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*[http://wiki.rpg.net/index.php/It%27s_dark_in_here wiki]
 
*[http://wiki.rpg.net/index.php/It%27s_dark_in_here wiki]
 
*[http://wiki.rpg.net/index.php/Attack_of_the_Pentan_mummies mummies wiki]
 
*[http://wiki.rpg.net/index.php/Attack_of_the_Pentan_mummies mummies wiki]
 
==Combat Style==
 
Dolwynn fights in a way more familiar to stories than fields of battle.  He uses a very large warsword in his primary [left] hand and tends to a very mobile style of engagement, with big looping attacks followed by deflections and tumbles to escape retaliation. While he has some military training in hand, his shield use is average and he has a tendency to discard it in favour of torches, flaming oil, magic talismans and such.
 
He also likes using a thick shafted long spear two handed, generally when engaging larger foes. His aim is to implant it and leave it there.
 
Dolwynn prefers aimed shots with his bow and has hindered his own learning through an over reliance on missile enhancing magic.
 
He is comfortable with the use of poisons, acids and alchemical doohickery - in fact, he has an amateurs obsession with understanding them and their uses. He rarely uses poison on intelligent man rune types...it is for the monsters that he hunts [or that occasionally hunt him].
 
Despite his formal training, Dolwynn fights more like a hunter or skirmisher - a quick, mobile strike followed by defensive tactics are more his style than a toe to toe fight.
 
 
 
==Background==
 
==Background==
  
 
Dolwynn Flewynn - Hunter
 
Dolwynn Flewynn - Hunter
 
  
 
A Tarsh Exile and former mercenary, Dolwynn Flynn passes himself off as an initiate of 'the Hunter' and is a paid up member of the Foresters guild. He is also secretly an initiate of Orlanth Adventurous [the Secret Wind, who are basically a bunch of bandit/outlaws in occupied Sartar], and is seeking a safe haven. He has relatives out West that he is generally attempting to find, though this isn't the first time he's got sidetracked...
 
A Tarsh Exile and former mercenary, Dolwynn Flynn passes himself off as an initiate of 'the Hunter' and is a paid up member of the Foresters guild. He is also secretly an initiate of Orlanth Adventurous [the Secret Wind, who are basically a bunch of bandit/outlaws in occupied Sartar], and is seeking a safe haven. He has relatives out West that he is generally attempting to find, though this isn't the first time he's got sidetracked...
  
 
His formerly noble house has made a living as monster hunters for hire since their retreat to Sartar. He is pretty good at it, but talks up his past kills...a lot. He plays on the friendly relationship between the seven mothers and hunter gods to keep his head down and out of trouble.
 
His formerly noble house has made a living as monster hunters for hire since their retreat to Sartar. He is pretty good at it, but talks up his past kills...a lot. He plays on the friendly relationship between the seven mothers and hunter gods to keep his head down and out of trouble.
 
Dolwynn has a companion, Astis - an awakened and speech capable Alynx. They have been bonded since a hunters high holy ceremony two years ago - but they are not allied spirits in the normal sense. Rather it is a relationship - one both have been known to bemoan as a geas from the hunter god, despite their obvious affection for each other.
 
 
Dolwynn was passing through Apple Lane when he was approached in his capacity as a monster hunter to retrieve their stolen goods from White eyes gang. Expecting yet another hyped up bushwacking with a bunch of rag tag swords for hire, he was unexpectedly thrown into deeper and deeper peril, starting with the befriending and championing of the newtling folk against an ancient enemy that tested his claims as a monster killer and culminating in representing Orlanth himself in a troll based heroquest.
 
 
Through it all, he was forced to consider and reconsider his actions, his directions and his responsibilities. For every gift he gained - blood drenched skin, the dance of the thunder lizard, surety and confidence in his own destiny, the bullroarer of his patron god, powers over and with the ice and cold of his lover and his somewhat daughter - he learned a lesson in his place in the world and how it was a right, not a privilege.
 
Now he has entered a dragon path to who knows where, his companion by his side and a new hearth - albeit of rainbow hued lynx kittens - for the hunter in him to protect. He has made friends that can only be made through the experiences they have shared and the bluster he once hid behind has faded away under a new surety - there are things they have to do, this group. There are no coincidences.
 
  
 
==Character Details==
 
==Character Details==
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==Characteristics==
 
==Characteristics==
Str: '''16''' 11, Con: '''11''', Siz: '''12''', Int: '''15''', Pow: '''17''', Dex: '''18''':, Cha: '''14[15]'''.
+
Str: '''16''', Con: '''11''', Siz: '''12''', Int: '''15''', Pow: '''15'''^, Dex: '''18''':, Cha: '''14[15]'''.
 
*Damage Bonus/Minus: '''+1d4'''
 
*Damage Bonus/Minus: '''+1d4'''
 
*Hit Point Bonus/minus: '''0 HPs'''
 
*Hit Point Bonus/minus: '''0 HPs'''
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**Read/Write Tradetongue 10%
 
**Read/Write Tradetongue 10%
 
**First Aid (5) 10%
 
**First Aid (5) 10%
**World Lore (5%) 65%
+
**World Lore (5%) 60%
**Spirit world lore 10%  
+
**Spirit world lore 5% ^
**Find healing (ahem) plants (5%) 15%
+
**Find healing (ahem) plants (5%) 10%^
  
 
*'''Manipulation: +15%'''
 
*'''Manipulation: +15%'''
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**Conceal item (10) 25%
 
**Conceal item (10) 25%
 
**Thunder Lizard Dance (pow x 2) 45% ^
 
**Thunder Lizard Dance (pow x 2) 45% ^
**Dodge (dex x 2%): 75%  
+
**Dodge (dex x 2%): 70% ^
 
**Jump (15%): 30%
 
**Jump (15%): 30%
 
**Throw (15%): 35%
 
**Throw (15%): 35%
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*'''Perception: +5%'''
 
*'''Perception: +5%'''
**Listen (25): 70%
+
**Listen (25): 65%
 
**Spot Hidden items (5): 95%
 
**Spot Hidden items (5): 95%
 
**Spot Trap (5): 35%
 
**Spot Trap (5): 35%
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*'''Stealth:+15%'''
 
*'''Stealth:+15%'''
 
**Camouflage (10%): 45%
 
**Camouflage (10%): 45%
**Hide (15%): 50% [100% vs chaos]
+
**Hide (15%): 45% [100% vs chaos]
**Move quietly (15%): 45%
+
**Move quietly (15%): 35%
 
**Pick Pocket (5):20%
 
**Pick Pocket (5):20%
  
 
*'''Communication: +15%'''
 
*'''Communication: +15%'''
**Bargain (10%): 25% ^
+
**Bargain (10%): 25%
**Orate (10%): 35% (60%)
+
**Orate (10%): 30% (55%)^
 
**Sing (5%): 20%
 
**Sing (5%): 20%
 
**Speak Tarshite. (Int x 3)60%
 
**Speak Tarshite. (Int x 3)60%
 
**Speak Lunar 35%
 
**Speak Lunar 35%
**Speak Sartarite 50% (Int x 2)
+
**Speak Sartarite 45% (Int x 2)
 
**Speak Tradetongue 25%
 
**Speak Tradetongue 25%
**Speak Darktongue 30%
+
**Speak Darktongue 25%
**Speak Coldspeech 25%
+
**Speak Coldspeech 20%
**Speak Feline speech 30%
 
 
</div>
 
</div>
  
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!width="100"|Location
 
!width="100"|Location
 
|-
 
|-
|Head || Hood & Comp Helm [Closed Helm] || /4 || 6[8] || 0[1] || 19-20  
+
|Head || Hood & Comp Helm [Closed Helm] || 2/4 || 6[8] || 0[1] || 19-20  
 
|-
 
|-
 
|Left Arm ||  1pt Leather sleeves & Cuir Vambraces [Plate] || 3 || 6[9] || 1*/1 || 16-18
 
|Left Arm ||  1pt Leather sleeves & Cuir Vambraces [Plate] || 3 || 6[9] || 1*/1 || 16-18
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*+2 natural armour
 
*+2 natural armour
  
*Total Hit Points: --  11 HP
+
*Total Hit Points: --  9/11 HP
*spirit world 7/15 -3 in head
 
  
 
==Weapons and Shields==
 
==Weapons and Shields==
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!width="50"|Enc.
 
!width="50"|Enc.
 
|-
 
|-
|1Handed Sword [Bastard][LH] || 1d10+1+1d4 || 5 || - ||80%   ||30%  || - || 1
+
|1Handed Sword [Bastard][LH] || 1d10+1+1d4 || 5 || - ||75% ||25%  || - || 1
 
|-
 
|-
 
|Medium Shield [RH] || 1d6 || 7 || - || 20% || 50% || - || 2
 
|Medium Shield [RH] || 1d6 || 7 || - || 20% || 50% || - || 2
 
|-
 
|-
|2h spear [BH] || 1d10+1+1d4  || 3 || - || 45% || 35% || - || 3
+
|2h spear [BH] || 1d10+1+1d4  || 3 || - || 40% || 30% || - || 3
 
|-
 
|-
 
|1h spear[RH] || 1d8+1+1d4  || 4 || - || 30% || 30% || - || [3]
 
|1h spear[RH] || 1d8+1+1d4  || 4 || - || 30% || 30% || - || [3]
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|2h Sword || 1d10+1+1d4  || 5 || - || 20% || 15% || - || [1]
 
|2h Sword || 1d10+1+1d4  || 5 || - || 20% || 15% || - || [1]
 
|-
 
|-
|Comp bow || 1d8+1 || 1/6/12 || - || 60% || 15% || 100m || 2
+
|Comp bow || 1d8+1 || 1/6/12 || - || 55% || 15% || 100m || 2
 
|-
 
|-
 
|Javelin || 1d10 || 1/mr || - || 30% || -% || 20m || 2
 
|Javelin || 1d10 || 1/mr || - || 30% || -% || 20m || 2
 
|-
 
|-
|Fist || 1d3+1d4  || 7 || arm || 45% || 35% || 0 || 0
+
|Fist || 1d3+1d4  || 7 || arm || 40% || 35% || 0 || 0
 
|-
 
|-
 
|Kick || 1d6+1d4  || 7 || leg || 45% || -- || 0 || 0
 
|Kick || 1d6+1d4  || 7 || leg || 45% || -- || 0 || 0
 
|-
 
|-
|Head Butt|| 1d4+1d4  || 7 || head || 50% || -- || 0 || 0
+
|Head Butt|| 1d4+1d4  || 7 || head || 45% || -- || 0 || 0
 
|-
 
|-
 
|Grapple || Special || 7 || special || 45% || % || 0 || 0
 
|Grapple || Special || 7 || special || 45% || % || 0 || 0
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*'''Heroquest'''
 
*'''Heroquest'''
 
** +2 point natural armour, defeating the Lizard Queen.
 
** +2 point natural armour, defeating the Lizard Queen.
** Thunder Lizard dance (POWX2)=45% +5% fighting Lizards. +5% tracking them. detect lizard 40m
+
**Thunder Lizard dance (POWX2)=30% +5% fighting Lizards. +5% tracking them. detect lizard 40m
 
** +1 CHA
 
** +1 CHA
**+2 Cha when dealing with newtlings
 
 
*'''Gifts, geas'.'''
 
** Will be touched by Disorder for a year. [Tricksters price].
 
** Freed Elmal [on heroquest] and Yelmalions will recognize this, but gained the geas: Never suffer a gorp to live.
 
** Can make Orlanths Bullroarer, with added ZZ power. Will demoralise enemies [as per the spell] who hear it. Powered by spirit magic pow, 1pt/10rds.
 
** Has been told by the Ice Queen to ‘drop by again’ – along with Astis.
 
** Has parleyed a deal with Zorak Zoran to fight Chaos - hell roar for bullroarer. Worshippers of ZZ will recognise this.
 
  
 
*Hill Of Gold
 
*Hill Of Gold
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**Intimidation once per day for 10 rounds... difficult to resist
 
**Intimidation once per day for 10 rounds... difficult to resist
 
**Personality trait: Never back down. Up to you how far you go with that. It probably gets worse as time goes on.
 
**Personality trait: Never back down. Up to you how far you go with that. It probably gets worse as time goes on.
 
*Dolwynn gets the cats
 
**Speak feline int%
 
**Dogs hate him
 
**+1Pow
 
  
 
*'''Power:-'''
 
*'''Power:-'''
** Current Characteristic POW: '''17'''
+
** Current Characteristic POW: '''15*'''
** Current Available POW: '''17'''
+
** Current Available POW: '''15'''
** Current Stored POW: '''12''' Pow Crystal '''12'''
+
** Current Stored POW: '''12''' Pow Crystal '''2'''
  
  
 
'''Spirits:'''
 
'''Spirits:'''
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
*zephyr
+
*Spirit One
** INT:9
+
** INT:
** POW:16
+
** POW:
** Where Bound:1pt crystal
+
** Where Bound:
  
 
*Spirit Two
 
*Spirit Two
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*'''Battle Magic:'''
 
*'''Battle Magic:'''
*Bladesharp 1
+
 
*Bind spirit 1
 
 
*Countermagic 1
 
*Countermagic 1
 
*Detect Life
 
*Detect Life
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*Disruption
 
*Disruption
 
*Farsee
 
*Farsee
*Healing 2
 
 
*Multimissile 1
 
*Multimissile 1
 
*Protection 1
 
*Protection 1
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**Warmth matrix tattoo.
 
**Warmth matrix tattoo.
 
**A magical Bullroarer,
 
**A magical Bullroarer,
** Strange stone egg that sounds as if there's pecking coming from inside. It rocks now and again.
 
  
 
==Equipment==
 
==Equipment==
 
*Weapons:
 
*Weapons:
 
**Bastard Sword [5 years old]
 
**Bastard Sword [5 years old]
**Comp bow, Quiver w'16 arrows
+
**Comp bow, Quiver w'20 arrows
 
**Roundshield.[enc 2]
 
**Roundshield.[enc 2]
 
**Dagger
 
**Dagger
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***Closed helm
 
***Closed helm
  
 +
*Mule [as riding horse for cost]
 
*Adventuring pack
 
*Adventuring pack
 
*Lamp & Refill.
 
*Lamp & Refill.
 
*1 Person tent.
 
*1 Person tent.
*1 Dose BV Antidote 5
+
* 1 Dose BV Antidote 5
*6 salves of snake bite antidote pot 12.
 
*2 doses POT 10 acid
 
*2 doses POT 10 BV
 
*2 doses POT 10 BV antidote
 
*2 doses POT 12 spider paralysing venom
 
  
 
**Magic item. A family heirloom - a power storage crystal[Pow 12]. It is flawed, in that any spell cast using pow it stores will be cast with an attention drawing glow obviously relevant to the spell [and sometimes with a little 'zing' sound effect]. While it counts as a flashy magical item for cha purposes, it telegraphs any spell use to a potential enemy and sometimes alerts quarry. Dolwynn has been stuck with the thing since he attuned it, as only death will break the link.
 
**Magic item. A family heirloom - a power storage crystal[Pow 12]. It is flawed, in that any spell cast using pow it stores will be cast with an attention drawing glow obviously relevant to the spell [and sometimes with a little 'zing' sound effect]. While it counts as a flashy magical item for cha purposes, it telegraphs any spell use to a potential enemy and sometimes alerts quarry. Dolwynn has been stuck with the thing since he attuned it, as only death will break the link.
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*HP 11
 
*HP 11
  
*Move quietly 80%, Hide in cover 70%, Dodge 70% ,Tracking 70%,listen 70%, sense predator 50%, Speak Sartarite 70%, Understand Darktongue 25%
+
*Move quietly 80%, Hide in cover 70%, Dodge 70% t,Tracking 70%,listen 65%
 
*I'll keep the old fashioned defence for him too of 20%
 
*I'll keep the old fashioned defence for him too of 20%
  

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