Difference between revisions of "Erwilian "Wil" Fletcher"

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== Feats ==
 
== Feats ==
* Font of Inspiration
+
* Human: [http://www.wizards.com/default.asp?x=dnd/frcc/20070606 Font of Inspiration]
* Font of Inspiration
+
* Level 1: [http://www.wizards.com/default.asp?x=dnd/frcc/20070606 Font of Inspiration]
  
 
== Class Features ==
 
== Class Features ==

Revision as of 23:06, 7 December 2007

Erwilian "Wil" Fletcher is a character played by John_C in Jesse Heinig's Temple of Elemental Evil PbP game on RPG.net.

Character

  • Erwilian "Wil" Fletcher (played by John_C)
  • Chaotic Good Male Human Factotum 1
  • Experience: 0/1000

Abilities

  • Str 10 ( 0) (2 pts.)
  • Dex 14 (+2) (6 pts.)
  • Con 12 (+1) (4 pts.)
  • Int 16 (+3) (10 pts.)
  • Wis 9 (-1) (1 pt.)
  • Cha 10 ( 0) (2 pts.)

Combat

  • Hit points: 9
  • Initiative: +2
  • Speed: 30 ft (run x4)
  • AC 16, touch 12, flat-footed 14
  • Fort +1, Ref +4, Will -1

Base Attack Bonus: +0

Melee

  • Longsword: +0 to hit, damage 1d8 (slashing), critical 19-20 x2
  • Halberd: +0 to hit, damage 1d10 (piercing or slashing), critical x3

Ranged

  • Shortbow: +2 to hit, damage 1d6, critical x3


Skills

  • Climb 2 ranks + 0 (STR) - 1 (ACP) = +1
  • Decipher Script 1 rank + 3 (INT) = +4
  • Disable Device 4 ranks + 3 (INT) = +7
  • Gather Information 1 rank + 0 (CHA) = +1
  • Hide 4 ranks + 2 (DEX) - 1 (ACP) = +5
  • Knowledge (arcana) 1 rank + 3 (INT) = +4
  • Knowledge (architecture & engineering) 1 rank + 3 (INT) = +4
  • Knowledge (dungeoneering) 1 rank + 3 (INT) = +4
  • Knowledge (geography) 1 rank + 3 (INT) = +4
  • Knowledge (history) 1 rank + 3 (INT) = +4
  • Knowledge (local) 1 rank + 3 (INT) = +4
  • Knowledge (nature) 1 rank + 3 (INT) = +4
  • Knowledge (nobility & royalty) 1 rank + 3 (INT) = +4
  • Knowledge (psionics) 1 rank + 3 (INT) = +4
  • Knowledge (religion) 1 rank + 3 (INT) = +4
  • Knowledge (the planes) 1 rank + 3 (INT) = +4
  • Move Silently 4 ranks + 2 (DEX) - 1 (ACP) = +5
  • Open Lock 4 ranks + 2 (DEX) = +6
  • Search 4 ranks + 2 (INT) = +6
  • Tumble 2 ranks + 2 (DEX) - 1 (ACP) = +3
  • Use Magic Device 4 ranks + 0 (CHA) = +4


Languages: Common, Draconic, Undercommon, Goblin


Feats

Class Features

  • Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
  • Inspiration: You have 5 points you can use to activate your class features. They refresh at the start of every encounter.
  • Cunning Insight (Ex): You may spend 1 inspiration point to gain a +3 competence bonus to one attack, damage, or save before you roll.
  • Cunning Knowledge (Ex): You may spend 1 inspiration point to gain a +1 competence bonus to one skill check if you have at least 1 rank in the skill. This is usable once per skill per day.


Equipment

  • Studded Leather Armor (25 GP)
  • Light Wooden Shield (3 GP)
  • Longsword (15 GP)
  • Shortbow (30 GP)
  • Quiver of Arrows (1 GP)
  • Halberd (10 GP)
  • 2 Daggers (4 G)
  • Thieves Tools (30 GP)
  • Small Steel Mirror (10 GP)
  • Backpack (2 GP)
    • 3 Sunrods (6 GP)
    • 5 Tindertwigs (5 G)
    • 50' Silk Rope (10 GP)
    • Grappling Hook (1 GP)
    • Bedroll (1 GP)
    • 50' Twine (1 SP)
    • 2 Flour Pouches (2 SP)
    • 2 Empty Sacks (2 SP)
    • 5 sheets of parchment (1 GP)
    • Scroll Tube (1 GP)
    • Inkpen (1 SP)
    • Bag of Marbles (1 GP)

23 GP, 4 SP

Description

  • Age: 27
  • Height: 5' 9"
  • Weight: 175 lb.
  • Patron Deity: Unknown

Average height, average build, and a face that's disturbingly easy to forget. His hair and eyes are both brown in color...and as a rule, so is his rather shabby clothing. Wil's only distinguishing mark is the thin scar across the left side of his face, which he has a tendancy to absent-mindedly rub when lost in thought.


History

By all rights, Wil should have made an excellent slave. Quiet, self-effacing, never any trouble to anyone for any reason. Always did what he was told, without a word of complaint. Alas, he couldn't stop thinking. And questioning, always questioning. Fortunately enough, he learned very early on that it was best to keep his questions to himself. That didn't stop him from wanting answers, though.

Even now, some twelve years later, Wil's not certain what made him stow away aboard the Gilded Serpent. It wasn't an impressive looking ship, nor did the crew particularly friendly. But he saw the opportunity, he supposes, and he took it. And one month later, a month of sea-sickness, hiding from sailors, and stealing scraps of food, he knew that it had been the right choice after all.

He snuck ashore when the ship docked at Onwat, and spent the next several months living by his wits. Barely. At least until he fell in with Paraet the Loquacious. Paraet, the famed scholar, storyteller, bard, and thief. Mainly thief, in those days. He took the young Wil under his wing, introduced him to the wonders of the written world, and regaled him with stories of adventure and wonder. Some of them were even true.

But...not many.

When Paraet lost his head, all too literally, on the road to Rel Mord (a certain self-styled "Bandit King", who still bore a grudge over some admittedly libelous lyrics that Paraet had penned some two decades earlier), Wil found himself alone again. But this time, much better equipped to make his own way in the world.

For nearly a decade now, Wil has been wandering from town to city to village. He's been a teacher, a scribe, a gravedigger, and a storyteller. He collects knowledge the way that others accumulate coins, but it's never enough. There's always so much more to learn....