Keldon Amendara
Attributes
Strength
d6
Intelligence
d6
Endurance
d8
Perception
d8
Deftness
d10
Presence
d6
Quickness
d8
Will
d6
Traits
Body (Str + End)
14
Fortitude (Wil +End)
14
Movement (End + Qui)
16
Initiative (Per + Qui)
20
Pattern Dice
7
Experience (Remaining/Total Earned)
0 / 2
Advantages/Disadvantages  Skills
Compulsion [Gambling]
-2
Criminal [Far Madding]
-2
Enemy [Whitecloaks]
-3
Insular Upbringing -3
Lightning Reflexes
3
Light Sleeper
2
Lucky
4
Old Blood
3
Shadow Marked
-8
Ta'veren
8
Archery
2
   Mounted Archery
1
   Snapshot
1
Bowyer
1
Dodge 
2
Focus
1
Gaming
2
Knife Fighting
2
   Knife Throwing
1
Legerdemain
2
Lore [Far Madding/Maredo]
1
Riding
3
   Trick Riding
2
Stealth
2
Two Weapon Combat
2
Equipment
Light War Horse (Dovienya) 
Tack and Harness
Saddle
Saddle Bags 
Studded Leather
Flint & Steel
12gc,5gm,5sm
Long Knife 
Knife (x8) 
Belt Pouch (x2)
Horse Bow 
45 Arrows
Quiver
Hatchet
Shirts (x3) 
Pants (x2) 
Cloak
Coat
Belt 
Good Riding Boots
Bedroll
Background
The son of a merchant who owned a good horse breeding farm, Keldon was raised to take over the ranch after his father. His skill with a bow soon exceeded that of the other local boys and his horsemanship surpassed that of many of the men. He has always known himself to be lucky, assuming that it was just an extra bit of skill or good timing. Some days the omens are with you, sometimes not. He thinks himself fortunate and blessed by the Light. On a trip with his father to show horses in the Far Madding, he got into a game of dice in a tavern. He was accused by a greedy Whitecloak of cheating after winning toss after toss. Claiming he had been cheated, the Whitecloak called the town guards and Keldon fled. He was lucky to get away in one piece. He now travels about, hoping to clear his name, waiting for the day he can return home and avenge himself on the Whitecloak responsible.