THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Lt. Thule Harker,
Ranger of the Southern Cross
+3 Str, +2 Con, +3 Dex, +1 Int, +1 Wis
HD 7 (d8 Ranger), Hp 46, AC 15 (Leather)
Fort +7, Ref +8, Will +3
Melee: Longsword +10 to hit 1d8+3
Parry: (on first missed melee attack) Short Sword +6
to hit 1d6+3
Ranged: 2 attacks/rd Longbow +10 to hit 1d8, L
Mounted Archery skill, but only 1 shot/rd
Crack Shot:
May fire into melee, but only 1 shot/rd
Detection: +5
Stealth: +6
Track: +5 (DC 12 fresh trail, DC 18 old trail)
First Aid
While one of the most experienced warriors in the area, Thule is also one of the most undisciplined and unruly
when off-duty. It’s why he’s never been
promoted past his field commission and generally works alone. However, in the field, no one doubts his
competence. Large trading caravans will
seldom leave without his escort. Outback
patrols consult with him before leaving town.
He is assigned to this general area and is often in the field, but
always seems to be around town before any trouble hits, sounding an alarm. Harker might technically be Keft’s
subordinate, but the Captain has never given him an order, or needed to.
“Snax” and “Worm”
+1 Str, +3 Dex, +2 Int, +1 Wis
HD 5 (d6 Thief), Hp Snax 18, Worm 23, AC 15 (Leather)
Enhanced Init +3
Fort +1, Ref +7, Will +2
(Only ever takes ½ dam at most from failed save)
Melee: Snax Dagger +4 to hit 1d4+1, Sap +4 to hit,
used for KO
Worm +2 Dragonclaw
Dagger +6 to hit 1d4+3
Ranged: Snax +1
Folding Magic Crossbow +7 to hit 1d8, M
Worm Short Bow +6 to hit 1d6, M
Lucky: DC 12 Will Sv on first hit in a rd to avoid
damage, DC 18 on other hits in a rd.
Both own Enchanted
Cloaks (+2 to Stealth)
Stealth Attacks
All-Steath check (DC 12 Stealth check) + Successful attack roll,
may be attempted once on an opponent, once per encounter
Surprise-Unsuspecting victim, Max dam x2 + Stun
KO-Unsuspecting victim, DC 12 Fort Sv or KO 1 turn
Sneak-In combat, Max dam + Stun
Skills (Both own +2 Enchanted lockpicks)
+5: Detection (Traps, ambushes), Detection (Trapped
items), Disarm Traps, Find (Secret doors and items)
+8: Stealth (Hiding, sneaking), Pick Locks
+6: Escape Artist, Forgery, Pick Pockets
+5: Acrobatics (Balancing, jumping), Climb
+4: Fast Talk, Haggle, Disguise, Intimidate (Psychologically)
+4: Charm
+5: Intimidate (Physically)
These two brothers, living under assumed names, are Cross’
resident master thieves. Prince Maxter,
once he knew of their presence, offered them a quiet clemency and protection
against possible Sydney Thieves Guild retaliation for their betrayal of
them. (The magic items they are in
possession of were part of that.) In
return, they must “keep their noses very clean,” and be willing to do various
“odd jobs” for him. The Founders secret
society (one of whom is running the Guild) is not pleased with this
development. Maxter is notorious for
having people do “odd jobs” for him and several people in town owe him
favors. The brothers are chaffing under
this arrangement, but it’s better than being murdered.
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