Sisal [125]

Attributes: [105]

ST 11[10]HP 11 [0]
DX 14[80]Per 10 [0]
IQ 10[0]Will 10 [0]
HT 12[20]FP 11 [0]

basic speed 6.00 [-10]
Move 7 [5]

Thrusting Bastard Sword (20): 1d6+5 Cut
Thrusting Bastard Sword (20): 1d6 +4 Imp

Dodge: 10
Parry (Broadsword): 14*

Disadvantages: [-49]
Pacifism: Cannot Harm Innocents [-10]
Appearance (Unattractive) [-4]
Skinny [-5]
Vow (Never Settle Down)** [-5]
Odious Personal Habit (Fortune Cookie Wisdom) [-5]
Charitable (CR 12) [-15]
Vow (Keep Word) [-5]

Advantages: [35]
Combat Reflexes [15]
Weapon Master (Broadsword) [20]

Skills:[34]

Fast-Draw (Sword) 15 DX+1
[1]
Two-Handed Sword 20
DX+4
[24]
Riding (Camel)
13 DX-1
[1]
Animal Handling (Camel)
10 IQ
[2]
Carousing 13 HT+1
[2]
Survival (Desert)
10
Per-1 [2]
Stealth
13
Per-1 [1]

Equipment:

  • Thrusting Bastard Sword, ($750, 5 lbs)
  • Leather Armor ($100, 10 lbs)
  • 1 man tent ($50, 5 lbs)
  • Personal Basics ($5, 1 lb)
  • $95 in coin

Notes:

Sisal is a swordsman and wanderer from another land. He has devoted himself to the study of the sword and the defense of the innocent. Sisal goes from place to place looking for opportunities to help people, and to distinguish himself in combat. He speaks the local language, and others as well, but this is as far as he has come, and the others aren't useful here. He is constantly quoting proverbs, but they aren't the local ones, and can come off as rather odd. Sisal is a world-class swordsman, and this isn't quite his first time in the desert. He doesn't have a ranged option, preferring to rely on his sword.

* Because of Weapon Master, Sisal only gets -3 to parrying a second time with his sword

** Sisal has vowed to keep moving from place to place. He will not accumulate wealth he cannot carry himself, and avoids anything that would tie him to one place.

Sisal is broadly based on the "Skirmisher" template from DF15: Henchmen

"Sisal" is a rough natural fiber from the leaves of a succulent native to Central America, noted for its traditional use in agricultural twine



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