Difference between revisions of "Bastard Knight"

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(Barbarian hunter with noble package)
(Barbarian hunter with noble package)
Line 48: Line 48:
 
*MOV 8
 
*MOV 8
 
*MP 12
 
*MP 12
*SR 16/13 with armour
+
*SR 16/12 with armour 15 with leather.
  
 
==Combat skills==
 
==Combat skills==

Revision as of 00:31, 30 May 2010

Daegmund 'The Bastard Hound of Andazyn'

Okay my concept so far is that of a bastard son of a noble, who has been happily working as a hunter on the estate until his father has decided that its time for him to be a knight. Introduced into 'polite' society and given a sword and shield he has been placed under his half brothers protection to be tutored in the ways of the Knightly world.

Because of troubles on the boarders more warriors are needed, hence the father wanting another knight in the family??

Of course this depends if any one wants me as their bastard half brother?

I decided to go with no magical skills what's so ever

I'm going to be rather uncomfortable being a knight and giving up my country ways. Armour..what the??? Clumsy with the sword and shield. Totally at home with animals and would rather sleep in a stable. Owns a large white wolfhound Evoric.


After reading Chalklines post on Bastards , I'm going with my character being accepted by high society but perhaps not by his immediate peers and male siblings.

So he's a man caught between two worlds (Must admit his fostered life can't have been too harsh though), slightly confused and inclined towards a harshness to the serfs that embarrasses even himself.

With regards to his sister he admires her and looks to her for guidance. Depending on her long term goals he shall support fully in her endeavors. As he has, at the moment no immediate goals or long term ambitions.


Barbarian hunter with noble package

  • age 22
  • Ulandus the tree
  • 104 silvers


  • STR 13
  • CON 13
  • SIZ 10
  • INT 15
  • POW 12
  • DEX 16
  • CHA 13



  • CA 3+1 SHIELD
  • DAM +1d2
  • IMP MOD +1
  • MOV 8
  • MP 12
  • SR 16/12 with armour 15 with leather.

Combat skills

  • sword and shield 44%
  • long bow 72%
  • dagger 59%
  • club 34%
  • Spear 29%
Weapon/Shield Size Reach Damage AP HP Combat % Manoeuvres Range Load ENC
Boar Spear M L 1D8+1 5 5 29 IMPALE ... ... 2
War sword M M 1D8+1 6 11 44 BLEED/IMPALE ... ... 2
Short Bow ... ... 1D6 4 4 72 IMPALE 80 1 1
Long Bow ... ... 1D8 4 7 72 IMPALE 175 1 1
Dagger S S 1D4+1 6 8 59 BLEED/IMPALE ... ... ...
Club M S 1D6 4 4 34 STUN ... ... 1
Heater Shield L S 1D4 6 12 44 ... ... ... 2
  • Total weapon ENC: 9

Hit Points and Armour

  • wear armour conx2 26%
Location Location Name Armour types A.P. Max H.P. Damage
19-20 Head old Remuli helmet 4 5 -0
16-18 Left Arm Light leather 1 4 -0
13-15 Right Arm Light leather 1 4 -0
10-12 Chest Chainmail hauberk/padding 6 7 -0
07-09 Abdomen Chainmail hauberk/padding 6 6 -0
04-06 Left Leg Light leather 1 5 -0
01-03 Right Leg Light leather 1 5 -0
  • Total Armour ENC = (Total AP)/5 = 20/5 = 4
  • Armour Penalty =4 or 1 if wearing leather

Skills

Common (Base %) %

  • Athletics(str+siz) 59%
  • Brawn (Str+Siz ) 28%
  • Culture(Eastern Harn)(Intx2 ) 70%
  • Dance (Dex+Cha ) 27%
  • Drive (Dex+Pow ) 31%
  • Evade (Dex2 ) 42%
  • Evaluate (Int+Cha ) 28%
  • First Aid (Int+Dex ) 29% -10% apply to self. 1d3 min to apply. Makeshift bandages etc -20%.
  • Influence (Chax2 ) 36%
  • Insight (Int+Pow ) 22%
  • Lore (Eastern Harn) (Intx2 ) 70%
  • Perception (Int+Pow ) 57%
  • Persistence (Pow x2) 24%
  • Resilience (Con x2 ) 76%
  • Ride (Dex+Pow ) 62%
  • Sing (Cha+Pow ) 30%
  • Sleight (Dex+Cha ) 27%
  • Stealth (Dex+Int ) 75%
  • Swim (Str+Con ) 46%
  • Unarmed (Str+Dex ) 50%

advanced skills

  • commerce 33%
  • language own78%
  • language other 28%
  • Craft Furrier 36
  • craft agriculture 36%
  • Craft Fletcher 36%
  • Engineering 36%
  • Lore Herb 37%
  • Lore mineral 37%
  • Survival 70%
  • track 68%
  • play drum 29%

special

  • Daegmund through growing up in the forests around his home has an innate ability when it comes to handling animals. Wether its the Manor's hunting dogs, Horses or even the Deer he hunts he knows what to say, how to handle and ultimately how to hunt them. +5% to all animal interactions
  • The same life amongst the forest has given him an improved ability to move through dense and rough terrain, - 5% bonus to any rolls pertinent to speed or stealth.
  • Fleet in foot as any deer he chases Daegmund gains +5% to contested running rolls.
  • Healthy and robust this hunter/knight resists fatigue at +5%
  • Blessed with a winning smile and cheerful disposition, any artistic performance has a +5% bonus.

Equipment

  • Animal call whistle +10% survival for hunting 1L
  • Animal snares 7L
  • Fishing kit 15L
  • flint and tinder
  • Bedroll 1L
  • Trailfood
  • Spare clothes
  • Saddle bag carries 30 enc 20L
  • Sling bag
  • Water flask


Weapons

  • Ash cudgel 5L
  • War sword 175L
  • Boar spear 20L
  • Dagger 30L
  • Short bow 75L
  • Yew long bow 200L
    • Quiver 30 arrows 2L
    • Spare bow strings

Armour

  • Chain hauberk over padding
  • Soft leather on all locations 300L
  • Good boots
  • Remuli helmet from mothers grandfather 120L
  • Shield with White hounds head on it 150L

Animals

  • Horse 'HEVONNEN'
    • saddle 60L
    • bridle and reigns 15L
  • White Wolfhound 'EVORIC'.

retainer

  • Godfrey

inherited

  • You have a very well made Arming Sword [+1 HP, +1 Slashing dam], a knights accounting [ warhorse, palfrey, Chain hauberk over Padding, Close Helm, Sword and shield and retainer - a gift from your father, and a monthly stipend of 60sp until you come into your own.