Greene Gravely    ( M Wrangler)
Character Information   
Name: Greene Gravely XP/Next lvl: 0 /
Class: Wrangler HP:curr/max 0 / 0
Alignment: AC:reg/rear/no shield 0 / 0 / 0
Race: Level: 1
Age: Height: 6'0'
Weight: 165 Gender: M
Encumbrance: Movement:
Languages: English
Ability Scores   
STR: 13 (+1 2nd)
INT: 10 (2nd)
WIS: 9 (-1 3rd)
DEX: 15 (+2 P)
CON: 13 (+1 P)
CHR: 11 (3rd)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Greene is a tall lanky kid, not quite a wise old man. His eyes are sharp as razor blades. His face getting leather tanned. His toes are pointed inward from a hangin' on a horse. He is a young philosopher of course. He is so thin, you could use him for a whip. He has to drink a beer to keep his breeches on his hips.

Background:
Greene went riding out one dark and windy day Upon a ridge he rested as he went along his way When all at once a mighty herd of red-eyed cows he saw Plowin through the ragid skies and up a cloudy draw Their brands were still on fire and their hooves were made of steel Their horns were black and shiny and their hot breath he could feel A bolt of fear went through him as they thundered through the sky For he saw the riders comin hard and he heard their mournful cries As the riders loped on by him he heard one call his name 'if you wanna save your soul from hell a-ridin on our range Then cowboy change your ways today or with us you will ride Tryin to catch the devil's herd across these endless skies.’ So, he left home to go make amends.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
medium pistol 1 25 2 d12/ n n 6 weight 3
bowie knife 1 1 d6/ n n weight 2
rifle 1 150 4 2d8/ n n 8/15 weight 7
lariat 1 30 3 / n n weight 3
Equipment
Qty Item Location


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
skills
Cowboys’ Horse: In addition to their starting
money, wranglers begin play with a
fully outfitted riding horse, with saddle,
saddle blankets, saddlebags, bit, bridle and
harness. The mounts are hardier than most
having 2d8+6 hit points. The mounts are
used to thundering alongside other horses
and used to a certain degree of roughness,
gunshots and the use of the lariat from their
backs although they are not specifically
combat trained and penalties for close
fighting from their backs may be appropriate.
Horsemanship (Dexterity): Wranglers are
skilled horsemen and are familiar with all
types of horse. Without the need for an attribute
check a Wrangler can saddle, mount,
ride, dismount, perform simple leaps (no
more than 3’ in height) and move around
small obstacles like troughs, barrels and
crates, fight from a mount during combat
(melee and ranged) without penalty, control
the horse in combat, guide it with his knees
and stay on its back when it rears or bolts.
When viewing a horse or a selection of
mounts, wranglers can determine the
strengths and weaknesses of each horse and
can generally pick out the strongest, fastest
or all-round best horse. With a successful
check, a wrangler can perform the following
actions while mounted: cover, deflect,
fall softly and leap.
Deflect: This man oeuvre gives the wrangler
a +4 to his defence bonus and +2 to the
horse.
Cover: A wrangler can drop and hang
alongside a mount, using it as cover. This
adds +6 to the wrangler’s defence bonus.
The wrangler cannot attack nor be holding
anything while doing this.
Fall softly: A wrangler can attempt to take
no damage when falling from a horse. Anyone
normally falling from a horse suffers d6
points of damage.
Leap: The wrangler can make the mount
leap an obstacle of up to 2/3rds the height
of the horse.
Lariat: The wrangler is the only character
able to use the lasso effectively. With a successful
attack roll, the wrangler has caught
the target in the loop of the rope, trapping
his hands by his side if it is a man. The
wrangler can aim for a specific location like
a gun hand, or neck but at –4 to his attack
roll. The wrangler can then pull his target
along, or drag him down or bind him. Opposed
strength rolls would be needed to pull
out of the hands of the wrangler or to yank
him over. The wrangler gets his level bonus
of course. Alternatively, a dexterity check
would be needed to slip out of the bindings,
with a modifier based on the wrangler’s
level.
Aimed Shot: The wrangler needs to keep
his eye out for rattlers that might bite and
poison his cattle; hence, the wrangler is
good at shooting rattlers and therefore other
small targets. If the wrangler aims at his
target for two combat rounds and doesn’t
move or do anything else in that time and
then shoots at and successfully hits his target,
he can double the damage caused. This
is before modifiers are added. He must take
the shot at the end of the two rounds or lose
concentration and would have to start again
after at least a round of rest. At 6th level, he
needs aim only for one combat round and at
12th level the damage is tripled.
Rowdy (Constitution): Wranglers cannot
resist a bit of drinking, gambling and generally
enjoying themselves when they hit
town after a long cattle drive. This is a double-
edged sword, because sometimes when
they should be doing something else, the
pull of the saloon is far too much for them.
Have them make a Wisdom check when
they go within sight of a saloon with a penalty
of -1 for every day they have been
without a drink. The good news is that they
have a +2 tolerance to alcohol (rising to +4
GO FER YER GUN!
28
at 6th level and +6 at 12th level). They are
also excellent saloon brawlers, gaining +1
to attack rolls during tavern brawls, where
only fists, knives and improvised weapons
are being used.
Stats
Prime Attribute: Constitution
Hit Die: d12
Weapons: Medium pistol, heavy pistol,
rifle, carbine, shotgun, bowie knife, dagger,
hatchet, lariat, and improvised weapons.
Abilities: Cowboy’s horse, horsemanship,
lariat, aimed shot, rowdy.
Experience point table: B
LEVEL HD BTH BTD
1 D12 0 +2
2 D12 +1 +3
3 D12 +2 +3
4 D12 +3 +3
5 +4 +4 +4
6 +4 +5 +4
7 +4 +6 +4