Durza
"If it's both legal and portable, I can get it for you. If it's neither, give me an extra day or three."
Durza "Copperclaw" is a male gnoll who lives with his mate and their four children, at Copperclaw's Home. Though retired from his career as a traveling merchant, he still provides his services to visitors.
Physical Appearance
Durza stands a head shorter than a human, covered in brown fur turning gray with age, and with pale golden eyes. He wears plain but excellently made and maintained clothes; gray cotton tunic and breeches, leather belt and foot wraps, green woolen vest, and simple copper and turquoise jewelery. Comparatively for a gnoll, he is well-groomed and clearly cares about presentation.
Durza walks with a very clear limp, his right leg having taken an injury some years ago.
History
Durza spent many years as the main conduit between his birth tribe - the Longstriders - and the outside world, mostly trading for what his tribe needed in exchange for goods like hides and horns. After many long years exploring the entire southern expanse of Oria, where his skill with coin earned him the name "Copperclaw," he settled down in the county of Stein's Brook with his mate and young son, building a stable home for them, and still serving as a merchant to any who pass by Copperclaw's Home.
Connections
- Durza is the mate, and legal husband, of Priam.
- Durza is the father of Dargo, Shan, Mirri, and Toben.
- Durza is drinking buddies with Brother Iakob and Alton Foscari.
TABLETOP STATISTICS
Click to OpenDurza - Creature 6
N ¦ Medium ¦ Gnoll ¦ Humanoid
Perception +11; low-light vision, scent (imprecise) 30 feet
Languages Common, Elven, Gnoll, Mwangi, Orc, Varisian, Ysoki, and all their Sign Language variants
Skills Athletics +8 (+9 for Shove and Trip attempts), Cutter's Crossing Lore +11, Deception +10, Diplomacy +10, Gnoll Lore +11, Mercantile Lore +11, Nature +8, Performance +8, Seele Quay Lore +11, Society +10, Stealth +8, Survival +9, Thievery +10
Str +2, Dex +0, Con +3, Int +3, Wis +1, Cha +4
Items fine clothes, copper jewelery, dagger, canteen
AC 18; Fort +13, Ref +9, Will +11
HP 88
Attack of Opportunity (R)
Speed 20 feet
Melee ♦ Fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning
Melee ♦ Bite +12 [+7/+2] (unarmed), Damage 1d6+2 piercing
Melee ♦ Dagger +12 [+8/+4] (agile, finesse, thrown 10 feet, versatile slashing), Damage 1d4+2 piercing
Ranged ♦ Dagger +10 [+6/+2] (agile, finesse, thrown 10 feet, versatile slashing), Damage 1d4+2 piercing
Snagging Strike ♦ Durza makes a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of Durza's next turn or until it's no longer within the reach of his hand, whichever comes first.
Eye for Numbers ♦ Durza immediately learns the number of visually similar items in a group he can see (such as coins, books, or people), rounded to the first digit in the total number. Durza can use this ability only on items that can typically be counted, so he can't use it on grains of sand or stars in the sky, for example. In addition, when Durza attempts to Decipher Writing that is primarily numerical or mathematical, he gains a +2 circumstance bonus to his check.
Well-Travelled Durza gains a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
Bravery When Durza rolls a success at a Will save against a fear effect, he gets a critical success instead. In addition, anytime Durza gains the frightened condition, he reduces its value by 1.
Axe Mastery Durza has access to the critical specialization effects of all weapons of the axe category.
Old Leg Injury On the first round of combat, Durza is flat-footed until the start of his first turn. This injury can be healed by the Regenerate spell or an effect of equal or greater strength, which also restores to Durza +1 to his Reflex save and +5 speed.
Image provided by Shinkei-Shinto and used with the artist's permission.
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