A new world
money: 4 GP
2000 gp Stalhiem moneylender George give to temple if I die.
Parry: 7 ( 2)
Toughness: 10 (3)
Skills: Fighting d6 , Healing d6(+3), Channeling d8, Repair d4, Riding d6 , Knowledge, Magic d6, Knowledge; Religion d6, Notice d8, Shooting d6, Survival d6
Defining Interests: Foraging, Healing, herb lore
Healing; Ess. 3 Touch
Burrow; Ess 3 range 16" (smarts x 2) Duration 3 (2/round)
Summon Fairy only Ess 3 range smarts duration 3(1/round)
Blast ess 2-6 range 24/48/96 instant 2d6/3d6 mbt/lbt HW
Boost Trait ess 2 range smarts, duration 3/1/maint
Dwarven, Human, Fay
Born to the Forge, Druid of Dranak, Healer, Lizardman, Behold the pale Lizard
Cannot swim, Slow, Clueless (M), Loyal (m), Obligation? (M)
Low Light Vision, Intestinal Fortitude (Use Vigor for Spirit vs. Fear/Intimidate)
Partial Chain +3 -2, WhiteSilver Dwarven Axe Str + d8 AP 1, Backpack, Bedroll, Flint and Steel, (2) waterskins, 16 days trail rations, Whetstone, 10" rope, travel clothing, 5 candles, Dwarven Crossbow 20/40/80 2d6 AP 2, 3 shots before reload, 31 Bolts, Large Shield
kit bag, bandages Survivor kit and clothes, Climbing kit
Pack lizard and pack saddle
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Climbing D10, Fighting D6, Notice D6, Stealth D8,
Pace: 8 Parry: 5 Toughness:9(1)
Special Abilities:Size d6
Wall Walking: Cave lizards can move on all but the smoothest vertical surfaces with ease, and can move upside down with a Climbing roll.
Fleet Footed: Cave lizards move at a Pace of 8 normally, but roll a d8 for running.
Tongue Strike: Cave Lizards can fire their tongues up to 2” with exceptional accuracy (use Fighting skill for this attack),to try to grab a target no larger than themselves. This is like a Grapple attack and cave lizards can damage the target in subsequent rounds using Grapple rules but doing Str+d8 bite damage.
Infravision/Low Light Vision: See perfectly in the dark to low light condition, in bright light such as sunlight -2 vision.
Not Slowed in Difficult Terrain: Mountainous, rocky, steep type.
Slowed normally by snow/thick vegetation.
1. Lizardman +2 on riding rolls +1 on horse
2. Riding d4, Notice d8
3. Riding d6, Survival d6
5. Knowledge Religion d6, Knowledge Magic d6
6. Agility d8
8. Behold The Pale Lizard (Heart Might becomes WC)