Terrance is a gruff old man in his 60’s who hails from the old school. He is a fisherman and once slung nets and line for a living to raise his four children.
The children have all since grown up and moved away, leaving Terrance alone with his wife Beatrice who has lost her mind in her old age. She sits quietly knitting and rocking back in forth in her chair all day long by the fire, staring out at the cold lake water lapping at the shore. She never speaks and Terrance has grown weary of spending time with her.
Terrance spends most of his time outside in his cold shop at his workbench carving wood and repairing old fishing poles and nets. He smokes a pipe he carved himself, and wears an old flat cap to cover his bald spot. The wisps of wavy hair that remain cascade down grasping out at his shoulders. When it grows too long he pulls out a mirror and gives himself a trim. Terrance hums old fishing tunes as he works carving wood and once per evening, goes out on the lake in his old skiff to toss in a line and catch dinner.
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Terrance Sweet
CR 1
Male Human Commoner 3
NG Medium Humanoid (Human)
Init +0; Senses Perception +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 12 (3d6+3)
Fort +2, Ref +1, Will +2
OFFENSE
Spd 0 ft.
Melee Unarmed Strike +1 (1d3/20/x2)
STATISTICS
Str 11, Dex 11, Con 12, Int 11, Wis 12, Cha 9
Base Atk +1; CMB +1; CMD 11
Feats Simple Weapon Proficiency – One: Unarmed Strike
Skills Acrobatics -6, Climb -6, Craft (Rope) +2, Craft (Ships) +2, Escape Artist -6, Fly -6, Knowledge (History) +1, Knowledge (Local) +2, Profession (Fisherman) +7, Ride -6, Stealth -6, Survival +2
Languages Common
SQ Compass
Other Gear Basket (empty), Bear Trap, Bouy, Common (4), Bucket (empty), Butterfly Net, Butterfly Net, Butterfly Net, Compass, Fishhook (12), Fishing net, 25 sq. ft. (3), Flask, Flint and steel, Hammer, Lantern, hooded, Mirror, small steel, Pole, 10-foot, Rope, hempen (50 ft.) (5), Sack (empty), Sack (empty), Sack (empty), Spade or shovel, Torch, Twine (50′), Waterskin, Whistle, Signal
SPECIAL ABILITIES
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
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