About Merle Rutter
The Rutters
This family has a somewhat shady reputation as barbaric back woods folks. After the famine, they did away alltogether with the cultural conventions of monogamy and the taboo on incest. They also have no compunctions about the manufacture and sale of intoxicating substances. In the years after the famine they carved out a niche for themselves by becoming the world's source of a "good time". They grow and sell dreamtime tea, flayleaf, and opium. They also distill and distribute strong grain alcohol. While many frown on this way of making their living, and on their free loving ways, they are mostly tolerated. Their customers include taverns and apothecaries as often as addicts. By creating a monopoly after a few bloody years of conflict with would-be rivals, they ensured that the trade in narcotics wouldn't be a violent disruption to society. They would rather pay you than hurt you, but are willing to do what they must to defend their business.
Merle Background
Merle is the eldest son of the Rutter clan (though he has many similarly aged brother-cousins). He's become the Matriarch's right hand over the years. He's responsible for representing the clan in the world, making sure deliveries go right, collecting and protecting payments and enforcing the clan's authority when necessary. He makes frequent trips to both Piravel and Oakenhaven, though he has more friends in the latter. Sheriff Llewellyn doesn't approve of his occupation, but he prefers level-headed Merle at the Rutter helm rather than any of his hot headed cousin-brothers. Merle knows that easy, quiet business is good business, and does his best to respect the communities he serves. He's a skilled hunter and tracker, and knows how to kill a man with his bare hands. He's athletic, quiet and can pick a lock.
Appearance
Imagine Dwayne Johnson except a little uglier like Merle's avatar. Now dress him in a studded leather vest, with a roman style armored kilt. On his back he carries a large wooden shield. He's got a sling tied around his waist like a belt, and he's wearing leather sandals on his feet. He's hefting a large oilskin bag, bulging with interior contents.
1st: Adventurer; Power Attack (Human), Improved Unarmed Strike (2 pts training), Armor Proficiency (Light) (1 pt training), Weapon Focus (Unarmed) (Bonus), Two-Weapon fighting
Merle Rutter
Male Human Adventurer 1
Age 20
N Medium Humanoid (Human)
Init +3; Senses ; Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP 12 (1d10+2)
Fort +3, Ref +4, Will +2
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OFFENSE
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Speed 20 ft.
Melee unarmed strike +5 (1d6+3) or +3 (1d6+3)/+3 (1d6+1)
power attack +4 (1d6+5)
Ranged sling +4 (1d4+3) 50' range
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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STATISTICS
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Str 16, Dex 16, Con 14, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17
Traits: dirty fighter, convincing liar (bluff)
Feats: Improved Unarmed Strike, Power Attack, Weapon Focus (Unarmed), Two-Weapon fighting, Armor Prof (Light)
Skills:Acrobatics +4 (1 rank, 3 dex, 3 class, -3 ACP), Bluff +5 (1 rank, 1 cha, 3 class), Climb, Disable Device +6 (1 rank, 3 dex, 3 class, -1 ACP), Intimidate +5 (1 rank, 1 cha, 3 class), Knowledge (Local) +, Perception +5 (1 rank, 1 wis, 3 class), Profession (Herbalist) +, Stealth +4 (1 rank, 3 dex, 3 class, -3 ACP), Survival +5 (1 rank, 1 wis, 3 class)
Racial Modifiers: Human, +2 Str, skilled, bonus feat
Languages
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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.
GP 26 SP 9
Hide Shirt 18 lbs - 20 GP
Armored Kilt 10 lbs - 20 GP
Heavy Wooden Shield 10 lbs. - 7 GP
Sling 0 lbs - 0 GP
Waterproof Bag .5 lbs - 5 SP
Thieves' Tools 1 lbs - 30 GP
Acid Flask x 2 2 lbs - 15 GP
Silk Rope (50') 5 lbs - 10 GP
Winter Blanket 3 lbs - 5 SP
Hammock 4 lbs - 1 SP
Total Weight:50.5 lbs.