Perdreg    (Hobgoblin Male Fighter 'Sellsword')
Character Information   
Name: Perdreg XP/Next lvl: 0 / 2000
Class: Fighter 'Sellsword' HP:curr/max 10 / 10
Alignment: Lawful Neutral AC:reg/rear/no shield 6 / 6 / 6
Race: Hobgoblin Level: 1
Age: Height: 6' 6
Weight: 200 lbs Gender: Male
Encumbrance: Movement:
Languages: Common, Hobgoblin, Orc, Goblin
Ability Scores   
STR: 13 (Wt. Allow 45|Max. Press 140|Open Doors 7|Bend-Lift 4)
INT: 10 (No. of Lang. 2)
WIS: 11 ()
DEX: 12 ()
CON: 14 (Sys. Shock 88|Res. Survival 92)
CHR: 7 (Max. No. Henchmen 3|Loyalty Base -1|Reaction Adj. 0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 16 15 17 17

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 5 1d6/1d8 n n 20
Scimitar 1 5 1d8/1d8 n n 20
Equipment
Qty Item Location
1 Sword, Short Scabbard
1 Hide Armor Equipped
1 Scimitar Scabbard
1 Belt Equipped
2 Sword scabbard, hanger, baldric Belt
1 Boots, Soft Equipped
1 Tunic Equipped
1 Breeches Equipped
1 Waterskin Backpack
1 Belt Pouch, Small Belt
1 Backpack Carried/Back
1 Standard Rations (Week worth) Backpack
1 Rope, Hemp 50' Backpack
1 Flint & Steel Backpack
3 Torches Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 5 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Racial Information
Weapon Prof.: Long composite bow, morning star, scimitar, spear, whip, any pole-arm.
Non-Weapon Prof.: Armorer, blacksmithing, bowyer/fletcher, brewing, chanting, close-quarter fighting, direction sense, fire-building, hiding, intimidation, looting, religion, weaponsmithing, wild fighting.
Special Advantages: Infravision 60'
Detect new construction, sloping passages, shifting ground in underground complexes 40 of the time (1-4 on 1d10)
Monstrous Traits: Appearance
Superstitions: Weakness is feared and actively destroyed in hobgoblin society. A weapon that breaks in combat is considered a bad omen.
Special Disadvantages: Most other races attack hobgoblins on sight. Dwarves get a +1 bonus to attack when attacking hobgoblins due to their racial hatred.
Weapon Prof.
[1/4]Short Sword
[1/4]Scimitar
[1/4]Light Crossbow
[1/4]Morning Star
Non-Weapon Prof.
[0/3]Survival (Subterranean)
[1/3]Fire-Building
[1/3]Hunting
[1/3]Direction Sense
Sub-Class Information
Weapon Prof.: Sellswords must start with either short sword or spear, as these weapons are common and easy to acquire even in the worst of times. A third slot is taken up by the sellswords weapon of choice (from those listed in the race's initial prefrences). The fourth slot can be any generally available weapon (it is assumed the humanoid learned how to use this weapon after leaving their tribe, while in the services to others).
Bonus Non-Weapon Prof.: Survival (same as the humanoids homeland terrain)
Equipment: When first starting, sellswords may purchase only one of these armor types: Hide, Padded or Scale. After their first adventure, they may buy any available armor type.
Special Benefits: Potential Employer reaction rolls are +2 in the sellsword's favor. Some goals that the sellsword is hired for will not always be in favor of the adventuring group they might be in.
Special Hindrances: Sellswords suffer a reaction penalty of -2 whenever normal people encounter them, few trust them and most fear them. A party with a sellsword has a penalty of -1.
Wealth Options: Sellswords start with 5d4 x5 GP. Thus sum represents what remains of the sellswords last payment.