Corgin

Description:
CORGIN
QUIRKS/FLAWS
  • Clingy: +2 on attack roles when defending object of codependency
  • Gambling Addiction: Received bonus in Gambling skill during character creation
  • Attribute Deficient: An attribute is less than 8 at level 1, no additional quirk/flaw required
ATTRIBUTES
  • STR: 14/50 (2 damage, 5 feat str, 235lb lift, 77lb carry, 588lb drag)
  • INT: 7/06 (-1 attack)
  • WIS: 18/45 (-1 init, 3 defense)
  • DEX: 20/90 (-5 init, 5 attack, 7 defense)
  • CON: 14/97
  • LKS: 11/57
  • CHA: 19/18 (9 turning)
  • HONOR: 37 (n.a)
  • ACC BP: 15
COMBAT
  • Hit Points: 25 (prev roll 6)
  • Threshold of Pain: 8
  • Initiative: -7 + one step better on dice selection (-6 attribute, -1 class lvl)
  • Defense: 12 (10 abilities, 4 racial, -2 armor)
  • Armor: 2 damage reduction (Leather Armor)
  • Backstab: when opponent unaware, damage dice penetrate on 3 and 4
  • Fleeing Opponent: if opponent flees, then damage as per backstab ability
  • Rearward Strike: when striking opponent from behind, negate 1 point of foe’s damage reduction
  • Superior Defense: achieve “almost-perfect defense” on a roll of 18 and 19 (if it defended); counter-blows are 2d4p damage
  • Coup de Grace: dispatch helpless opponents in 3 seconds
WEAPONDAGGER +1 (piercing)
  • Reach: 0 (1 weapon, -1 racial)
  • Attack Bonus: 6 (4 abilities, 1 specialization, 1 weapon)
  • Speed: 7/5 jab (base weapon)
  • Damage: 2d4p + 4 (base weapon, 2 abilities, 1 specialization, 1 weapon)
  • Notes: Damage vs Shields: 1 point plus bonus; no dice rolled
WEAPONSLING (piercing) – check ammo
  • Reach: depends
  • Attack Bonus: 5 (4 abilities, 1 talent)
  • Speed: 10 (base weapon)
  • Damage: (d4+d6)p + 2 (base weapon, 2 abilities)
  • Notes: Damage vs Shields: 1 point plus bonus; no dice rolled
TALENTS
  • Hiding in Natural Surroundings (racial): +50% to Hide and Sneak skills with in woods, meadows, etc
  • Initiative Bonus (racial): one dice-step higher on initiative
  • Crack Shot – Slings
  • Secret Doors: 1 in 3 chance of detecting a secret door
UNIVERSAL SKILLS (w/ skills higher than base stats)
  • Climbing/Rappelling: 29%
  • Distraction: 31%
  • Escape Artist: 11%
  • Glean Info: 50%
  • Hiding: 33%
  • Listening: 39%
  • Observation: 44%
  • Pick Pocket: 30%
  • Salesmanship: 15%
  • Seduction, Art of: 25%
  • Sneaking: 39%
TRAINED SKILLS
  • Appraisal: 16%
  • Arcane Lore: 13%
  • Disarm Trap: 17%
  • Fast Talking: 39%
  • Forgery: 15%
  • Gambling: 70%
  • Identify Trap: 34%
  • Lock Pick: 10%
  • Survival, Urban: 37%
  • Trap Design: -%
LANGUAGES
  • Halfling: 73% (advanced)
  • Merchant: 26% (average)
PROFICIENCIES
  • Light Armor
  • Dagger, Sling, Minimal Skill Weapons (club, sap, garrote)
TREASURE
  • CP: 5; SP: 22; GP: 4
EQUIPMENT
  • Magic Gear: “Enhanced” Dagger +1, Jelor’s Magic Bag (huge inside, produces meals, camping tent), Bracer’s of Shadow Puppetry (+5% delicate hand skills)
  • Gear: Leather Armor, Sling,
  • Clothing: Leather Boots, Wool Trousers, Wool Tunic, Linen Undershirt, Wool Cloak, Leather Belt
  • Bags: (2) Small Leather Pouches, Leather Backpack, Wineskin (2 quart)
  • Trinkets: Thieves Tools
  • Food: Trail Rations – 3 days
  • Ammo: Bullets – 24
  • Potions: Healing potion (2d8)
Bio:

Corgin likes all people but is especially fond of his mother (who reads him stories), his father (who continues to try to teach him to write stories) and JC (who tells wonderfully entertaining stories all the time and is also courageous in battle). He is entertained, without end, by the wonderfully ridiculous games people play with each other such as courting and lying and pretending to be things they are not. He is especially entertained when he can get involved in these wonderfully simple games with people and they give him money for his efforts, because money makes the people he is so fond of quite happy when he gives it to them. He also likes festivals and other things full of new things and excitement and also wandering around just looking at things. He even likes school quite a bit though for all his liking of it can’t seem to move on to the higher levels or grasp the reading and math or even understand why he should be interested in these terribly boring things. Generally he thinks things are pretty funny but understands he should at least appear to take things seriously. This is part of the reason he has joined the guild. He knows to just take money from people who are happy to gamble it away is not a “seroius” career and since he wants his mother and father to know they have taught him to be responsible and good, he intends to show them he is a good son by doing good in the world. He knows he could never grow up to be great teachers like they are, but he can still do good in the world.

ALIGNMENT: Neutral Good

PERSONAL CONTACTS
  • Family: Both parents are alive and are teachers in Glyndael; no siblings
  • Business: Gambling/”Underground” contact in Glyndael is Marina

Corgin

Glyndael Chronicles (HackMB) deladejavoo