Tuesday, November 25, 2014

Characters - #1 Rolfr


#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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