Ursequine Wolder: Difference between revisions
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| Line 31: | Line 31: | ||
*Spell 14 | *Spell 14 | ||
*Listen | *Listen 6 | ||
*Search | *Search 6 | ||
*Survival | *Survival 6 | ||
*Detect Magic 6 | |||
==Kindred and Class Traits== | ==Kindred and Class Traits== | ||
Revision as of 05:44, 22 January 2026
https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces
Character Details
- Name - Ursequine Wolder
- Kindred and Class - Human Magician
- Background - Gambler
- Alignment - Neutral
- Affiliation (if any)
- Moon Sign - Witch's: When the character receives magical healing, they gain 1 additional Hit Point. This applies at most once per day to each type of magical healing (e.g. specific spell, Class trait, potion, etc.)
- Languages - Woldish, Gaffe
- XP 0/2,500
Attributes
- STR 3 -3
- INT 15 +1
- WIS 15 +1
- DEX 14 +1
- CON 12 +0
- CHR 13 +1
Hit Points and Armor Class
- HP 3/3
- AC 11
- Attack Bonus -3 melee / +1 ranged
Save and Skill Targets
- Doom 14
- Ray 14
- Hold 13
- Blast 16
- Spell 14
- Listen 6
- Search 6
- Survival 6
- Detect Magic 6
Kindred and Class Traits
- Decisiveness - When an Initiative Roll is tied, humans act first, as if they had won initiative. Treat humans as a separate side, acting before others. See Initiative, p165.
- Leadership - The Loyalty rating of retainers in the employ of a human character is increased by 1. See Retainers, p134.
- Spirited - Humans are quick to learn and adapt and gain a +10% bonus to all Experience Points earned. This is in addition to any XP bonus due to the character’s Prime Ability (p22). For example, a human with a Prime Ability of 15 gains a total 15% XP bonus—5% for the Prime Ability and 10% for their Kindred.
Spells and Glamours
- First Rank
- Fairy Servant
- Ingratiate
- Ventriloquism
Encumbrance
- Speed
- Equipped Items
- Slot 1
- Slot 2
- Stowed Items
- Slot 1