Characters
#1)
Rolfr - HouseKarl - Northman
-
Ftr 7th Lvl HP72 AC(9) {0 in +3 Chain Shirt} [-1 with +1 Shield]
RuneHelm
- The runes for clear vision are inscribed on Rolfr's helm. The helm itself is
dwarf-forged steel but the enchantment is good skaldish work. Wearing the helm
allows Rolfr to see through fog and minor spells that would alter perception
(up to 3rd level and thereafter giving him a +3 save against higher level spells
where allowed). He also gains a +3 save against attacks that would cause
blindness and increases his general eyesight by 20ft as well as allowing him to
see that much greater in dim light or moon light. These runes were crafted only
for Rolfr and the helm is only well crafted steel to anyone else.
Arrowcatcher
- This shield gives a +1 bonus to armor class but it also draws any normal
arrows, slingstones or darts to be attracted to it and bounce off harmlessly.
Enchanted projectiles are unaffected.
Silk-Metal
- This chain shirt was crafted by an elvish people beholding to Rolfr's kin. It
is a family heirloom and will be ransomed if seized in battle. If not ransomed
then it will be the object if quests and bounty to have it returned. It
provides a +3 bonus to armor class and has the texture of silk against the skin
of the wearer as well as weighing only as much as a shirt of the same material.
Drawn
Blood - is a bastard sword of elven origin but altered by a Northern songsmith
of the Eastern lands. It bears an enchantment that allows it a +2 bonus to hit
but the songsmith made sure that any wounds would bleed for an addition 1d6
damage with a 20% chance that the wounded would swoon from blood loss and
suffer a -2 AC and -2 to Hit penalty for the next round of combat.
The
Green Cloak - Allows Roflr to ignore enchantments that might slow or trap him.
The
Red Pants - these pants absorb 1 HP of damage for every damage dealing attack
against Rolfr. If an attack only causes 1 HP damage then Rolfr is unharmed.
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