Dolwynn Flewynn

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Revision as of 02:47, 3 February 2011 by 195.148.36.108 (talk) (Hit Points and Armour)
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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...

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.

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%
    • World Lore (5%) 50%*
  • 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): 65%*
    • 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 3)50%
    • Speak Lunar 25%
    • Speak Sartarite 35% (Int x 2)
    • Speak Tradetongue 10%
    • peak Darktongue 10%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Hood & Comp Helm [Closed Helm] 4 4[6] 0[1] 19-20
Left Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 1/3 4[7] 1*/1 16-18
Right Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 3 4[7] 0/1 13-15
Chest 2pt Leather Byrnie & Cuir [Chain Hauberk] 5 5[7] 2[3*]] 12
Abdomen 2pt Leather Trews & Linen Skirt [Chain Hauberk] 4 5[7] 2*[2*] 09-11
Left Leg 2pt Leather Trews & Cuir Greaves [Plate] 4 5[8] 1*[1] 05-08
Right Leg 2pt Leather Trews 4 5[8] 0*[1] 01-04

Total armour Enc:

  • Hunting 6.
  • Monsterslaying 10
  • Total Hit Points: -- 6/11 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

Normal weapon load is comp bow [2], bastard sword [1] and medium shield [2]. He frequently dumps the shield.

Magic

  • Power:-
    • Current Characteristic POW: 11*
    • Current Available POW: 11
    • Current Stored POW: 12 Pow Crystal 6


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 [5 years old]
    • Comp bow, Quiver w'20 arrows
    • Roundshield.[enc 2]
    • Dagger
    • Longspear
  • Other:
    • Base Armour:
      • leather vambraces [1pt]
      • leather byrnie [2pt]
      • Leather Trews [2pt]
    • Hunting Armour: -5% MQ
      • Cuir Greaves and Vambraces
      • Cuir Cuiraiss
      • Linen skirt
      • Comp helm.
    • Monster hunting armour -20% MQ
      • Chain hauberk
      • Plate greaves and vambraces.
      • Closed helm
  • Mule [as riding horse for cost]
  • Adventuring pack
  • Lamp & Refill.
  • 1 Person tent.
  • 1 dose blade venom 7
  • 1 Dose BV Antidote 5
    • 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:
    • 17 Lunars.

Astis

  • Str 9
  • Con 12
  • Siz 4
  • Pow 17
  • Dex 22
  • Int [Awakened spirit] 13
  • Bite SR 8 65% 1d6
  • Claws SR 8 95% 2d6
  • Move quietly 80%, Hide in cover 70%, Dodge 65%,Tracking 65%,listen 65%
  • I'll keep the old fashioned defence for him too of 20%