Pathfinder Iconics in Dungeon Fantasy: Harsk
Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the seventh post in the series. Previous entries can be found here:
- Amiri the Barbarian
- Lem the Bard
- Kyra the Cleric
- Lini the Druid
- Seelah the Paladin
- Valeros the Fighter
Today’s template is the Scout which means’s that today’s character is Harsk. Here he is:
Just Look at all that compressed rage! His bio does give him plenty to be angry about. Harsk’s official stats are here. From these we can learn the following:
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Harsk is a Dwarf from Varisia, a “wild frontier” region that doesn’t have any blatant ties to real-world cultures. He was a bit of an outsider to his own stereotypically Dwarven community, and appointed himself a keeper of justice in the wild places after his brother was killed by raiding giants.
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He carries his brother’s axe with him, but his preferred weapon is a heavy crossbow he made himself. Understandably, he has giants as a favored enemy and gains bonuses to fight them.
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He’s skilled in wilderness survival, particularly in mountains, and very perceptive.
This puts us in something of a pickle. DF Scouts are excellent at shooting bows, but Harsk’s preferred weapon is the crossbow. While that’s much more in line with the dwarven idiom, it’s not supported by the standard Scout template in DF 1. I’m still going to use that template as a base, but I’ll need to range a bit further afield when looking for the right advantages. More specifically, the Heroic Crossbowman advantage and the Quick Reload perk, summarized below for ease of reference.
Heroic Crossbowman (20 points)
This is just like Heroic Archer, but for crossbows instead of bows. It gives the same benefits (Acc without an Aim maneuver, eliminates Bulk penalty, halved Fast-Draw and Quick-Shooting penalties), and also give access to perks from GURPS Gun Fu which make sense for crossbows. This advantage wasn’t explicitly written out anywhere that I could find, but it’s trivially derived from Heroic Archer.
Quick Reload (1 point)
This perk is from GURPS Gun Fu, which details its workings for various types of guns. The crossbow version of this perk requires Heroic Crossbowman and allows you to reload a crossbow in one turn with a successful Fast-Draw (Arrow) roll. You can use the quick-shooting rules from the description of Heroic Archer in DF 1, p. 14 to attempt to fire your crossbow every turn!
With these traits in hand, statting Harsk up is fairly easy. Being a Scout, he lacks the spells of his original version, but he scarcely needs them when he can rely on his incredible marksdwarfship. Harsk’s increased Lifting ST from being a Dwarf also allow him to carry a beefier crossbow, and to be one of the only iconics so far who is at No Encumbrance while carrying his full kit.
Harsk, 250-point Dwarf Scout
ST 13 {30}; DX 14 {80}; IQ 11 {20}; HT 13 {20}1
Damage 1d/2d-1; BL 22.5kg; HP 13; Will 11; Per 14 {15}; FP 151; Basic Speed 7.00 {10}; Basic Move 61.
Advantages
- Alcohol Tolerance {0}1
- Damage Resistance 1 (Tough Skin) {0}1
- Dwarf {20}
- Dwarven Gear {0}1
- Heroic Crossbowman {20}
- Lifting ST 2 {0}1
- Mortal Foe (Giants) {5}
- Night Vision 5 {0}1
- Outdoorsman 2 {20}
- Pickaxe Penchant 1 {0}1
- Quick Reload (Crossbow) {1}
- Resistant to Poison +3 {0}1
Disadvantages
- Greed (12) {0}1
- Honesty (12) {-10}
- Intolerance (Giants) {-5}
- Loner (12) {-5}
- No Sense of Humor {-10}
- Odious Personal Habit (Dour & Gruff) {-5}
- Sense of Duty (Adventuring Companions) {-5}
- Stubborness {0}1
- Vow (Own no more than can be carried) {-10}
Skills
- Armoury (Missile Weapons) (A) IQ {2} - 11
- Axe/Mace (A) DX+1 {2}2 - 15
- Brawling (E) DX {1} - 14
- Camouflage (E) IQ+3 {2}3 - 14
- Cartography (A) IQ+1 {4} - 12
- Climbing (A) DX-1 {1} - 13
- Crossbow (E) DX+6 {20} - 20
- Fast-Draw (Arrow) (E) DX+1 {2} - 15
- First Aid (E) IQ {1} - 11
- Gesture (E) IQ+1 {2} - 12
- Hiking (A) HT {2} - 12
- Jumping (E) DX {1} - 14
- Mimicry (Bird Calls) (H) IQ+1 {2}3 - 12
- Navigation (Land) (A) IQ+1 {1}3 - 12
- Observation (A) Per {2} - 14
- Prospecting (A) IQ {1}2 - 11
- Shadowing (A) IQ+1 {4} - 12
- Stealth (A) DX-1 {1} - 13
- Survival (Mountain) (A) Per+1 {1}3 - 15
- Tracking (A) Per+2 {2}3 - 16
- Traps (A) IQ+1 {4} - 12
- Wrestling (A) DX-1 {1} - 13
Equipment
$1000.0, 21.75kg. No Encumbrance!
- Bolts x20 [Quiver]: $40, 1kg.
- Camouflaged Heavy Cloak [Torso]: DB 2. +1 to Stealth in wooded terrain. $150, 2.5kg.
- Hip Quiver [Torso]: Holds up to 20 bolts. $15, 0.5kg.
- Leather Jacket [Torso, Arms]: DR 1*. $50, 2kg.
- Crossbow [Torso]: ST 15. Damage 1d+5 pi. $150, 3kg.
- Ordinary Clothing [Torso, Limbs]: Free, 1kg.
- Dwarven Axe [Torso]: Damage sw+2 cut. $250, 2kg.
- Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
- Blanket [Backpack]: $20, 2kg.
- Canteen [Backpack]: $10, 1.5kg.
- Personal Basics [Backpack]: $5, 0.5kg.
- Rations x4 [Backpack]: $8, 1kg.
- Rope, 3/8” (10m) [Backpack]: Supports 150kg. $5, 0.75kg.
- Torch x2 [Backpack]: $6, 1kg.
- Tea Set [Backpack]: $7, 1.5kg.
- $224 in coin.