Jorr
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Healing d6, Intimidation d6, Notice d8, Persuasion d4, Riding d6, Shooting d8, Stealth d8, Survival d8
Pace: 6 Parry: 6 Toughness: 9 (3)
Hindrances: Mean, Ugly
Edges: Scout (Notice at -2 to detect traveling hazards, +2 to CK rolls about local landmarks), Woodsman (+2 Survival and Stealth in the wild)
Gear: Leather armor (+2), flail (Str+d6, ignores shield), dagger (Str+d4), long bow (Range 15/30/60, Damage 2d6), 24 arrows.
Special Abilities:
- Armor +1: Thick fur.
- Bite: Str+d4.
- Darkvision: Gnolls ignore penalties for Illumination up to 10”.
- Pack Tactics: Gnolls attack in packs, adding any Gang Up bonus to their Fighting damage rolls.