Difference between revisions of "Arn Rainaldsson"
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== ''Disadvantages'' == | == ''Disadvantages'' == | ||
− | <nowiki>Amnesia (Partial) [-10]; Code of Honor (Soldier's) [-10]; Curious (12 or less) [-5]; Flashbacks (Mild) [-5]; Honesty (12 or less) [-10]; Mistaken Identity ( | + | <nowiki>Amnesia (Partial) [-10]; Code of Honor (Soldier's) [-10]; Curious (12 or less) [-5]; Flashbacks (Mild) [-5]; Honesty (12 or less) [-10]; Mistaken Identity (Prince Adrian Conall) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Team) [-5]; Wealth (Struggling) [-10].</nowiki><br /> |
''Quirks:'' <nowiki>_Unused Quirk 1; _Unused Quirk 2; Eyes glow when casting; Incompetence (Scrying); Whispers of another mind. [-5]</nowiki> | ''Quirks:'' <nowiki>_Unused Quirk 1; _Unused Quirk 2; Eyes glow when casting; Incompetence (Scrying); Whispers of another mind. [-5]</nowiki> | ||
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== ''Notes'' == | == ''Notes'' == | ||
− | Rainald's | + | The secondborn son of Rainald North-Hammer, Arn demonstrated a marked talent for magic at an early age much to his father's confusion. Under Gestlin's tutelage, he advanced quickly but an attempted scrying backfired hideously. The resulting feedback stripped Arn of many of his memories but also left him sometimes experiencing flashes from another man's life and he left Gestlin's tutelage soon after and joined the ongoing Caithness war with Megalos. Having little memory of his family, he severed most of ties with them; because of this, the relationship between Ser Rainald and Magister Gestlin is badly strained as the North-Hammer blames the wizard for robbing him of a son. Unsure what to do with himself, Arn spent several years with Lord Wallace's militia, patrolling the borders and defending Caithness against lizardmen incursions. He has only recently returned to the fold to join the expedition to retake Castle Defiant. |
− | [[Category:Banestorm]][[Category:Rainald's Family]] | + | [[Category:Banestorm]][[Category:Rainald's Family]][[Category:Banestorm_3_PCs]] |
− | [[Category:Banestorm_3_PCs]] |
Latest revision as of 06:49, 11 March 2017
Banestorm: Book III
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Contents
Arn Rainaldsson (175 points)
ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 15* [0].
Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Social Background
TL: 3 [0].
CF: Caithness (Native) [0].
Languages: Anglish (Native) [0].
Advantages
Ally (Horse; 25% of starting points; Constantly; Summonable) [8]; Extra Fatigue Points 4 (Affects FP; Usable only for Spellcasting) [11]; Magery 0 [5]; Magery 3 [30]; Signature Gear 4 (Powerstone) [4].
Perks: Form Mastery (Staff); Weapon Bond (Staff). [2]
Disadvantages
Amnesia (Partial) [-10]; Code of Honor (Soldier's) [-10]; Curious (12 or less) [-5]; Flashbacks (Mild) [-5]; Honesty (12 or less) [-10]; Mistaken Identity (Prince Adrian Conall) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Team) [-5]; Wealth (Struggling) [-10].
Quirks: _Unused Quirk 1; _Unused Quirk 2; Eyes glow when casting; Incompetence (Scrying); Whispers of another mind. [-5]
Skills
Brawling (E) DX [1]-12; Climbing (A) DX-1 [1]-11; Cloak (A) DX-1 [1]-11; Diplomacy (H) IQ-2 [1]-12; First Aid/TL5 (Human) (E) IQ [1]-14; Gesture (E) IQ [1]-14; Hiking (A) HT-1 [1]-10; Innate Attack (Beam) (E) DX+2 [2]-14; Innate Attack (Projectile) (E) DX+3 [8]-15; Knife (E) DX [1]-12; Merchant (A) IQ-1 [1]-13; Observation (A) Per-1 [1]-13; Research/TL5 (A) IQ-1 [1]-13; Riding (Equines) (A) DX-1 [1]-11; Savoir-Faire (Magical) (E) IQ [1]-14; Scrounging (E) Per [1]-14; Search (A) Per-1 [1]-13; Spear (A) DX-2 [0]-10; Staff (A) DX [2]-12†; Stealth (A) DX-1 [1]-11; Streetwise (A) IQ-1 [1]-13; Survival (Desert) (A) Per-1 [1]-13; Thaumatology (VH) IQ [1]-14‡; Throwing (A) DX-1 [1]-11; Wrestling (A) DX-1 [1]-11.
Spells
Apportation (H) IQ+1 [1]-15‡; Catch Missile (H) IQ+1 [1]-15‡; Catch Spell (VH) IQ [1]-14‡; Create Fire (H) IQ+1 [1]-15‡; Deflect Missile (H) IQ+2 [2]-16‡; Delay (H) IQ+1 [1]-15‡; Explosive Fireball (H) IQ+1 [1]-15‡; Fireball (H) IQ+2 [2]-16‡; Flame Jet (H) IQ+1 [1]-15‡; Ignite Fire (H) IQ+1 [1]-15‡; Iron Arm (H) IQ+2 [2]-16‡; Itch (H) IQ+1 [1]-15‡; Lend Energy (H) IQ+1 [1]-15‡; Link (H) IQ+1 [1]-15‡; Pain (H) IQ+1 [1]-15‡; Recover Energy (H) IQ+1 [1]-15‡; Reflex (H) IQ+1 [1]-15‡; Resist Pain (H) IQ+1 [1]-15‡; Return Missile (H) IQ+1 [1]-15‡; Seek Water (H) IQ+1 [1]-15‡; Shape Fire (H) IQ+1 [1]-15‡; Spasm (H) IQ+1 [1]-15‡; Throw Spell (VH) IQ [1]-14‡; Ward (H) IQ+1 [1]-15‡.
Footnotes
- * Includes +4 from 'Extra Fatigue Points'.
- † Conditional +1 from 'Weapon Bond (Staff)'.
- ‡ Includes +3 from 'Magery'.
Equipment
1× Backpack, Small ($60; 3 lb); 1× Blanket ($20; 4 lb); 1× Boots ($80; 3 lb); 1× Canteen ($10; 1 lb); 1× Cloth Armor ($30; 6 lb); 1× Large Knife ($40; 1 lb); 1× Leather Pants ($40; 3 lb); 1× Light Cloak (Hooded; $20; 2 lb); 1× Ordinary Clothes (Free; $0; 2 lb); 1× Personal Basics ($5; 1 lb); 1× Powerstone (Energy 4; Signature Gear; $425); 1× Powerstone (Energy 8; Signature Gear; $1300); 1× Quarterstaff (Signature Gear; Weapon Bond; Spear; Fine Quality; Staff; $120; 4.5 lb); 1× Rope, 3/8'' (per 10 yards; $5; 1.5 lb); 1× Torch ($3; 1 lb); 1× Water (per gallon; $0; 8 lb); 1× Water (per quart; $0; 2 lb); 1× Wineskin ($10; 4 oz); 12× Traveler's Rations ($24; 6 lb).
Encumbrance
None: Basic 20 lb. Ground Move 5 yd; Water Move 1 yd; Jump 5 yd. Dodge 8.
Light: Basic 40 lb. Ground Move 4 yd; Water Move 1 yd; Jump 4 yd. Dodge 7.
[Medium]: Basic 60 lb. Ground Move 3 yd; Water Move 1 yd; Jump 3 yd. Dodge 6.
Heavy: Basic 120 lb. Ground Move 2 yd; Water Move 1 yd; Jump 2 yd. Dodge 5.
X-Heavy: Basic 200 lb. Ground Move 1 yd; Water Move 1 yd; Jump 1 yd. Dodge 4.
Defenses
Parry: 9 (DX). Block: 7 (DX). Dodge: 6/8. DR: 0 (Torso).
Melee Attacks
Brawling • Punch (12): 1d-3 cr. Reach C.
Brawling • Bite (12): 1d-3 cr. Reach C.
Brawling • Kick (10): 1d-2 cr. Reach C,1.
Flame Jet (14): ~1d burn. Reach ~1.
Large Knife • Swing (12): 1d-2 cut. Reach C, 1.
Large Knife • Thrust (12): 1d-2 imp. Reach C.
Quarterstaff • Staff Swing (13): 1d+2 cr. Reach 1, 2.
Quarterstaff • Staff Thrust (13): 1d cr. Reach 1, 2.
Quarterstaff • 2H Sword Swing (8): 1d+2 cr. Reach 1, 2.
Quarterstaff • 2H Sword Thrust (8): 1d-1 cr. Reach 2.
Quarterstaff • Spear (11): 1d+2 imp. Reach 1, 2.
Ranged Attacks
Explosive Fireball (15): ~1d burn ex. Acc 1. Range 25 yd / 50 yd. RoF –.
Fireball (15): ~1d burn. Acc 1. Range 25 yd / 50 yd. RoF –.
Large Knife (8): 1d-2 imp. Range 8 yd / 15 yd. RoF 1. Shots T(1).
Light Cloak Hooded (11): spec.. Acc 1. Range 2 yd. RoF 1. Shots T(1).
Throw Spell (15): spcl.. Range 80 yd. RoF –.
Notes
The secondborn son of Rainald North-Hammer, Arn demonstrated a marked talent for magic at an early age much to his father's confusion. Under Gestlin's tutelage, he advanced quickly but an attempted scrying backfired hideously. The resulting feedback stripped Arn of many of his memories but also left him sometimes experiencing flashes from another man's life and he left Gestlin's tutelage soon after and joined the ongoing Caithness war with Megalos. Having little memory of his family, he severed most of ties with them; because of this, the relationship between Ser Rainald and Magister Gestlin is badly strained as the North-Hammer blames the wizard for robbing him of a son. Unsure what to do with himself, Arn spent several years with Lord Wallace's militia, patrolling the borders and defending Caithness against lizardmen incursions. He has only recently returned to the fold to join the expedition to retake Castle Defiant.