The most primitive barbarian, the Brute combines traits of both humans and animals. He is heavily built and thick-boned, with a sloping skull resting low on his neck, and fanged jaws protruding over a receding chin. Coarse hair covers his hide-like skin. Long, powerful arms let him lope on all fours and clamber up trees like a monkey. Lacking the intelligence of other barbarians, he depends on his keen senses, natural resilience, and sharp instincts to help him survive.
Requirements: A Brute has a maximum Intelligence of 6 and a maximum Charisma of 8. (Treat Intelligence scores of 7 or higher as 6, and Charisma scores of 9 or higher as 8.) A Brute gains a +1 bonus on his initial Strength score or a bonus of 25% on exceptional strength.
Homeland Terrain: Any, with Mountains, Jungle, and Forest the most likely.
Role: In his homeland, the Brute’s life consists of hunting, sleeping, and fending off predators. Consequently, he values personal virtues that enhance the chances of survival, including cooperation, courage, and genmiv. His moral code consists of two basic principles: (1) do no harm to those who pose no threat, and (2) destroy those who would harm him or his companions.
The Brute has no use for virtues and vices associated with civilized societies. Etiquette, greed, personal honor, and loyalty to abstract principles are unknown to him. He can’t be insulted or blackmailed, nor can he be tempted with treasure. A Brute’s interests seldom extend beyond his current needs; with food in his stomach and a soft patch of ground on which to nap, he’s as content as he can be.
A Brute allies himself with an adventuring party for companionship, protection, or even the promise of regular meals. He remains loyal so long as his companions treat him decently. He has no aptitude for leadership, strategic planning, or negotiation; he takes orders from anyone he trusts. He serves his party as a forager, hunter, and combatant. Though a Brute’s companions may admire his loyalty and friendliness, they may also balk at his animalistic behavior. He howls at the moon, licks himself clean, and grooms animals by picking bugs from their fur. He eats raw meat, tearing apart carcasses with his teeth. He speaks in grunts, never more than a few syllables at a time. He identifies friends by their smells, and investigates strangers by sniffing them up and down.
Secondary Skills: Fire-maker, Forager, Hunter.
Weapon Proficiencies: A Brute begins with only two weapon proficiencies. Thereafter, he gains new proficiencies at the normal rate.
Required: Club. Brutes must select all subsequent proficiencies from the following choices: axe (any), Celt*, dagger, knife, spear.
Non-weapon Proficiencies: A Brute begins with only one non-weapon proficiency. He gains new proficiencies at the normal rate.
Bonus: Danger Sense*.
Recommended: Artistic Ability,Endurance, Fire-making, Fishing, Foraging*,Hunting, Light Sleeping*, Tracking, Wild Fighting*
Barred: Agriculture, Alertness*, Boating*, Crude Armorer, Crude Bowyer/Fletcher, Crude Weapon smithing, Dancing, Horde Summoning, Leadership*, Pottery, Riding (Airborne or Land-based).
Economic System: Trade-free.
Wealth Options: The concept of trade is new to the Brute, because he’s used to foraging whatever he wants from the wilderness, and doing without if he can’t find it. He begins with no funds or tradable goods. After the barbarian spends some time in the outworld-say, after he’s advanced one level-the DM may allow him to learn a barter system.
Armor and Equipment: The Brute begins with padded or leather armor, usually a large fur with a hole in the center, slipped over his head to hang down his body. A Brute may not use any weapons other than those listed in the weapon proficiencies section above. A Brute rarely uses a shield; it interferes with hunting.
Special Benefits:
Enhanced Natural Armor: The Brute’s coarse hair, thick skin, and dense bones give him a natural armor class of 6 (boosted to AC 4 when he wears padded or leather armor).
Improved Climbing: A Brute climbs as a barbarian two levels higher.
Wild Brawl: When fighting without weapons, the Brute can propel himself into a berserk frenzy. Bites, punches and kicks are all directed at a single opponent. A single attack roll is used to determine if these attacks finds their mark. Damage is ld6.
Enhanced Sense of Smell: A Brute can trail a human, animal, or demi-human by scent, presuming the quarry made the trail within the previous 24 hours. The Brute must be familiar with the quarry, or must have a sample of the scent (a scrap of hide, a lock of hair, a piece of clothing). A Brute has the same chance to follow the trail as if he had the tracking proficiency. (Refer to Table 39 in the Player’s Handbook. Use only the modifiers relevant to following a trail by scent, including those associated with the number of creatures in the group, elapsed time, and inclement weather.) Use the Brute’s Wisdom score to make tracking checks. If the Brute has the tracking proficiency, he receives a +2 bonus to his checks.
A Brute can also identify a particular character or creature by its lingering aroma, presuming the character or creature was in the area within the past 24 hours. The Brute must be familiar with the creature or have a sample of the scent. The Brute identifies the scent with a successful Wisdom check.
Surprise Bonus: Because of the Brute's sharp senses, he receives a +2 bonus to his surprise rolls.
Special Hindrances:
Reduced Movement: A Brute has a base movement rate of 12.
Language Limit: A Brute can't know more than a single language.
Limited Magic: A Brute will not use magical items that require command words or concentration for their use. He can use magical potions, clothing and weapons.
***
Leaping and Springing.
The barbarian fighter is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
Table 8 indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarian fighters of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring.
Back Protection.
Table 9 shows the barbarian fighter's chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.
Example: Grog the barbarian makes a club attack against a lizard man, while an ogre attempts to attack Grog from behind. After resolving his attack on the lizard man, Grog makes a back detection roll and succeeds; therefore, the ogre receives no special attack bonuses for attacking from behind. The ogre makes a normal attack against Grog; Grog is allowed a "free" counter-attack against the ogre. All of this occurs in the same round.
Climbing. The barbarian fighter can climb walls and other surfaces-including ledges, cliffs, and trees-without the aid of tools. Table 9 indicates success chances. This skill works like the thief's climb walls ability

Appearance/Clothing: 
6'4" 250 Lbs
Skills:
Weapon specialization: Great club, (+1 hit +2 damage)
Weapon proficiency: Dagger, Throwing Axe, Battle axe, Spear
Armor proficiency: Padded, Leather
Secondary Skills: Forager.
Bonus: Danger Sense*,
Endurance, Hunting, Light Sleeping*(only need 1 hour of sleep for full rest), Sign Language, Tracking, Wild Fighting*(+1 attacks a round, 3 penalty to AC, -3 to hit, +3 damage, good for minion sweeping or easy to hit enemies)
Natural Abilities: Heightened strength(+3 hit +8 damage). Darkvision/infravision. Back Detection(40%) Climbing(95%)
Running Leap: 3d6+6 Ft. Running Spring: ld6+3 Ft. Standing Leap: 2d4+3 Ft. Standing Spring: ld4+3 Ft.
Additional Information: Highly bestial nature who worships the moon. Treats all dogs like family. His homeland terrain is the open plains, he is always considered proficient in survival, tracking, hiding, and animal lore in his home terrain and provides a penalty to his enemies to detect him when trying to surprise them in the plains.
Weapons:
CLUB! is a greatclub (2d4) that is little more than a bone ripped from the wing of a black dragon and fitted to a handle. Much of its energy is still rather raw from the experience, but its damage transfer the dragonic energy of acid to stop regenerating creatures. Even if it does not drip acid itself, it seems to work half the time to harm trolls and the like.(8/8/15 Gained a permanent +1d4 from shillelagh potion) (3d4+8 11-20)
CATCH! A throwing 'axe' which was a parting gift from the last parties bard/cook, she could throw and catch three at a time in the air. It was an entertaining skill he never developed, but it is great for when he needs to hunt rabbits or use with his 'not a hat' if it is too cramped to use his club!
Possessions:
Hide of hiding! Hide armor made from the hide of a black bear, because black is good for hiding! He proved himself to his lost clan's shaman (druid) who put a 'blessing' (invisibility to animals) on the armor for good hunting. He has learned that he can approach an animal, but after the first attack, they can see him. He also learned the hard way that it only works on normal animals, special animals can see him just fine.
Not a hat! is something he uses when he knows he is going to have to fight something directly and dangerous, not when he is hunting for game. When not fighting, he uses the buckler for a plate or to carry things from foraging.
Personality:
Fairly simple minded, He has a personality that focuses on loyalty to a fault. He is easily coerced by his friends to do most things.
History:
About one in ten half-orcs can pass for human, he could not. Left out in the woods and the wilds, he was taken up by a tribe of halfling plains-riders who thought him to be a curiosity. He grew in the tribe and grew some more, easily keeping pace with the 8 meal metabolism of the others and foraging for his own when extra hungry. His phenomenal strength lent him a place in the tribe, but his simpler than most mind meant he had no desires for chiefdom.
One day, the plains-riders came upon a Gnoll tribe and their overconfidence was their doom. It was a glorious battle and now the halflings ride across the black plains as stars in the sky, but Lob was not one of those. He awoke some days later with a great gash across his forehead but alive all the same. He burned his people as they were to do and wandered on his own, breaking from the circuit of his people to see the rest of the realm.
He came into sight of an adventuring party low on their luck and he brought them a whole elk that even the ranger hadn't been able to take down (to which the bard joked that he was the new animal companion for the ranger's lost wolf). They began to keep him like a pet and gave him his new name from the skull scar which he found good as his old name died with his people.
The new family took him from woods to still water swamp where they sought out a black dragon and its treasure. The brackish trees were too thick to fly but not to climb as he made his way by branches when the dragon attacked. First it cunningly weakened the party with many animals of the swamp before striking. The party was doing well until the wizard was bitten by a snake and down for the count so Lob took the staff and swung it like a club across the dragons face.
The reverberation of the shattered staff loosing all of its stored energy was enough to end the fight as the beast collapsed. But, when it came time to divide the treasures, the in-fighting broke the party in two with Lob merely claiming a trophy of the dragon as his reward. The party split up in town after all was said and sold, enough for some to retire.
The city was no place for Lob and so he had one of the fighters help him get his bone made into a serviceable weapon before he left with the groups Healer who chose to go on a pilgrimage to renew her faith and could use his strength. After a few temples, he pilgrimage has been made to pause with this new sickness rising. Since Lob is 'ever so good at finding things', the healer asked lob to help the children while she stays at this village to tend to the sick.
***Scent tracking***
Drizzak -smoked meat, burnt earth and occasionally strawberries..
Fiona - wilderness, the road, and a little of her horse
Hanzo -outdoor air, with hints of morning dampness and a slight earthy aroma.
Hugh - tobacco, horse, his own sweat, metal, and grass.
Lob - Dry dog, dirt, bit of dung 
Melvis - At the moment, Melvus smells like blood
Mortosh -sorta dead with rust smell to him as well as a bit of blueberry
Sana - cedar wood and jasmine flower. 
Sister Agnes-Lavender and rosemary oil
Tobias -sweat and red apples.
Vaeri -surrounding forest with a hint of cinnamon.
Zack -Ash
Zam-flowery blueberry and has a hint rust to her scent