Girth [125]

Attributes: [125]

ST 11[10]HP 10 [0]
DX 12[40]Per 13 [0]
IQ 13[60]Will 13 [0]
HT 11[10]FP 12 [0]

basic speed 6.00 [5]
Move 6 [0]

Broadsword (14): 1d6+1 Cut
Broadsword (14): 1d6-1 Cr
Longbow (12): 1d6+1 Imp 

Dodge: 9
Parry (Broadsword): 10

Disadvantages: [-50]
Pacifism: Cannot Harm Innocents [-10]
Chummy [-5]
Greed (CR 15) [-7]
Chummy [-5]
Insomniac [-10]
Fat [-3]
Code of Honor (Professional) [-5]
Debt 5 ($50 a month)
Sense of Duty (Traveling companions) [-5]

Advantages: [21]
Charisma 1 [5]
Shandassa Language [6]
Patron (Merchants's Guild, 6 or less) [10]

Skills:[29]

Riding (Camel)
12 DX
[2]
Animal Handling (Camel)
13 IQ [2]
Survival (Desert)
13 Per [2]
Diplomacy 12* IQ+1
[2]
Merchant 14* IQ+1
[4]
Detect Lies 12 Per-1
[2]
Stealth 13 DX+1
[4]
Broadsword 14 DX+2
[8]
Bow 12 DX [2]
First Aid
13 IQ [1]

Equipment:

  • Broadsword, ($500, 3 lbs) 
  • Longbow ($200, 3 lbs)
  • Shoulder Quiver with 10 Arrows (1.5 lbs, $30)
  • Leather Armor ($100, 10 lbs)
  • 1 man tent ($50, 5 lbs)
  • Personal Basics ($5, 1 lb)
  • $115 in coin

Notes:

Girth is a Kedhris merchant currently down on his luck: a trading venture of his went wrong, and now he actually owes money. His contacts in the guild see promise though, and he hopes he can get another trading venture off. For now, he'll take jobs where he can get them. Girth has been back and forth across the desert many times and speaks both Lantrian and Shandassan. He's a skilled trader and negotiator who can get people across the desert. He's learned both the sword and the bow for self-defense, though he doesn't exactly consider himself a warrior.

** Charisma adds +1 to these rolls most of the time

Girth is broadly based on the "Agent" template from DF15: Henchmen

"Girth": A band or strap that encircles the body of an animal to fasten something (such as a saddle) on its back

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