Pfarin, the Gnoll Bastion, Adventurer's Guild Guildmaster

Name: Pfarin, The Gnoll Bastion

Sheet Version: v0.6

Description

A weathered gnoll with extraordinarily well-crafted gear. While they primarily look like a hearty, stocky older gnoll these days, you can tell from their musculature and stature that they’ve seen the world and won many battles, with the scars to prove it.

Detail what your character looks like here!

Abilities & Aspects

Click here for character creation help text. Assign 5, 4, 4, 3, 2, 1 to your abilities.

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Will
6 11 7 4
Power Agility Fortitude Willpower Cunning Ego
4 2 5 3 1 4
Aspect Attribute Explanation
Strength Fortitude Advantage on any roll using this attribute.
Vulnerability Agility Disadvantage on any roll using this attribute.
Defense Power Attacks targeting this attribute do not suffer disadvantage.
Will Ego Attacks targeting this attribute do not suffer disadvantage. You gain a pool of points equal to this attribute that you can choose to add to rolls before rolling, which recovers when you suitably rest and recover.

Path: Worldwise

Traits

  • Bulwark
  • Guildmaster
  • Booksmart

Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.

Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.

Flaws

A flaw is a trait that grants disadvantage.

When initially creating your character, you may gain a flaw to add an extra trait.

Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.

A flaw can be the same word as a trait.

Acquisitions

  • Martial skills
  • Adamantine Platemail
  • Adamantine Shield
  • Magic hammer
  • Wealth of a former successful adventurer

Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.

Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.

See also: FES: Acquisitions and Traumas

Traumas

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.