Difference between revisions of "Dolwynn Flewynn"

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==Background==
 
==Background==
  
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Dolwynn Flewynn - Hunter
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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...
  
 
==Character Details==
 
==Character Details==

Revision as of 07:05, 11 November 2010

Background

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...

Character Details

  • Name: Dolwynn Flewynn
  • Race: Human
  • Cults: Foundchild/Orlanth Adventurous
    • Rune Level:
    • Initiate: Foundchild
    • Initiate: Orlanth .
  • Social Condition: Son of a poor Tarsh Exile noble.
  • Sex: Male
  • Previous Experience: Light Infantry [officer]

Characteristics

Str: 16, Con: 11, Siz: 12, Int: 15, Pow: 11, Dex: 18:, Cha: 12[13].

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: 0 HPs
  • Experience bonus: +9%
  • Encumbrance limit: 14 Enc.

Skill Groups

  • Knowledge: +5%
    • Evaluate (5%):
    • Read/Write Tarshite 15%
    • Read/Write Tradetongue 10%
    • First Aid (5) 10%


  • Manipulation: +15%
    • Climb (15) 30%
    • Conceal item (10) 25%
    • Dodge (dex x 2%): 65%
    • Climb (15%): 30%
    • Jump (15%): 30%
    • Throw (15%): 30%
    • Map Making (10)25%
    • Ride (5)20%
    • Swim (15)30%
    • Set/Disarm trap (5) 20%



  • Perception: +5%
    • Listen (25): 30%
    • Spot Hidden items (5): 85%
    • Spot Trap (5): 35%
    • Track (10)55%


  • Stealth:+15%
    • Camouflage (10%): 45%
    • Hide (15%): 45%
    • Move quietly (15%): 30%
    • Pick Pocket (5):20%


  • Communication: +5%
    • Bargain (10%): 15%
    • Orate (10%): 15%
    • Sing (5%): 10%
    • Speak Tarshite. (Int x 5)80%
    • Speak Lunar 40%
    • Speak Sartarite 10%
    • Speak Tradetongue 10%


Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head None 0 0 0 19-20
Left Arm None 0 0 0 16-18
Right Arm None 0 0 0 13-15
Chest none 0 0 0 12
Abdomen none 0 0 0 09-11
Left Leg None 0 0 0 05-08
Right Leg None 0 0 0 01-04
  • Total Hit Points: -- HP

Weapons and Shields

  • Attack Bonus/Minus: +15%
  • Parry Bonus/Minus: +10%
  • Strike Ranks: Siz:(2)+Dex:(1)=3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
1Handed Sword [Bastard][RH] 1d10+1 5 - 70% 20% - 1
Medium Shield 1d6 7 - 20% 50% - 2
2h spear 1d10+1 3 - 35% 30% - 3
1h spear 1d8+1 4 - 35% 30% - [3]
Dagger [RH] 1d4+2 7 - 40% 35% - 0
2h Sword 1d10+1 5 - 20% 15% - [1]
Comp bow 1d8+1 1/6/12 - 50% 15% 100m 2
Javelin 1d10 1/mr - 30% -% 20m 2
Fist 1d3 7 arm 40% 35% 0 0
Kick 1d6 7 leg 40% -- 0 0
Head Butt 1d4 7 head 40% -- 0 0
Grapple Special 7 special 40% % 0 0

Magic

  • Power:-
    • Current Characteristic POW: 11
    • Current Available POW: 11
    • Current Stored POW: 12 Pow Crystal


Spirits:

  • Spirit One
    • INT:
    • POW:
    • Where Bound:
  • Spirit Two
    • INT:
    • POW:
    • Where Bound:
  • Spirit Three
    • INT:
    • POW:
    • Where Bound:


  • Battle Magic:
  • Countermagic 1
  • Detect Life
  • Demoralise
  • Disruption
  • Farsee
  • Multimissile 1
  • Protection 1
  • Silence
  • Xenohealing 2


  • Rune Magic:
    • Sureshot

Equipment

  • Weapons:
    • Bastard Sword, Comp bow, Quiver w'20 arrows, Roundshield.
  • Other:
    • Armour: Cuir Greaves and Vambraces, Cuiraiss. Leather skirt, open helm
    • 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.
  • Money:
    • 1230 l