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<blockquote data-quote="tuxgeo" data-source="post: 6261597" data-attributes="member: 61026"><p>(changed his family name) : </p><p></p><p>"Yainey Longpockets is a precocious smallfolk brewmaster who likes riddles." </p><p>- [Age rolled up as 19, but the Smallfolk "Traits" list starts at age 20.] </p><p>STR 3, AGI 7, END 5, WIL 5, INT 7, CHA 4, GC 4, MAG 0 </p><p></p><p> Smallfolk skills: Carousing, Farming, Appraisal </p><p>1. Farmhand, for Nature skill </p><p>2. Burglar (1d6 rolls 5, so no "Prison" term), for GC and Stealth skill </p><p>3. Ranger, for Herbalism skill </p><p>4. Herbalist I, for Brewing skill </p><p>5. Herbalist II, for ("Advanced?") Brewing skill </p><p></p><p>Personal Skill: Riddles </p><p>Specialty: Brewing </p><p></p><p>SKILLS: Appraisal, <strong>Brewing x3</strong>, Carousing, Farming, Herbalism, Nature, Riddles, Stealth </p><p></p><p>TRAIT: Precocious: He's too young to go adventuring. </p><p></p><p>HEALTH: 10 (rolled 5,4,1) -- Naturally regain 5 HEALTH daily </p><p>SPEED: 9 </p><p>CLIMB: 5</p><p>JUMP: 14' long jump; 3' high jump </p><p>DEFENSE: 33 (3*7 AGI = 21; add 10 per formula; also add 2 per Race) </p><p>INITIATIVE: <s>12</s> [edit] 4d6</p><p>MENTAL DEFENSE: 25 </p><p>CARRYING CAPACITY: 90 </p><p>NATURAL DAMAGE: 4 </p><p>MAGIC POINTS: 0 </p><p>STARTING GC: 260 (rolled 4,4,3,2) </p><p></p><p>SMALL SIZE gives Defense +2 (included above) and Darkvision 60' </p><p>Burglar tradition gives +2d6 die bonus to see & hear things while sneaking </p><p>Ranger tradition gives +1d6 die bonus to attempts to track a target. </p><p>Herbalist tradition gives a herbalism kit, plus a signature herb, for which he chooses HOPS. </p><p></p><p>Narrative: </p><p>Yainey began going his own way quite young. The farm work made him tired, but he eventually started sneaking around on some of the feast days to burgle his neighbors. They never caught him at it because he never took enough to notice from any one place -- largely because none of his neighbors in the farming village were well-off at all. He later tried to support himself by ranging farther from his home village and supplementing his diet by living off the land, killing game with snares and the occasional well-aimed sling stone, but subsisting mostly on the roots and herbs that he could recognize from a childhood spent on the land. His interest in Carousing led him back to civilization again, and into the brewing profession. However, his home village has little use for a burgeoning talent such as his, so he now seeks wider (and richer) markets for his casked creations.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6261597, member: 61026"] (changed his family name) : "Yainey Longpockets is a precocious smallfolk brewmaster who likes riddles." - [Age rolled up as 19, but the Smallfolk "Traits" list starts at age 20.] STR 3, AGI 7, END 5, WIL 5, INT 7, CHA 4, GC 4, MAG 0 Smallfolk skills: Carousing, Farming, Appraisal 1. Farmhand, for Nature skill 2. Burglar (1d6 rolls 5, so no "Prison" term), for GC and Stealth skill 3. Ranger, for Herbalism skill 4. Herbalist I, for Brewing skill 5. Herbalist II, for ("Advanced?") Brewing skill Personal Skill: Riddles Specialty: Brewing SKILLS: Appraisal, [B]Brewing x3[/B], Carousing, Farming, Herbalism, Nature, Riddles, Stealth TRAIT: Precocious: He's too young to go adventuring. HEALTH: 10 (rolled 5,4,1) -- Naturally regain 5 HEALTH daily SPEED: 9 CLIMB: 5 JUMP: 14' long jump; 3' high jump DEFENSE: 33 (3*7 AGI = 21; add 10 per formula; also add 2 per Race) INITIATIVE: [s]12[/s] [edit] 4d6 MENTAL DEFENSE: 25 CARRYING CAPACITY: 90 NATURAL DAMAGE: 4 MAGIC POINTS: 0 STARTING GC: 260 (rolled 4,4,3,2) SMALL SIZE gives Defense +2 (included above) and Darkvision 60' Burglar tradition gives +2d6 die bonus to see & hear things while sneaking Ranger tradition gives +1d6 die bonus to attempts to track a target. Herbalist tradition gives a herbalism kit, plus a signature herb, for which he chooses HOPS. Narrative: Yainey began going his own way quite young. The farm work made him tired, but he eventually started sneaking around on some of the feast days to burgle his neighbors. They never caught him at it because he never took enough to notice from any one place -- largely because none of his neighbors in the farming village were well-off at all. He later tried to support himself by ranging farther from his home village and supplementing his diet by living off the land, killing game with snares and the occasional well-aimed sling stone, but subsisting mostly on the roots and herbs that he could recognize from a childhood spent on the land. His interest in Carousing led him back to civilization again, and into the brewing profession. However, his home village has little use for a burgeoning talent such as his, so he now seeks wider (and richer) markets for his casked creations. [/QUOTE]
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