Duergrim

A Wildman turned Warden of the Shire

Description:

Duergrim

Val Char Points Total Roll Notes
20 STR 10 20 13- HTH Damage 4d6 END 4
11 DEX 3 11 11- OCV 4 DCV 4
13 CON 6 13 12-
15 BODY 10 15 12-
8 INT -2 8 11- PER Roll 11-
11 EGO 2 11 11- ECV: 4
13 PRE 3 13 12- PRE Attack: 2 1/2d6
8 COM -1 8 11-
8 PD 4 8 8 PD (0 rPD)
4 ED 1 4 4 ED (0 rED)
2 SPD 0 2 Phases: 6, 12
8 REC 2 8
26 END 0 26
32 STUN 0 32
6" Running 0 6"
1" Swimming -1 1"
4" Leaping 0 4" Total Characteristics Cost: 37

Cost Powers END
5 Bestial Bloodline (Minor): Nightvision0
1 Weapon Element: Axes, Empty Hand
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
 
Perks
3 Fringe Benefit: Warden of Shire Corbie
 
Talents
6 Combat Luck (3 PD/3 ED)
3 Lightning Reflexes: +2 DEX to act first with All Actions
2 Environmental Movement (no penalties in Woodland Environments)
 
Skills
10 +2 with HTH Combat
2 AK: Avenwood 11-
0 AK: Dragoneye City 11-
1 AK: Mines of Shire Corbie 8-
0 Acting 8-
5 Animal Handler 13-
3 Breakfall 11-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Healing 8-
3 Hoist 11-
2 KS: Regional Animals 11-
0 Language: Alamenian (idiomatic) (4 Active Points)
3 Navigation 11-
1 PS: Handyman 8-
0 PS: Warden 11-
0 Persuasion 8-
3 Riding (Horse) 11-
0 Shadowing 8-
0 Stealth 8-
1 Streetwise 8-
3 Survival 11-
3 Tracking 11-
1 Trading 8-
3 WF: Common Melee Weapons, Bows, Thrown Rocks
Total Powers & Skills Cost: 68
 
Total Cost: 105
 

50+ Disadvantages
5 Distinctive Features: Luminous Eyes (Concealable; Noticed and Recognizable; Detectable in the Dark)
10 Distinctive Features: Tattoos (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Bad Temper (Common, Strong)
10 Reputation: Made a Warden to Piss of the Nobility, 11-
10 Social Limitation: Subject to Orders (from the Sheriff of Shire Corbie) (Occasionally, Major)
Total Disadvantages Points: 50
Bio:

Duergrim

Legacy of the Barrowgrimm Huru69