Krallion

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Krallion[edit]

  • Race: Human
  • Age: 24
  • Gender: Male
  • Culture: Barbarian
  • Profession: Shaman
  • Hero Points: 3
  • Improvement Rolls: 0

Attributes[edit]

  • STR: 14
  • CON: 16
  • SIZ: 15
  • INT: 16
  • POW: 17 (15)
  • DEX: 12
  • CHA: 13


  • Combat Actions: 3 (+1 for shield)
  • Damage Modifier: +1d2
  • Improvement Modifier: +1
  • Movement: 8m
  • Dedicated POW: 2
  • Magic Points: (17) 15
  • Strike Rank: 14 (AP: -1)
  • Sunsign: Ulandus the tree



Common Skills:[edit]

  • Athletics (STR+DEX)[26]: 61
  • Brawn (STR+SIZ)[29]: 64
  • Culture (Own)(INTx2)[32]: 62
  • Dance (DEX+CHA)[25]: 25
  • Drive (DEX+POW)[29]: 39
  • Evade (DEXx2)[24]: 31
  • Evaluate (INT+CHA)[29]: 29
  • First Aid (INT+DEX)[28]: 33
  • Influence (CHAx2)[26]: 31
  • Insight (INT+POW)[33]: 38
  • Lore (Regional) (INTx2)[32]: 67
  • Perception (INT+POW)[33]: 41
  • Persistence (POWx2)[34]: 61
  • Resilience (CONx2)[32]: 71
  • Ride (DEX+POW)[29]: 51
  • Sing (CHA+POW)[30]: 30
  • Sleight (DEX+CHA)[25]: 25
  • Stealth (DEX+INT)[28]: 33
  • Swim (STR+CON)[30]: 30
  • Unarmed (STR+DEX)[26]: 36

Advanced Skills:[edit]

  • Language (Harnic) (INT+CHA)[29]: 79
  • Survival (POW+CON)[33]: 48
  • Craft (Hides) (DEX+INT)[28]: 31
  • Craft (Woodcraft) (DEX+INT)[28]: 33
  • Craft (Blacksmith) (DEX+INT)[28]: 31
  • Engineering (INTx2)[32]: 32
  • Lore (Herblore) (INTx2)[32]: 38
  • Lore (Mineral) (INTx2)[32]: 32
  • Wear Armor (CONx2)[32]: 42

Combat Styles:[edit]

  • Spear and Shield (STR+DEX)[26]: 81
  • Mace and Shield (STR+DEX)[26]: 51
  • Thrown Spear (DEXx2)[24]: 69

Magical Skills:[edit]

  • Common Magic (POW+CHA)[30]: 80
  • Spirit Walking (POW+CON)[33]: 81
  • Spirit Binding (POW+CHA)[30]: 81
  • Lore (Theology) (INT+POW)[33]: 41
  • Pact (Deity) (CHA+Dedicated POW {2})[15]: 21


Combat[edit]

Weapon Damage Size Reach Combat Manoeuvres ENC AP/HP
Melee Weapons
Short Spear 1D8+1+1d2 M L Impale 2 4/5
Target Shield 1d6+1d2 L S Impale 2 4/12
Morningstar 2d4+1d2 M S Stun Location 2 4/10
Name Damage Size Reach None ENC AP/HP


Weapon Damage Damage Modifier Range Load Size Combat Manoeuvers ENC AP/HP
Ranged Weapons
Javelin 1d8 +1d2 30m - H Impale, Pin Weapon (special) 1 3/8
Short Spear 1d8+1 +1d2 20m - ? Impale 2 4/5


D20 Location Armour Type Armour Points Hit Points Current
Hit Locations
1-3 Right Leg Soft Leather, Clothing 3 7 7
4-6 Left Leg Soft Leather, Clothing 3 7 7
7-9 Abdomen Soft Leather, Clothing 3 8 8
10-12 Chest Soft Leather, Clothing 3 9 9
13-15 Right Arm Soft Leather, Clothing 3 6 6
16-18 Left Arm Soft Leather, Clothing 3 6 6
19-20 Head Soft Leather, Clothing 3 7 7


Magic[edit]


Follower of the three. [sun,wind and war] Sun is a male figure, for chiefs and old men. Also known as the Grand Old Father. Wind is a male figure, for clansmen and herders. Also known as Mann the walker. War is a female figure, for warriors and outcasts. Also known as Morr no-daughter.

  • Fear
  • Amplify


  • Spirits
  • Dark Wing Owl Spirit: [totem] Intensity 1 Int 6 Pow 11. The magician trades day vision for night vision, with resulting effects.
  • Twitch Fox Spirit: [lodge] Intensity 2 Int 5 Pow 16 +20% to evade.
  • Gust Small air elemental: Intensity 1. Str 12 Int 1 Pow 3 Dex 20


Possesions & Equipment[edit]

  • Money
  • Lead:
  • Copper:
  • Silver: 160
  • Gold:
  • Items & ENC
  • Short Spear [ENC 2]
  • Javelin (2) [ENC 2- 1 each]
  • Target Shield [ENC 2]
  • Soft Leather Armor (Oversized Coat with Hood, Heavy Trews) [ENC 6]
  • Hatchet [ENC 1]
  • Knife [ENC -]
  • Waterskin [ENC 1]
  • Hide and Wool Clothing (Hide Tunic with hood, Thinly spun woolen Trews) [ENC 3]
  • Flint & Tinder [ENC -]
  • Total= 17/30
  • Waterproof Torch [ENC -] - on horse
  • Bedroll [ENC 1] - On horse
  • Small Tent [ENC 2] - On horse
  • Horse & Tack stats below

Horse[edit]

  • Name: Thunder's Shadow
  • STR:26, CON: 24, SIZ: 22, INT: 4, POW: 10, DEX: 13, CHA: -
  • Combat Actions: 2, Damage Mod: +1d10, Magic Points: 10, Movement: 16m, SR: +9
  • Skills: Athletics: 75, Brawn: 60, Persistence: 43, Resilience: 61, Survival: 20
  • Combat Styles: Kick: 40
Weapon Damage Size Reach Combat Manoeuvres ENC AP/HP
Melee Weapons
Kick 1D6+1d10 M M Stun Location (?) - 2/10
D20 Location Armour Type Armour Points Hit Points Current
Hit Locations
1-3 Right Hind Leg Hide 2 10 10
4-6 Left Hind Leg Hide 2 10 10
7-9 Abdomen Hide 2 11 11
10-12 Chest Hide 2 11 11
13-15 Right Front Leg Hide 2 10 10
16-18 Left Front Leg Hide 2 10 10
19-20 Head Hide 2 10 10


Backround[edit]

Growing up, Krallion was always intrigued by matters of the spirit. He excelled in understanding the underpinnings of the Old Ways, and how they were made manifest in the world around him. He was encouraged by Hodiri Spirit Walker Elders early, often accompanying Elders when they met with outsiders to exchange knowledge. During one of these outings Krallion met a young student named Aelfric whom Krallion took an instant liking to. The introduction took place in the aftermath of The Battle Of The Weeping Willows, with Kraillion assisting in leading the young Aelfric and his master out of Hodiri lands, and safe from the prowling Solani. The two talked at length during the tense journey, and the encounter fueled Krallion's curiosity as to the world beyond the Hodiri borders.

As Krallion grew older he became proficient as a Warrior due to his considerable physical gifts, often compared to his cousin Osgar in terms of his prowess, and though not as tall, height did run in their bloodlines- as a man Krallion stood an imposing 6'3". Krallion's ability with Spear and Shield was unquestioned, but his passionate tendency toward the otherworldly continued...until his life's journey inside the Hodiri borders came to an abrupt halt.

During his initiation to solidify his position as an honored Shaman in the Hodiri community, the unexpected happened. Krallion, as exceedingly skilled as he was in the magical arts, failed to find his fetch during the ceremony. While not unheard of, it was unusual and the stipulation surrounding such an event were quite clear. Krallion would have to undertake a spirit journey to attempt to find his fetch beyond the Hodiri horizon. He was advised to seek out his cousin Osgar and begin his search there, among the Chybisans...


Creation Notes:[edit]

  • Barbarian
  • +30 Culture (Own), Lore (Regional) +10 Athletics, Resilience +5 Brawn, Perception, Ride, Stealth, +10 Spear and Shield, + 10 Thrown Spear, +10 Mace and Shield
  • +50 Language (Native), Survival, Craft (Blacksmith)
  • Shaman
  • +5 First Aid, +5 Influence, Lore (Regional), Persistence, Open: Lore (Theology), Spirit Walking, Spirit Binding
  • Class
  • +25 Spirit Walking, +25 Spirit Binding, +45 Common Magic, +5 Lore (Theology)
  • Free points
  • 250 Free Points Manipulation: (10)Open Pact (Deity), +23 Spirit Walking, + 26 Spirit Binding, +25 Spear and Shield, +30 Thrown Spear, +19 Resilience, +22 Persistence, +15 Athletics, +30 Brawn, +10 Ride, +5 insight, +7 Evade, +6 Pact (Deity), +5 Mace and Shield, +5 Common Magic, +3 Lore (Theology), +3 Perception, +3 Craft (Hides), +3 Craft (Blacksmith),
  • Sunsign
  • +10 Athletics, +10 Drive, +10 Resilience, +5 Ride, +10 Unarmed, +5 Spear, +5 Shield, +5 Mace, Craft (Hides) opened at base +5, Craft (Woodcrafts) opened at base +10, Engineering opened at base +10, Lore (Herblore) opened at base +15, Lore (Mineral) opened at base +10, +15 Survival
  • Harn (Special)
  • +10 Wear Armor
  • Connections Osgar- Cousin +10 Spear and Shield. Aelfric- Helped guide both he and his master out of Hodiri lands after The Battle Of The Weeping Widows (No bonus).