Difference between pages "Lexent" and "Vafrandir"

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Lexent Povarov is a male [https://wiki.alexissmolensk.com/index.php/Gnome_Race_%26_Physiology gnomish] [https://wiki.alexissmolensk.com/index.php/Cleric_(class) Cleric]. His eyes are pine green, his skin is olive and unnaturally smooth, and his hair is tawny, wavy, and oily.
+
Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.
  
{| class="wikitable"
+
== Personal Life ==
|-
 
| Height || style="text-align:right;" | 3'4"
 
|-
 
| Weight || style="text-align:right;" | 75 lbs.
 
|}
 
 
 
= Activity =
 
 
 
{| class="wikitable"
 
! colspan="5" | [https://wiki.alexissmolensk.com/index.php/Encumbrance Encumbrance]
 
|-
 
! 5 AP !! 4 AP !! 3 AP !! 2 AP !! 1 AP
 
|-
 
| Up to 14 || 15-28 || 29-42 || 43-56 || 57-70
 
|}
 
  
{| class="wikitable"
+
He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher ('''+1 saving throw vs. poison'''). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).
!  !! Weight !! [https://wiki.alexissmolensk.com/index.php/Action_Points AP]
 
|-
 
| Fighting || style="text-align:right;" | 28 || style="text-align:right;" | 4
 
|-
 
| Carrying || style="text-align:right;" | 48 || style="text-align:right;" | 2
 
|}
 
  
[https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) Stealth Rules]
+
Vafrandir was baptized Lutheran by Father Arven in Treborg.
  
[https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) Scrambling Rules]
+
== Stats ==
  
== Defensive ==
+
[https://wiki.alexissmolensk.com/index.php/Fighter_(class) Fighter] 3, swordsman
  
 
{| class="wikitable"
 
{| class="wikitable"
| [https://wiki.alexissmolensk.com/index.php/Stun_Lock  HP] || style="text-align:right;" | 15
+
| XP || style="text-align:right;" | 5348
|-
 
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP (max)] || style="text-align:right;" | 20
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Injuries Injury] || 0
 
 
|}
 
|}
  
{| class="wikitable"
+
{| class="wikitable" style="text-align: center;"
| Base Armor || style="text-align:right;" | 7
+
! STR !! INT !! WIS !! CON !! DEX !! CHA
|-
 
| Shield || style="text-align:right;" | +1
 
|-
 
| '''AC Total''' || style="text-align:right;" | '''7'''
 
 
|-
 
|-
| '''AC Total (With Shield)''' || style="text-align:right;" | '''6'''
+
| 17 || 12 || 11 || 16 || 16 || 14
 
|}
 
|}
 
+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
 
 
-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)
 
 
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! [https://wiki.alexissmolensk.com/index.php/Saving_Throws Saves] !! Base !! Modified !! Remarks
+
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | 20
|-
 
| Poison (1) || style="text-align:right;" | 12 || style="text-align:right;" | 12 || 
 
 
|-
 
|-
| Paralyse & Petrify || style="text-align:right;" | 11 || style="text-align:right;" | 8 ||  Gnome toughness
+
| HP (max) || style="text-align:right;" | 25
|-
 
| Polymorph || style="text-align:right;" | 13 || style="text-align:right;" | 10 ||  Gnome Magic Resistance
 
|-
 
| Rod, Staff, & Wand || style="text-align:right;" | 14 || style="text-align:right;" | 11 || Gnome Magic Reisistance
 
|-
 
| Breath Weapon || style="text-align:right;" | 15 || style="text-align:right;" | 12 || Gnome Magic Resistance
 
|-
 
| Other Magic || style="text-align:right;" | 15 || style="text-align:right;" | 12 || Gnome Magic Resistance, (2)
 
 
|}
 
|}
(1) Saves at 1 level higher (Health).
 
 
(2) Additional +3 vs. mind altering magical effects from Wisdom.
 
 
== Offensive ==
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! To Hit !! AC 10 !! AC 9 !! AC 8 !! AC 7 !! AC 6 !! AC 5 !! AC 4 !! AC 3 !! AC 2 !! AC 1 !! AC 0
+
| AC || style="text-align:right;" | 4 || ring mail + shield (small), fir + Wild Hunt pelt
|-
 
|| style="text-align:center;" | 10 || style="text-align:center;" | 11 || style="text-align:center;" | 12 || style="text-align:center;" | 13 || style="text-align:center;" | 14 || style="text-align:center;" | 15 || style="text-align:center;" | 16 || style="text-align:center;" | 17 || style="text-align:center;" | 18 || style="text-align:center;" | 19 || style="text-align:center;" | 20
 
 
|}
 
|}
 
+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.
 
 
-3 To hit when using any non-proficient weapons.
 
 
As a cleric, can keep sling spinning for 2 rounds per level.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! [https://wiki.alexissmolensk.com/index.php/Cleric_Combat_Abilities '''Weapon'''] !! Damage !! [https://wiki.alexissmolensk.com/index.php/Critical_Hits_%26_Fumbles Breaks on] !! Point Blank (+1) !! Short !! Medium (-2) !! Long (-5)
+
| AP || style="text-align:right;" | 3
|-
 
| Godentag || style="text-align:center;" | 2d4 || style="text-align:center;" | 1-4
 
|-
 
| Gauntlet || style="text-align:center;" | 1d4-2 || style="text-align:center;" | 1-36 (1-4 injury)
 
 
|-
 
|-
| Sling || style="text-align:center;" | 1d4 || style="text-align:center;" | 1-6 || style="text-align:center;" |  -  || style="text-align:center;" | 2-13 || style="text-align:center;" | 14-25 || style="text-align:center;" | 26-37
+
| THAC0 || style="text-align:right;" | 18
 
|}
 
|}
 
[https://wiki.alexissmolensk.com/index.php/Pummelling Pummeling]
 
 
[https://wiki.alexissmolensk.com/index.php/Overbearing Overbearing]
 
 
[https://wiki.alexissmolensk.com/index.php/Grappling_(hand-to-hand) Grappling]
 
 
[https://wiki.alexissmolensk.com/index.php/Charging Charging]
 
 
== Supplementary ==
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Level !! XP !! Next Level
+
| weight || style="text-align:right;" | 122 lbs.
 
|-
 
|-
| style="text-align:right;" | 2 || style="text-align:right;" | 2192 || style="text-align:right;" | 3001
+
| height || style="text-align:right;" | 5'3"
 
|}
 
|}
  
Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).
+
== Skills ==
  
Requires only 4 hours of sleep per night to feel fully rested (Composition).
+
=== Sage Abilities ===
  
Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).
+
{| class="wikitable" style="display: inline-table;"
 
+
! colspan="2" | Animal Training
Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (Reflexes & Coordination).
+
|-
 
+
| Camelback Riding || 3
=== [https://wiki.alexissmolensk.com/index.php/Clerical_Spell_Acquisition Spells] ===
 
* [https://wiki.alexissmolensk.com/index.php/Cure_Light_Wounds_(spell) Cure Light Wounds] - restores lost hit points.
 
* [https://wiki.alexissmolensk.com/index.php/Detect_Magic_(spell) Detect Magic] - detects magic.
 
* [https://wiki.alexissmolensk.com/index.php/Endure_Cold_%26_Heat_(spell) Endure Cold & Heat] - reduces natural weather effects.
 
* [https://wiki.alexissmolensk.com/index.php/Protection_from_Malevolence_(spell) Protection from Malevolence] - protects against attacks.
 
 
 
=== Ability Scores ===
 
 
 
{| class="wikitable"
 
! Stat !! Score !! Remarks
 
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Strength_(ability_stat) Strength] || 14 ||
+
| Dog Training || 5
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Intelligence_(ability_stat) Intelligence] || 11 ||
+
| Falconry || 1
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Wisdom_(ability_stat) Wisdom] || 17 || +3 to Mental Saves
+
| Flying Mounts || 2
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Constitution_(ability_stat) Constitution] || 10 ||
+
| Horseback Riding || 2
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Dexterity_(ability_stat) Dexterity] || 13 ||
+
| Mahout || 4
 
|-
 
|-
| [https://wiki.alexissmolensk.com/index.php/Charisma_(ability_stat) Charisma] || 13 ||
+
| Underwater Mounts || 7
 
|}
 
|}
 
He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (Personal Magnetism).
 
 
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Sage Abilities] ===
 
 
 
{| class="wikitable" style="display: inline-table;"
 
{| class="wikitable" style="display: inline-table;"
! colspan="2" | The Church
+
! colspan="2" | Leadership
|-
 
| Heraldry, Signs, and Sigils || 0
 
 
|-
 
|-
| History || 4
+
| Judgment || 8
 
|-
 
|-
| Politics || 3
+
| Logistics || 8
 
|-
 
|-
| Religious Art & Music || 3
+
| Morale Strengthening || 6
 
|-
 
|-
| Religious Design || 4
+
| Motivation || 2
 
|}
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
{| class="wikitable" style="display: inline-table;"
! colspan="2" | Legends & Folklore
+
! colspan="2" style="background-color:#ccf;" | Mastery at Arms
 
|-
 
|-
| Artiacts || 2
+
| [https://wiki.alexissmolensk.com/index.php/Balance_(sage_study) Balance] || style="background-color:#fcc;" | 18
 
|-
 
|-
| Beasts || 3
+
| Martial Discipline || 6
 
|-
 
|-
| Demi-gods || 1
+
| [https://wiki.alexissmolensk.com/index.php/Puissance_(sage_study) '''Puissance'''] || style="background-color:#fcc;" | '''23'''
 
|-
 
|-
| Heroes || 4
+
| [https://wiki.alexissmolensk.com/index.php/Unarmed_Combat_(sage_study) Unarmed Combat] || style="background-color:#fcc;" | 15
 
|}
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
{| class="wikitable" style="display: inline-table;"
! colspan="2" style="background-color:#ccf;" | Power
+
! colspan="2" | Training
|-
 
| Divination || 3
 
|-
 
| Dweomercraft || 5
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Faith_(sage_study) '''Faith'''] || '''11'''
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''24'''
 
 
|-
 
|-
| Outer Planes || 6
+
| Athletics || 7
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" | Theology & Customs
 
 
|-
 
|-
| Astronomy & Astrology || 0
+
| style="padding-left: 1em;" | ''Sailing'' || 7
 
|-
 
|-
| Gods || 6
+
| Empowerment || 2
 
|-
 
|-
| Law & Policy || 0
+
| Instruction || 7
 
|-
 
|-
| Ritual || 4
+
| Military Engineering || 4
 
|}
 
|}
 
==== No Rank ====
 
 
* [https://tao-dndwiki.blogspot.com/search?q=turn+undead Turn Undead]
 
  
 
==== Amateur ====
 
==== Amateur ====
  
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
+
* [https://wiki.alexissmolensk.com/index.php/Horse_Handling_I_(sage_ability) '''Horse Handling I''']: enables the character to direct the horse or ride at various gaits with minimal skill.
  
* [https://wiki.alexissmolensk.com/index.php/Aid_Rest_(sage_ability) '''Aid Rest''']: Increases hit points restored from rest.
+
* [https://wiki.alexissmolensk.com/index.php/Close_Drop_(sage_ability) '''Close Drop''']: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
* [https://wiki.alexissmolensk.com/index.php/Binding_Wounds_(sage_ability) '''Binding Wounds''']: Improves skill at ending hit point damage caused by wounds.
+
* [https://wiki.alexissmolensk.com/index.php/Gain_Proficiency_(sage_ability) '''Gain Proficiency''']: character begins with one more proficiency than is otherwise normal.
* [https://wiki.alexissmolensk.com/index.php/Diagnose_Ailment_(sage_ability) '''Diagnose Ailment''']: Identifies a disease or poison affecting the patient's health; does not provide treatment.
+
* [https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) '''Hereditary Weapon I''']: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
* [https://wiki.alexissmolensk.com/index.php?title=Olfactory_Acuity_(sage_ability)&action=edit&redlink=1 '''Olfactory Acuity''']: Ability to identify some potions and other substances by smell.
+
* [https://wiki.alexissmolensk.com/index.php/Shield_as_a_Weapon_(sage_ability) '''Shield as a Weapon''']: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
* [https://wiki.alexissmolensk.com/index.php/Preach_(sage_ability) '''Preach'''] The power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
+
* [https://wiki.alexissmolensk.com/index.php/Strengthened_Arm_(sage_ability) '''Strengthened Arm''']: the character is able to hurl weapons a greater distance than normal.
* [https://wiki.alexissmolensk.com/index.php?title=Proselytize_(sage_ability)&action=edit&redlink=1 '''Proselytize'''] The skill to speak with others and encourage them to adopt the cleric's faith.
 
  
=Equipment=
+
* [https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) '''Balance Load''']: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
 +
* [https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) '''Firm Footwork''']: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 +
* [https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) '''Leap to Feet''']: reduces the number of action points required when standing from a laying or seated position.
 +
* [https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) '''Mariner Combat''']: gives the character improved attack while fighting in water environments.
  
==[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing Personal (Google Drive)]==
+
* [https://wiki.alexissmolensk.com/index.php/Boxing_(sage_ability) '''Boxing''']: improves the effectiveness of pummelling when striking with a closed fist.
 +
* [https://wiki.alexissmolensk.com/index.php/Clinch_Fighting_(sage_ability) '''Clinch Fighting''']: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
  
====Always(ish) worn====
+
=== Weapon proficiencies ===
* holy symbol (small), satinwood
+
* Shortsword, '''+1 (background) +1 (strength) to hit''', '''1d6+1 damage'''
* clothing (see equipment sheet)
+
* Longsword, '''+1 (background) +1 (strength) to hit''', '''1d8+1 damage'''
* boots (high hard), cowhide
+
* Spear (not in possession)
* money belt (See Monies table)
+
* Longbow (not in possession)
** belt pouch (small, for sling stones), cowhide
 
*** sling stones (10)
 
** belt pouch (small, for bandages), cowhide
 
*** bandages
 
** godentag, 40 in. long, fir with 8 in. spike
 
** sling, cowhide
 
* belt, cowhide
 
** belt pouch (small, for medicine), cowhide
 
*** Salt of Ammon
 
*** Alum
 
** shield (small), fir with iron bracing
 
** staff of healing (left with backpack while combat ready)
 
  
====When Travelling====
+
== Equipment ==
* doublet, wool
 
* gloves, lambskin
 
* cloak, wool (as needed per weather)
 
* backpack (see equipment sheet)
 
  
====When Combat Ready====
+
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
* helmet
 
* Studded Leather Armour
 
* Studded Gauntlets
 
* '''godentag, 40 in. long, fir with 8 in. spike (right hand)'''
 
  
====Monies====
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|+ currently equipped
 
|-
 
|-
| GP (16 SP) || 2
+
| '''right hand''' || sword (long), iron
 
|-
 
|-
| SP (12 CP) || 0
+
| '''left hand''' || shield (small), fir
 
|-
 
|-
| CP || 6
 
 
|}
 
|}
  
===Magical Items===
+
=== Other worn/carried ===
Staff
 
* +1 to hit and damage
 
* Can heal 3d4 hp per day to a single target
 
* 8 Charges
 
* Charge can be spent before an attack to provide +2 damage per cleric level of the wielder
 
  
==[https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Party(Google Drive)]==
+
* breeches, wool cloth
 
+
* doublet, wool cloth
=== Monies ===
+
* loin cloth, linen
{| class="wikitable"
+
* shirt (men's), cotton
|-
+
* cloak, wool cloth
| GP (16 SP) || 26
+
* belt pouch (small), cowhide
|-
+
* belt, cowhide
| SP (12 CP) || 8
+
* scabbard (sword), sheepskin
|-
+
* helmet
| CP || 8
+
* leather armor
|}
+
* gloves, lambskin
 +
* boots (low hard), cowhide
  
====Monthly Hireling Expenses====
+
=== Backpack ===
  
{| class="wikitable"
+
* backpack, cowhide
! Name !! Role !! Cost/Month !! Due Date !! Birthday !! XP
+
* daily ration (rest)
|-
+
* daily ration (rest)
| Howell Oddsdraken || Packbearer || 65 c.p.? || 3rd
+
* daily ration (travel)
|-
+
* gloves, lambskin
| Nadia || Pilot, Fisher || 4 s.p. + 60 c.p. || 19th || 7 Aug
 
|-
 
| Valda || Farmer, Forager, Hunter || 93 c.p || 18th || 20 May
 
|-
 
| Arvid || Sapper || 6 g.p. || 11th
 
|-
 
| Helga || Sapper || 6 g.p. || 11th
 
|-
 
| Marit || Sapper || 6 g.p. || 11th || || 69
 
|-
 
| Asger || Sapper || 6 g.p. || 11th
 
|-
 
| Bjarni || Sapper || 6 g.p. || 11th
 
|-
 
| Ole || Cook || 6 g.p. || 11th
 
|}
 
 
 
= Biography =
 
 
 
He has a 3 inch scar on his left thigh from an accident as a child (Choices).
 
 
 
He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (Personal Relationships).
 
 
 
He has a strong chin and unnaturally smooth skin (Beauty).
 
 
 
Lexent's associates and family's behavior has always helped him, they may be relied upon for help (Talent).
 
 
 
Lexent was born in the town of Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga on 5 Dec 1600 (making him 49 years old as of June 1650). He is 3'4" tall and 75 lbs. He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. His father was a chandler and Lexent learned this profession from him. As a boy, Lexent's mentor was invited to Narwa to teach there, and asked Lexent along. That took him down river from Lake Ladoga upon the Baltic Sea. There he found a gnomish community living in the market town, which had a priest there who led him into the seminary. Following that, he worked as a chandler for some years, then finding a place as a substitute temple leader. He was then asked to be part of an embassy to gnomish lands in the west, specifically Lenglin and Nanbrun. Finding the lands of southern Norway interesting, when the embassy was done he elected to stay. He had made a friend of another gnome named Marcule and, inquiring after him, learned he had travelled to Stavanger and then on to Treborg. Following him out of town, he found him investigating a goblin encampment about five miles out of town. He joined the party [http://adventure.alexissmolensk.com/index.php/The_Great_Hall there].
 
 
 
 
 
[[File:Lexent.jpg|bottom|700px]]
 
 
 
= Notes =
 
 
 
*Try to meet boat from Glesvaer on Thursday the 14th in Treborg
 
 
 
Treborg
 
: Stopover point for trading ships from Bergen
 
: No market or reasonable ability to purchase supplies.
 
: 193 persons
 
: Chapel and graveyard
 
:: Father Arvin
 
 
 
Stavanger
 
: Gnomish community - several hundred
 
:: Bookbinders and Scribes
 
::: Medicine, prospecting, and music
 
::: 2 printing presses
 
:: Medical school
 
::: Narina(m) - Head of school w/ 20 students
 
:: Prospectors
 
::: Mostly out prospecting until the light fails in autumn
 
::: Glinner(m) -  engineer drafting plans to rework and replumb a mine north of Sauda in Ioglefeld. (May not have this info yet)
 
:: Musical College
 
::: Pumbar - head of college for music and poetry of 25 attendants
 
  
What legal document are being carried by the party - [http://adventure.alexissmolensk.com/index.php/Bang! Document info]
+
== Wealth ==
  
Knowledge about the gnomish religion.
+
2 gp, 8 sp, 11 cp in belt pouch
:Vafrandir is baptised Lutheran
 
:Marcule is dedicated to the gnomish pantheon
 
:Pandred dedicated Lutheran
 
  
Knowledge of gnomes living among human populations instead of gnomish kingdoms in Norway.
+
== Other ==
: How much familiarity do I have with Bergen, how near is it to Nanbrun?
 
  
Precise rule on half weight items for gnomes (etc.?)
+
Elves are naturally effective when using long and short swords, so that they receive a '''+1 to hit with these weapons'''. Likewise, elves receive a '''+1 to hit bonus when using any kind of bow'''. Elves do not receive this bonus when using a two-handed, bastard or broad sword, nor when using a crossbow.
 +
Elves are skilled assassins, clerics, fighters, mages, rangers and thieves. Their presence of mind permits a '''+1 saving throw against charm spells''' for every 3½ points of intelligence ('''+3 for Vafrandir'''). An elf with an intelligence of 15 would have a +4 saving throw.
 +
Elves also possess '''infravision''', being able to see in the dark with relative clarity. Because of their experience moving through the outdoors, non-player character elves possess the stealth ability. Contrary to popular belief, elves do not possess any special abilities to identify secret or concealed doors.
  
Party plan is to hexcrawl from Treborg
+
Vafrandir has a natural ability to master and control riding horses, donkeys and mules, regardless of class or training ('''horse handling I''').
: Found ship - using as base
+
A touch of luck has marginally increased the character's coin.
::Dilhak and the axe
+
He starts with one less weapon proficiency than usual.
::[http://adventure.alexissmolensk.com/index.php/An_Unpleasant_Discovery Children of Grond]
+
He is overly cautious when it comes to combat, and must succeed at a '''wisdom check, which may be attempted each round, before entering melee'''.
 +
He suffers from '''susceptibility to colds'''.  Exposure of any kind to rain or snow in the outdoors will cause Vafrandir to experience cold symptoms.
 +
He gains a '''+2 modifier to saves against frostbite'''.
 +
He is '''not subject to attacks of opportunity''' when moving at a stride of 2.
 +
He  is able to perform handwalking, round offs and side aerials.
 +
Vafrandir's misfire cannot result in "friendly fire" if the accidental target is within 20 feet.
 +
He has a deep, compelling voice, and his body is firm and toned.
 +
Should Vafrandir seek employment, or come into the service of any person, he will receive '''30% more than usual compensation'''.

Revision as of 11:51, 6 April 2021

Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.

Personal Life

He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher (+1 saving throw vs. poison). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).

Vafrandir was baptized Lutheran by Father Arven in Treborg.

Stats

Fighter 3, swordsman

XP 5348
STR INT WIS CON DEX CHA
17 12 11 16 16 14
HP 20
HP (max) 25
AC 4 ring mail + shield (small), fir + Wild Hunt pelt
AP 3
THAC0 18
weight 122 lbs.
height 5'3"

Skills

Sage Abilities

Animal Training
Camelback Riding 3
Dog Training 5
Falconry 1
Flying Mounts 2
Horseback Riding 2
Mahout 4
Underwater Mounts 7
Leadership
Judgment 8
Logistics 8
Morale Strengthening 6
Motivation 2
Mastery at Arms
Balance 18
Martial Discipline 6
Puissance 23
Unarmed Combat 15
Training
Athletics 7
Sailing 7
Empowerment 2
Instruction 7
Military Engineering 4

Amateur

  • Horse Handling I: enables the character to direct the horse or ride at various gaits with minimal skill.
  • Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
  • Gain Proficiency: character begins with one more proficiency than is otherwise normal.
  • Hereditary Weapon I: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
  • Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
  • Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
  • Balance Load: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
  • Firm Footwork: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
  • Leap to Feet: reduces the number of action points required when standing from a laying or seated position.
  • Mariner Combat: gives the character improved attack while fighting in water environments.
  • Boxing: improves the effectiveness of pummelling when striking with a closed fist.
  • Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.

Weapon proficiencies

  • Shortsword, +1 (background) +1 (strength) to hit, 1d6+1 damage
  • Longsword, +1 (background) +1 (strength) to hit, 1d8+1 damage
  • Spear (not in possession)
  • Longbow (not in possession)

Equipment

Full equipment list on Google Drive

currently equipped
right hand sword (long), iron
left hand shield (small), fir

Other worn/carried

  • breeches, wool cloth
  • doublet, wool cloth
  • loin cloth, linen
  • shirt (men's), cotton
  • cloak, wool cloth
  • belt pouch (small), cowhide
  • belt, cowhide
  • scabbard (sword), sheepskin
  • helmet
  • leather armor
  • gloves, lambskin
  • boots (low hard), cowhide

Backpack

  • backpack, cowhide
  • daily ration (rest)
  • daily ration (rest)
  • daily ration (travel)
  • gloves, lambskin

Wealth

2 gp, 8 sp, 11 cp in belt pouch

Other

Elves are naturally effective when using long and short swords, so that they receive a +1 to hit with these weapons. Likewise, elves receive a +1 to hit bonus when using any kind of bow. Elves do not receive this bonus when using a two-handed, bastard or broad sword, nor when using a crossbow. Elves are skilled assassins, clerics, fighters, mages, rangers and thieves. Their presence of mind permits a +1 saving throw against charm spells for every 3½ points of intelligence (+3 for Vafrandir). An elf with an intelligence of 15 would have a +4 saving throw. Elves also possess infravision, being able to see in the dark with relative clarity. Because of their experience moving through the outdoors, non-player character elves possess the stealth ability. Contrary to popular belief, elves do not possess any special abilities to identify secret or concealed doors.

Vafrandir has a natural ability to master and control riding horses, donkeys and mules, regardless of class or training (horse handling I). A touch of luck has marginally increased the character's coin. He starts with one less weapon proficiency than usual. He is overly cautious when it comes to combat, and must succeed at a wisdom check, which may be attempted each round, before entering melee. He suffers from susceptibility to colds. Exposure of any kind to rain or snow in the outdoors will cause Vafrandir to experience cold symptoms. He gains a +2 modifier to saves against frostbite. He is not subject to attacks of opportunity when moving at a stride of 2. He is able to perform handwalking, round offs and side aerials. Vafrandir's misfire cannot result in "friendly fire" if the accidental target is within 20 feet. He has a deep, compelling voice, and his body is firm and toned. Should Vafrandir seek employment, or come into the service of any person, he will receive 30% more than usual compensation.