Posts

  • Pathfinder Iconics in Dungeon Fantasy: Jirelle

    Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the ninth post in the series. Previous entries can be found here:

    Today’s template is the Swashbuckler, which means today’s character is Jirelle. Here she is:

    By Wayne Reynolds, Copyright 2014 Paizo Publishing

    Even if you’re familiar with Pathfinder’s Iconics, Jirelle might be somewhat new to you. This is because the class she represents, the Swashbuckler, is not from the core rules but from the “Advanced Class Guide” supplement. You can find her bio here, and the only place where I could find her stats is inside this free package of premade iconic characters that contains all of them.

    From these, we can learn the following:

    • Jirelle is a half-elf born in the Shackles, a pirate-infested archipelago. She sunk her evil pirate’s mother ship to avoid becoming a demonic sacrifice, but the ship and its whole crew later returned as undead. Her main long-term goal is returning them to the depths.

    • Her fighting style is acrobatic and daring, relying a lot on precision and fencing skill.

    • She wields a rapier as her main weapon, and despite the illustration showing one of every traditional off-hand fencing weapon on her person, the character sheet indicates the buckler is her favorite.

    It turns out we have quite a bit more options when picking a template for Jirelle than we did back when I first started writing this series! The recently released GURPS Dungeon Fantasy Denizens: Swashbucklers has five different swashbuckler templates, each one with a slightly different focus! Now, Jirelle’s piratical background might point to the Buccaneer, but her Pathfinder stats are all about the flashy fencing with only a slight nod towards seafaring skills. So it turns out that the default Swashbuckler template really is the best choice here. We just have to make sure she knows how to sail.

    I’m pretty satisfied with the result! Dungeon Fantasy Jirelle has skill 20 with her rapier and skill 18 with her buckler, which enables some pretty cool tricks. She also knows her way around a ship, and her Charisma helps boost her social skills and Rapier Wit ability. Making her a better leader of men would be a good use of earned character points, especially in parties that lack a more dedicated social character. And of course, points spent on Rapier will never go to waste!

    Speaking of “points spent on Rapier”, this version of Jirelle spends one character point on extra starting cash so she can afford the Edged Rapier.

    Jirelle, 249-point Half-Elf Swashbuckler

    ST 11 {10}; DX 16 {100}1; IQ 10 {0}; HT 13 {30}

    Damage 1d-1/1d+1; BL 12.1kg; HP 11; Will 10; Per 10; FP 13; Basic Speed 7.25; Basic Move 7.

    Advantages

    • Charisma 2 {10}
    • Combat Reflexes {15}
    • Enhanced Parry (Rapier) 2 {10}
    • Half-Elf {20}
    • Luck {15}
    • Magery 0 {0}1
    • Perfect Balance {15}
    • Rapier Wit {5}
    • Weapon Master (Rapier & Buckler) {25}

    Disadvantages

    • Code of Honor (Pirate’s) {-5}
    • Gregarious {-10}
    • Impulsiveness (12) {-10}
    • Obsession (Acquire a ship and crew to defeat my evil mother) (12) {-10}
    • Pacifism (Cannot Harm Innocents) {-10}
    • Sense of Duty (Adventuring Companions) {-5}
    • Social Stigma (Half-Breed) {0}1

    Skills

    • Acrobatics (H) DX+1 {4}2 - 17
    • Boxing (A) DX {2} - 16
    • Carousing (E) HT {1} - 13
    • Climbing (A) DX {1}2 - 16
    • Fast-Draw (Knife) (E) DX+1 {1}3 - 17
    • Fast-Draw (Sword) (E) DX+1 {1}3 - 17
    • Fast-Talk (E) IQ {1} - 10
    • Intimidation (A) Will {2} - 10
    • Jumping (E) DX {1} ‐ 16
    • Leadership (A) IQ+1 {1}4 - 11
    • Public Speaking (A) IQ+2 {2}4 - 12
    • Rapier (A) DX+4 {16} - 20
    • Seamanship (E) IQ {2} - 10
    • Shield (Buckler) (E) DX+2 {4} - 18
    • Stealth (A) DX-1 {1} - 15
    • Streetwise (A) IQ {2} - 10
    • Thrown Weapon (Knife) (E) DX {1} - 16
    • Wrestling (A) DX {2} - 16

    Equipment

    $1378.0, 11.53kg. No encumbrance!

    • Ordinary Clothing [Torso, Limbs]: Free, 1kg.
    • Boots [Feet]: DR 2*. $80, 1.5kg.
    • Hat, Wide [Head]: $18, 0.15kg.
    • Leather Jacket [Torso, Arms]: DR 1*. $50, 2kg.
    • Leather Pants [Legs]: DR 1*. $40, 1.5kg.
    • Light Buckler [Torso]: DB 1. $25, 1kg.
    • Rapier [Torso]: Damage thr+1 imp or sw cut. $1000, 1.5kg.
    • Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
    • Personal Basics [Backpack]: $5, 0.5kg.
    • Waterskin [Backpack]: Holds 4L of liquid (4kg if water). $10, 0.13kg.
    1. Part of or modified by Half-Elf Racial Template.  2 3

    2. Includes +1 from Perfect Balance  2

    3. Includes +1 from Combat Reflexes  2

    4. Includes +2 from Charisma  2

  • Dragon's Dogma: Wolves

    Copyright 2012 Capcom.

    This post is part of a series converting Dragon’s Dogma enemies to GURPS Dungeon Fantasy. Please go here for links to all other posts in the series.

    Not even goblins are as annoying as the wolves of Gransys. The original game’s suicidally aggressive monster AI combined with the move set of the “wolf” monster family ensures that even basic wolves remain a nuisance long after they’ve stopped being a threat. It doesn’t help that your pawns will helpfully expound on anti-wolf tactics for even the easiest such encounter. Hopefully the tabletop version will be a little better in that regard. This article covers all sorts of canine enemies, but we start with the most basic of them all:

    Wolves

    The southern forests and mountain passes of Gransys are home to packs of large, brownish wolves. Most of the time, they stay away from civilization and restrict their hunting to other wild animals further down the food chain. A wolf pack will only target livestock if no wild prey is available, and will only attack people if they are utterly desperate. Unfortunately, both situations have become more common ever since increased bandit and goblin presence in Southern Gransys made game scarcer.

    Use the Wolf stats from p. B458 for average wolves, and the more powerful Hound and Timber Wolf stats from DF 5 p. 9 for large specimens (of which there is at least one per pack encountered).

    Dire Wolves

    The colder northern reaches of Gransys are home to a larger and more vicious white-furred species of wolf. The smallest of them use the Hound template from DF 5, and they frequently get up to the size shown in DF 2, p. 22. While they mostly stick to wild prey deep in the woods, they are much more confident about targetting livestock and humans who wander into their territory.

    Wargs

    These horrible creatures look like standard wolves from a distance, but closer inspection will reveal their true natures. Wargs are undead wolves, with rotted-through hides and infected bites. Forget any semblance of realistic behavior here - they hang out in tombs and dungeons and prefer their meals to be sapient and alive at the time of eating.

    To make a warg, take a normal or dire wolf and change its class to Undead. Change DR to 4, add Injury Tolerance (Unliving), and add a 1d toxic follow-up to their bite, resisted with HT-2.

    Hell Hounds

    These horrors are stirred up by the coming of the Dragon, and enter the world through the same portal as it. They are even more untroubled my mundane physiology than wargs: their blood boils, and they breathe fire at will.

    To make a hell hound, take a normal or dire wolf and change its class to Demon. Change DR to 5 (15 vs. Fire), add Injury Tolerance (Homogenous), and a 2d Burning Innate Attack with the Cone enhancement. The cone is three yards wide at its widest. They can use this attack at will, and are happy to do so since they don’t need to worry about friendly fire!

    Wolves Hunt in Packs!

    All enemies described in this article fight in a similar way. The pack attempts to surround the target, and some of the wolves will distract it with growls and feints so that others can bite from unexpected angles. They usually know their territory fairly well, and might try to herd a particularly mobile victim to a spot they can’t run away from.

    All “wolf”-like enemies should have the Wrestling skill even if that’s not listed in their original stats, at a level equal to the highest of their Brawling or DX. They like to use that to grab their targets with a bite and pull them to the ground, enabling the rest of the pack to move in and gang up on the victim.

  • Dragon's Dogma: Goblins

    Copyright 2012 Capcom.
    We eats when we wants and sleeps when we're tired of eating!
    
    - Goblin Motto
    

    This post is part of a series converting Dragon’s Dogma enemies to GURPS Dungeon Fantasy. Please go here for links to all other posts in the series.

    In the last post we saw that Gransys has a serious bandit problem, but it’s not nearly as bad as its goblin problem. A lone goblin is not much of a threat to anyone trained in fighting, but they’re never alone! The danger posed by a force of goblins grows out of proportion to their individual might, as they quickly organize themselves under the leadership of “goblin kings”.

    Despite this, they don’t have anything resembling a complex culture: there’s no goblin language, and “goblin art” is almost an oxymoron. Goblins live in mountain caves and obtain most of their complex tools by stealing them from humans. A goblin king is simply a goblin who’s smarter or stronger than usual and who manages to browbeat a group of his fellows into obeying. Capable enough monarchs soon find themselves in command of a small army, and might manage to even enslave larger monsters such as cyclopes. Much of the Duke’s strategy with those centrally-controlled border fortresses aims to protect Gransys from goblin raids originating in the mountain chains west of the duchy.

    Smaller groups are everywhere within Gransys, operating like more chaotic bandits. Despite their common interests, goblins and human bandits don’t get along well - goblins are just as happy to attack them as they are to attack civilians.

    Goblin

    Your average goblin is a small humanoid with reddish skin, pointy ears and teeth, and cat-like eyes. They’re rarely more than about five feet tall, and their intellect is nothing to write home about. They use improvised or scavenged weapons.

    Racial Template (-51 points)

    Attribute Modifiers: IQ-2 {-40}; HT+1 {10}.

    Secondary Characteristic Modifiers: SM -1; Basic Move -1 {-5}

    Advantages: Infravision {10}; Resistant to Metabolic Hazards +3 {10}; Teeth (Sharp) {1}; Giant Weapons 1 {1}.

    Disadvantages: Appearance Ugly {-8}; Bully (12) {-10}; Cowardice (12) {-10}; Laziness {-10};

    Goblin Rabble

    These are typical representatives of the goblin stereotype. They live in caves or crude camps and love to rob and torment passing travelers. One of them is still a credible threat to an unarmed civilian, and they always come in large numbers.

    ST 10; DX 11; IQ 8; HT 11

    SM -1; Dodge 8; Parry 9U (light mace); DR 0;

    HP 10; Will 8; Per 8; FP 11

    Basic Speed 5.5; Move 5.

    • Cheap Small Mace (12): 1d+2 cr.
    • Punch (10): 1d-3 cr.
    • Grapple (10): Uses Wrestling.

    Traits: As per the Goblin racial template.

    Class: Mundane.

    Equipment: Cheap small mace, rags.

    Hobgoblin

    These are much bigger and stronger than normal goblins. It’s unknown whether they are a separate species or not, but a group of them can often be found bossing smaller goblins around. Hobgoblins are more sophisticated than their smaller, lazier cousins: they can make their own equipment and are more skilled and disciplined in combat. Despite this, individuals aren’t all that smarter than normal goblins.

    Racial Template (-6 points)

    Attribute Modifiers: ST+2 {20}, IQ-2 {-40}; HT+1 {10}

    Secondary Characteristic Modifiers: Will+2 {10}; Per +2 {10}

    Advantages: Infravision {10}; Resistant to Metabolic Hazards +3 {10}; Teeth (Fangs) {2}

    Disadvantages: Appearance Ugly {-8}; Bully (12) {-10}; Bloodlust (12) {-10}; Sadism {-10};

    Hobgoblin Grunt

    The hobgoblin rank and file are more enthusiastic about fighting than common goblins. They roam in small bands, sometimes with an accompanying gaggle of goblins. They use swords, shields and mail armor of hobgoblin make. Their overall behavior is more in line with that of human bandits than common goblins, but they consider human bandits to be prey like any other human.

    ST 14; DX 11; IQ 8; HT 13

    SM 0; Dodge 9 (10); Parry 10 (11) (sword); Block 10 (11); DR 4/2*.

    HP 14; Will 10; Per 10; FP 13;

    Basic Speed 6; Move 6.

    • Cheap Thrusting Broadsword (14): 2d+1 cut or 1d+2 imp.
    • Shield Bash (14): 1d cr.
    • Grapple (14): Uses Wrestling. Effective ST 16.

    Class: Mundane.

    Traits: As per Hobgoblin racial template.

    Equipment: Cheap thrusting broadsword, mail armor, small shield.

    Variants

    Not all goblins are average! The sample enemies given above are the equivalent of humans built with the 62-point templates in GURPS Dungeon Fantasy 15: Henchmen. Exceptional individuals built with the Brute, Skirmisher or Killer 125-point templates and one of the racial templates above are relatively common, and the variations below may also be found.

    Goblin King

    This is a remarkably intelligent member of the species, able to forge the usual goblin rabble into a more efficient fighting force. Raise IQ by 2+, add one or more levels of Born War Leader and the skills covered by that talent. The smarter and more talented the king, the larger the force they can command! Really strong kings might be built with the Knight template from DF 1.

    Goblin Mage

    Some exceptional goblins delve into the arcane arts rather than contenting themselves with brute force. Minor shamans with IQ 11, Magery 1 and around 10 spells are as likely to lead small goblin bands as a king. More powerful examples exist as part of larger communities or deep in the mountains. Build them with the Apprentice or Wizard templates.

    Grimgoblins

    These terrible creatures hint at the true origin of goblins. They look like an albino version of normal goblins or hobgoblins, but are much more dangerous than either! Most people have never seen one, and think they are a myth. The coming of the Dragon will make them see their error.

    Build a normal goblin or hobgoblin first, using any of the templates and variations above. Change Class to Demon. Raise ST by 5, DX and HT by 2, combat skills by 2 or more. Change Resistant to Metabolic Hazards to Immunity to Metabolic Hazards. Grim Kings and Mages are proportionally smarter and more dangerous as well.

  • Pathfinder Iconics in Dungeon Fantasy: Sajan

    Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the eighth post in the series. Previous entries can be found here:

    Now, this should really have been the seventh post in the series, as the Martial Artist template comes before Scout. In any case, we’ll address it today, which means our character is Sajan. Here he is:

    By Wayne Reynolds, Copyright 2008 Paizo Publishing

    I think he looks kinda awesome. Anyway, his bio and his official stats give us the following information:

    • He was born in Vudra, his world’s India analogue, where he was a member of the warrior caste along with his beloved twin sister Sajni. Even after they were posted to separate barracks at the age of 12 they still met regularly to spar and hang out.

    • Sajni was given away as part of a peace agreement, and Sajan ran after her. He tracked her down to Absalom, his world’s “big cosmopolitan city”, and has been looking for her since.

    • As a monk he’s quite acrobatic and prefers to rely on his flurry of blows in combat. He might also grapple or trip opponents with his hooked “temple sword” if that’s more tactically advantageous.

    The biggest difficulty I see in building Sajan as a DF Martial Artist is that his Pathfinder version uses unarmed strikes a lot more often than the sword, and those are harder to make effective in GURPS. My version of him has a bigger focus on the temple sword, which I statted up as a khopesh from Low-Tech. As a Weapon Master, he can cause quite a bit of damage with swings, and he’s almost as skilled with grapples and unarmed strikes. The gauntlets help him punch armed and armored opponents without hurting his hands. Sajan’s special skills cover many of the abilities d20 Monks have, as well. His very limited equipment loadout means I didn’t need to spend any character points for extra starting cash!

    Sajan, 250-point Human Martial Artist

    ST 11 {10}; DX 16 {120}; IQ 10 {0}; HT 12 {20}

    Damage 1d/2d-1; BL 12.1kg; HP 11; Will 11 {5}; Per 10; FP 12; Basic Speed 7.00; Basic Move 8 {5}

    Advantages

    • Chi Talent 2 {30}
    • Striking ST 2 (Chi, -10%) {9}
    • Super Jump 1 (Chi, -10%) {9}
    • Trained by a Master {30}
    • Weapon Master (Temple Sword) {20}

    Disadvantages

    • Disciplines of Faith (Chi Rituals) {-10}
    • Honesty (12) {-10}
    • No Sense of Humor {-10}
    • Obsession (12) (Find my sister) {-10}
    • Sense of Duty (Adventuring Companions) {-5}
    • Vow (Vegetarianism) {-5}

    Skills

    • Acrobatics (H) DX-1 {2} - 15
    • Broadsword (A) DX+1 {4} - 17
    • Climbing (A) DX-1 {1} - 15
    • Fast-Draw (Shuriken) (E) DX {1} - 16
    • Judo (H) DX {4} - 16
    • Jumping (E) DX {1} - 16
    • Karate (H) DX {4} - 16
    • Meditation (H) Will-1 {2} - 10
    • Running (A) HT-1 {1} - 11
    • Stealth (A) DX-1 {1} - 15
    • Tactics (H) IQ {4} - 10

    Special Skills

    All include +2 from Chi Talent

    • Flying Leap (H) IQ+1 {2} - 11
    • Immovable Stance (H) DX+1 {2} - 17
    • Parry Missile Weapons (H) DX+1 {2} - 17
    • Power Blow (H) Will+1 {2} - 12
    • Pressure Points (H) IQ+1 {2} - 11
    • Push (H) DX+1 {2} - 17
    • Throwing Art (H) DX+1 {2} - 17
    • Body Control (VH) HT {2} - 12

    Loadout

    $710, 10kg. No encumbrance!

    • Ordinary Clothing [Torso, Limbs]: Free, 1kg.
    • Cloth Armor [Torso]: DR 1*. $30, 3kg.
    • Cloth Sleeves [Arms]: DR 1*. $20, 1kg.
    • Leather Leggings [Legs]: DR 1*. $40, 1kg.
    • Gauntlets [Hands]: DR 4; $100, 1kg.
    • Shoes [Feet]: DR 1*. $40, 1kg.
    • Belt Pouch [Torso]: Holds 1.5kg of small items.
    • Star Shuriken x5 [Pouch]: Damage thr-1 cut. $15, 0.25kg.
    • Spike Shuriken x5 [Pouch]: Damage thr-2 imp. $15, 0.25kg.
    • Temple Sword [Torso]: As a khopesh from Low-Tech. Damage sw+1 cut or thr-2 imp; Parry 0U; can hook enemies. $450, 1.5kg.
    • $290 in coin.
  • Dragon's Dogma: Human Enemies

    Copyright 2012 Capcom.

    This post is part of a series on converting Dragon’s Dogma enemies to GURPS Dungeon Fantasy. Please go here for links to all other posts in the series. The first “monster family” I’m covering here is good old humanity! You might say they’re not monsters, but you should see what they get up to from time to time.

    Joking aside, human opposition can be easily built using the 62- and 125-point templates from DF 15, or the full PC templates from the other books for leaders or particularly skilled individuals. The ready-made henchthing templates from Mirror of the Fire Demon are also appropriate.

    Human opponents come in several forms, with the most common discussed below. The writeups focus on combat skills and tactics - feel free to add any other skills and traits appropriate to the specific characters you wish to include in your games.

    Bandits

    A bandit or brigand is someone who hides out in the wilderness and makes a living robbing passing travelers. People can turn to banditry for a variety of reasons. Some are civilians made destitute by a natural disaster and see no other option. Some have been convicted of crimes that would see them dead anyway if they showed their face anywhere civilized. Some, like Robin Hood’s merry men, might use banditry as a way to undermine a ruler they oppose. And some just like killing people and taking their stuff.

    Bandits are never encountered alone - they always bring a few buddies to better shank you with. While usually not very skilled as individuals, they’re clever about picking their battles and only attack when they think they can win. Bandit gangs range from a handful of thugs living in a small forest camp to a large and well-organized unit in a fortified position. These hidden bases are always relatively close to a road or settlement, which provides the gang with their main source of targets.

    Unless a victim looks important enough to be worth ransoming, Gransys bandits don’t usually take prisoners. The dead tell no tales! If a potential victim looks too tough to take on, they either leave or try to negotiate if that is not an option.

    The three largest bandit gangs in Gransys are the Iron Hammers, who occupy the ruins of Aernst Castle to the south; the all-female Labrys Bandits who occupy the ruins of Heavenspeak Castle to the northwest; and a large but nameless band of smugglers holed up in the canyons between Windbluff and Bluemoon towers.

    Bandit Strider

    Most bandits are archers or light skirmishers. They prefer to shoot at targets from high ground and will only draw their swords as a last resort. They are usually fodder, though more powerful examples exist.

    ST 12; DX 11; IQ 10; HT 12

    Dodge 9; Parry 8 (shortsword); DR 2.

    HP 12; Will 10; Per 12; FP 12;

    Basic Speed 6; Move 6.

    • Bow (13): 1d imp. Acc 2.
    • Cheap Shortsword (11): 1d imp or 1d+2 cut.

    Traits: Callous, Code of Honor (Pirate’s), Greed.

    Class: Mundane.

    Equipment: Regular bow, hip quiver with 20 arrows, Medium Hardened Leather armor, cheap shortsword.

    Bandit Bouncer

    These hardier sorts prefer the personal touch. Their job is to keep the targets too busy to get to the archers and spellcasters. They are usually worthies.

    ST 14; DX 13; IQ 10; HT 12

    Dodge 10 (11); Parry 10 (11) (broadsword); DR 3 (2 vs crushing).

    HP 14; Will 10; Per 10; FP 12;

    Basic Speed 6; Move 6.

    • Cheap Thrusting Broadsword (15): 1d+2 imp or 2d+1 cut.
    • Shield Slam (15): 1d cr.

    Traits: Combat Reflexes, High Pain Threshold, Bully, Bloodlust, Code of Honor (Pirate’s), Greed.

    Class: Mundane.

    Equipment: Cheap thrusting broadsword, small shield (DB 1), Jack of Plates, leather pot-helm.

    Bandit Caster

    The brains of the outfit, they hang back with the archers and cast debilitating spells. They are usually worthies.

    ST 10; DX 11; IQ 14; HT 11

    Dodge 8; Parry 11 (Staff).

    HP 10; Will 13; Per 12; FP 12;

    Basic Speed 5; Move 5.

    • Staff (12): 1d+2 cr. Enchanted with the Staff spell.
    • Fireball (14): 1d or 2d burning, costs 1 or 2 FP.

    Spells: Itch-14, Spasm-14, Clumsiness-14, Hinder-14, Debility-14, Create Fire-14, Shape Fire-14, Fireball-14, Foolishness-14, Daze-14.

    Class: Mundane.

    Traits: Magery 2, Psychic Guidance (fireball), Bully, Callous, Code of Honor (Pirate’s), Greed.

    Guards and Soldiers

    These make up the rank-and-file of an organized fighting force. Most are retainers in the service of a noble or wealthy merchant. They can also be mercenaries, working for anyone who can pay their fee. The latter aren’t very popular in Gransys, and are more common in other nations.

    They’re built much like bandits, but tend to have better gear and slightly higher combat skills.

    Marksman

    Marksmen use crossbows, and are trained to form firing lines and fire en masse. In smaller battles they keep their distance and focus on high-value targets like magicians.

    ST 13; DX 13; IQ 10; HT 11

    Dodge 9; Parry 9 (Shortsword); DR 4/2*

    HP 13; Will 10; Per 10; FP 11;

    Basic Speed 6; Move 6

    • Crossbow (15): 1d+4 imp. Acc 4.
    • Shortsword (13): 1d+1 imp or 2d-1 cut.

    Traits: Acute Vision 2; Night Vision 2; Duty (to lord).

    Class: Mundane.

    Equipment: Mail Armor, Steel Pot Helm, Shorstsword, Crossbow, Quiver with 20 bolts.

    Halberdier

    Trained in polearm fighting, these soldiers emply short halberds that are equally useful on and off the battlefield.

    ST 14; DX 12; IQ 10; HT 12

    Dodge 10; Parry 11 (Dueling Halberd); DR 5 (torso); 4/2* (elsewhere).

    HP 14; Will 10; Per 10; FP 12;

    Basic Speed 6; Move 6.

    • Dueling Halberd (16): 2d+4 cut or 1d+3 imp or 2d+3 imp.

    Traits: Combat Reflexes, Duty (to Lord).

    Class: Mundane.

    Equipment: Dueling halberd, steel breastplate, mail sleeves and leggings, steel pot-helm.

    Support Mage

    This spell caster focuses on bolstering and healing their allies.

    ST 9; DX 10; IQ 14; HT 12;

    Dodge 8; Parry 11 (staff).

    HP 9; Will 14; Per 12; FP 15;

    Basic Speed 5.5; Move 5.

    • Staff (12): 1d+1 cr. Enchanted with the Staff spell.

    Spells: Shield-14; Armor-14; Missile Shield-14; Lend Energy-14; Might-14; Minor Healing-14; Major Healing-14; Haste-14; Glue-14; Grease-14;

    Traits: Magery 2, Duty (to Lord);

subscribe via RSS