Gullach, the Grey Imp
(Nemesis)
"What can ole Gullach do fer yer kind exiles? I gots lots, if ya wants ta trade in goods er knowledge. Cuse Old Gullach, why, I gots lots ta share!"
Gullach is an anomaly among the imps of the exiled lands, in that he is fully capable of human speech and more than willing to engage in trade. Indeed, the imp, bedecked in paints and with a pack on his back is a peddler of sorts, making a slow circuit of the much of the desert. As it is, he asks for no strange and debasing acts, no profane rituals and dark deeds and has never had a customer pay with sex.
Instead, this humble imp asks for simple things, treasures, exotics and such that is almost mundane. Yet, if one needs a map, or a scroll that explains some of the local beasts, few are better than this cunning one who has escaped all attempts to rob or slay him.
Common items for sale; Healing Poultice, Bestiary Scrolls, Flash Paper, Set’s Serpent, Animal Teeth Necklace
Occasional items for sale; Love Philter, Elixir of Clarity, Sleeping Potion, Yellow Lotus Pollen, Treasure Maps
Rare Items for Sale; Shimmering Abyss, Narcotic Elixir, A fine grey coat, Golden Lotus Pollen, Steel Weapon
Very Rarely for sale; Akkbitan Steel Weapon, Spellbook
Attributes
Awareness; 12 Intelligence; 12 Personality; 9 Willpower; 14 Agility; 6 Brawn; 7 Coordination; 8
Fields of Expertise
Combat; - Fortitude; 5 Knowledge; 5 Movement; 2 Senses; 2 Social; 3
Stress and Soak
Vigor; 13 Resolve; 19
Armor 1 (Tough Hide), Courage 3 (Grey Warpaint)
Attacks
Iron Sword (M); Reach 2, 4D, Parrying
Orb of Volatile Spirits (R); Range C, 4D, Area, Fearsome, Incendiary 3
Spray of Perfumed Sand (R); Range C, 5D, Blinding, Fearsome, Nonlethal, Stun
Dark Promises (T); Range C, 3D, Area, Mental, Fearsome
Special Abilities
Mesmerism; Gullach has long made a study of the mental arts, and is able to perform acts of mesmerism!
Alchemical Knowledge; When attacking with an alchemical item, Gullach uses Intelligence (Knowledge) instead of the normal Coordination (Combat)
Doom Spends
Vanishing Act; One of Gullach's most prized trinkets is a length of rope with several knots in it. By undoing a knot and spending two doom, Gullach can unbind the wind held inside that knot, riding the wind for several dozen miles, and rather far away from any that are threatening him. While it cannot cross the cursewall, it is useful in a pinch.
Impish Investments; Gullach has been a merchant in the exiled lands for a very long time, and has built up a number of favors. When in settlements, he can spend doom to summon reinforcements, contacts that just so happen to owe the imp a favor.
Bag of Alchemical Goodies; Gullach has many petty enchantments available, more than he usually tries to sell. He can easily pull out any Daunting difficulty alchemical item by spending 1 doom, and can increase the spend to 2 for a dire item and 4 for an epic item.