Alwin (Elf, Half-Wizard/Assassin: PF)

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Alwin (Elf, Half-Wizard/Assassin: PF)

Post by Alwin »

Player Name: Jim M.

Character Name: Alwin Tilwin Redforest
Alias: Alwin the Red
Race: Elf
O.C.C.: Half Wizard / Assassin [MoM Pg 69]
Alignment: Aberrant
XP Level: 5
XP Points: 23,001 (Updated by Mr Rogers 01FEB24)
Next Level @ XP: 26,201
Racial Hostilities: Distrusts Humans, spends a lot of time with monster races.
Sentiments/Western Empire: Sees the western empire as a strong hold for the human dominance of the world.
Sentiments/Dominion of Man: Feels humans have designs to take over the world and get rid of all the other races.
Disposition: Alwin is very serious. Everything is business. He does not always see the simple joys in life and when he does, he is not one to show it.
Insanity: None
Ledger Link
XP Table:
1 0,000 - 2,180
2 2,181 - 4,360
3 4,361 - 8,720
4 8,721 - 17,100
5 17,101 - 26,200
6 26,201 - 36,300
7 36,301 - 51,400
8 51,401 - 74,500
9 74,501 - 98,600
10 98,601 - 137,700
11 137,701 - 184,800
12 184,801 - 233,000
13 233,001 - 284,200
14 284,201 - 336,300
15 336,301 - 396,400
I.Q.: 13
M.E.: 14
M.A.: 16
P.S.: 19
P.P.: 16
P.E.: 20
P.B.: 18
Speed: 21

P.P.E.: 110
I.S.P.: 0
H.P.: 37
S.D.C.: 40
Age: 350
Sex: Male
Height: 6' 2"
Weight: 240lbs
Description: Tall and muscular with very handsome, distinguished features, dark brown hair, pointed ears, and pale blue eyes.

Racial Abilities
Nightvision - 60 ft

Natural Abilities
Perception Bonus: 37% (+3%)
Charm/Impress: 40%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 72 lbs
Max. Carrying Weight: 190 lbs
Max. Lifting Weight: 380 lbs
Max. Jumping Ability: Length- 9.5ft, Height - 4.75ft

Special Abilities
See and Use Ley Lines:
Ley Line Rejuvenation: Pg 71 MOM

Spell Knowledge
Spell Strength: 12 Does not increase.

Lvl 1
Decipher Magic (4)
Sense Magic (4)
Globe of Daylight (2)
Blinding Flash (1)
Cloud of Smoke (2)
See the Invisible (4)
Thunderclap (4)

Lvl 2
Cloud of Slumber (6)
Fear (5)
Concealment (6)

Lvl 3
Armor of Ithan (10)
Energy Bolt (5)
Invisibility: Simple (6)
Sense Traps (7)
Breathe Without Air (5)

Lvl 4
Shadow Meld (10)
Energy Field (10)

Lvl 5
Sleep (10)
Escape (8)

Lvl 6
Tongues (12)

Wizard O.C.C. Skills
Language: Elven/Dragonese 118% (+5%)
Language: Human: Eastern 65% (+5%)
Language: Dwarven 65% (+5%)
Literacy: Elven/Dragonese 60% (+5%)
Literacy: Human: Eastern 60% (+5%)
Lore: Magic General Knowledge: 55% (+5%)
  • Recog. Magic Circles, Runes, etc: 35% (+5%); Recognize Enchantment 30% (+5%)
Lore: Culture & Customs 60% (+5%)
Mathematics: Basic 105% (+5%) (+20% Assassin bonus)
W.P. Staff

Assassin O.C.C. Skills
Climbing 70%/65% (+5%)
Concealment 50% (+4%)
Detect Concealment & Traps 55% (+5%)
Pick Locks 65% (+5%)
Prowl 55% (+5%)
Track Humanoids 55% (+5%)
Language: Gobblely 65% (+5%)
Language: Human: Western 65% (+5%)
W.P. Sword
W.P. Archery
W.P. Targeting/Missile Weapons
W.P. Knife
Hand to Hand: Assassin
W.P. Paired Weapons

O.C.C. Related Skills +1 @ lvl 6, 9 and 12.
Recognize Weapon Quality 55% (+5%)
Surveillance 55% (+5%)
Use & Recognize Poison 60%/44% (+4%)
Rope Works 55% (+5%)
Detect Ambush 60% (+5%)
Disguise 55% (+5%)
Running lvl1

Secondary Skills - No skill Progression, PP purchase only.
Gymnastics lvl1
  • Sense of Ballance 40% +5%
  • Work Parallel bars & rings 40%+5%
  • Back flip and somersault 50% +5%
Body Building & Weight Lifting

Combat Data
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +2
Strike Bonus: +3
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Karate Punch (2d4 damage)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +2 to strike, +2 to parry, +1 to strike when thrown
( +1 to strike at lvls 6, 9, 12, 15. +1 to parry at lvls 4, 7, 10, 13. +1 to strike when thrown at lvls 4, 8, and 12)

W.P. Archery: +3 to strike, +1 to parry, +2 to disarm
( +1 to strike at lvls 4, 6, 8, 10, 12, 14. +1 to disarm at lvls 5, 10, 15.)

W.P. Targeting/Missile Weapons: +3 to strike
( +1 to strike at levels, 5, 7, 10, 13. If you have both WP Targeting and WP Archery the usual bonuses for that WP plus a bonus of +1 to strike at levels 2, 5, and 10. )

W.P. Knife: +2 to strike, +2 to parry, +2 strike when thrown
( +1 to strike at levls 4, 7, 10, 13. +1 to parry at lvls, 6, 9, 12. +1 to strike when thrown at lvls, 6, 8, 10, 13.)

W.P. Staff: +2 to strike, +2 to parry, +1 to strike when thrown
(+1 to strike at lvls 7, 10, and 13. +1 to parry at lvls, 5, 8, 11, and 14. +1 to strike when thrown at lvls 5, 10, 15.)

W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +4
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): 0
Psionics (15+): 0
Horror Factor (varies): +7
Last edited by Alwin on Fri Oct 20, 2023 9:09 am, edited 34 times in total.
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Re: Alwin (Elf, Half wizard/assassin: PF)

Post by Alwin »



Carried/In Hand
Tesla Bow

Worn on Person
Cloak with hood
Leather of Iron
Utility Belt
Venomblade Broadsword

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: purse with 2,335 gold [2023.01.24 -- Ya-Blik]
• Attachment: Demon Bone Knife
• Attachment: leather pouch with 4 diamonds (5000gp each)
• Attachment:

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: set of clothing
• Space: pair of soft leather gloves
• Space: bedroll
• Space: water skin
• Space: lock pick set
• Space: 50ft of rope
• Space: grappling hook
• Space: 2 iron spike
• Space: small hammer
• Space: pocket mirror
• Space: tinder box

Medium sack
• Space: 2 small sacks
• Space: sack with 6000gp
• Space:
• Space:
• Space:
• Space:

30 lbs - Jerked Beef
5 pints - Wine (Good Quality)
10 lbs - Dried Vegetables

Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Gear Stats

Tesla Bow (Patron Item)
  • Range: 1,500'
  • Damage: 4D6 per bolt of lightning + Tesla Effect
  • Rate of Fire: per the skill of the archer
  • Payload: Unlimited
  • Weight: 8 lbs.
  • Features: Does M.D. in a mega-damage environment
    • Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor
  • Modifiers: +2 to strike; two-handed weapon; no minimum strength to use

Demon Bone Knife
Demon Bone Knife
Damage: 3D6 SDC
Magic Features
  • double damage to animated dead, skeletons, mummies and zombies.

  • + I to parry and disarm, +2 to strike when thrown.

Curse: None seems apparent, however, this blade's evil nature is apparent to whomever observes it.
History: A macabre weapon made of demonic bone, but no known history to be seen.
Book Reference: p.89, DB10

Leather of Iron
Uncommon Enchanted Armor
A.R.: 15
S.D.C.: 160
Weight: 11 lbs.
Modifiers: Appears to be a suit of studded leather armor; a small mark of a griffon claw mystically etched on the right shoulder.
Magic Features
  • Enchanted to be tougher than normal leather armor

Curse: None
History: None
Book Reference: PFRPG, p.249

Venomblade Broadsword
Uncommon Enchanted Sword
  • Range: Close Combat
  • Damage: 2D4+3
  • Weight: 3.5 lbs
  • Features: W.P. Sword; one-handed and 3' long.
  • Magic Features:
    • Venomblade (3x daily): When this power is activated, the next time the weapon pierces an opponent's flesh, the victim must save versus poison or suffer the effects of Wart Callo poison. The venom is a blend of toxins that does 1D6 damage and causes itchy brown blotches to appear on the area of body exposed to the poison. The blotchy rash lasts for 1D4 days and makes the victim -1 on initiative (distracted by the itching).
  • Modifiers: Superior blade edge, granting damage of 2D4+3.
  • Book Reference: p.157, PFRPG BK8 and p.269, PFRPG 2ndEd

Qty [2] (Potion) Healing (superior): 2D6 hit points or 4D6 S.D.C. are restored.

Qty [2] (Potion) Mystic Nourishment: Magically provides the nourishment and vitamins equal to three days of food. (Western Empire Pg 159)

Size: 56 inches tall at the shoulder.
Weight: 900 pounds
A.R.: 0
Hit Points: 26
S.D.C.: 38
P.P.E.: 12
Attacks Per Melee: 2
Damage: Kicks: front does 2D4+2 points of damage, rear does 3D6+6 points of damage; bite I D4 damage.
Bonuses: +2 to strike, +2 to dodge, +3 to save vs horror factor, +6 to save vs poison and disease.
Natural Abilities: Night vision 40 feet (12.2 m), sure footed, excellent balance, swim 60%, can leap four feet high and eight feet long; can carry up to 600 pounds or pull up to two tons.
Speed: 27 (18.5 mph/29.7 km), but maximum speed is 44 (30mph/48 km); that speed can be maintained for 4D4 minutes.
Age: 5 years old
Last edited by Alwin on Fri Mar 15, 2024 7:55 am, edited 20 times in total.
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Re: Alwin (Elf, Half wizard/assassin: PF)

Post by Alwin »

Background Story

Be Careful What you wish for!

A young elf sat on a tree stump looking out over the edge of a mountain wondering what life had in store for him. ”Alwin! Alwin, come here. You must continue your studies.” A man’s voice called out from behind the young boy and he was reminded of his obligations. Standing up he wondered, Why would he have chosen me? The boy turned to see the small house in the woods he now called home. ”I’m coming sir! I was just resting for a moment.”

In front of the house stood a stately looking wizard. Robes clean and pressed the man stood tall. His face was stern and did not look amused by the boy’s response. ”You are always resting Alwin. Always staring off over the mountain. You should be focused on your studies.” The boy sighed as he walked past the man and into the house. ”Yes sir!”, he replied softly.

As he passed through the threshold an odd noise peeked his ears. The sound of horses coming from down on the trail was audibly getting louder. This was a strange sound as they never got any visitors. Most people avoided the wizards home as he did not appreciate visitors of any kind. Alwin turned to look as the wizard said sternly, ”Get inside boy!” Alwin confused started, ”but…” and was quickly cut off with a more stern, ”I said, Get. Inside!” Before the boy could respond the door closed in front of Alwin.

Alwin pulled on the door with every bit of strength he had but could not open the door. With the attempt, shutters around the house closed simultaneously sealing the house completely. Darkness surrounded him as he backed from the door and tried to listen. From outside he could hear a strange man’s voice, ”Where is the boy?” He could here what sounding like many horses surrounding the house and the wizard answer, ”he is my charge. He is under my care! And, you will have nothing to do with him.” Laughter rang out from what sounded like it could be a dozen men or more. The laughter subsided and the man replied, ”He is my son! I have been kept from him long enough.”

Hearing the words struck Alwin hard. He had grown up believing his father was dead. Was it? Could it be possible? Alwin renewed his attempt to open the door. He had to see the man who claimed to be his father. He had to know if it was true. An exasperated cry of pain rang out just in front of the door followed by more laughter. The strange man's voice belted loudly, "Some protector..." and after a short pause let out a loud huff. With the release of breath, the doors and shutters on the house seemed to ease open.

Alwin cautiously stepped through the door and looking down he saw his long-time master lying motionless on the floor. He eased his eyes upward taking in the view of a man mounted on a horse holding a bow down to his left side. The man wore all black leather with his face partially covered. As their eyes met the man spoke up, "Finally boy, you will know your birthright." Alwin stood confused and silent. He held back the tears building behind his eyes and focused on the man in front of him. Shakily he asked, "my birthright?" The man did not reply and turned his horse to ride away. After a few steps he responded without turning, "Do not fall behind boy! There will be no coddling anymore!"

Alwin wiped his eyes and as he started to follow, he heard the words of his old master in his head, be careful what you wish for boy.

The winter solstice

Alwin had been walking for what felt like months. His father and his men rarely stopped and when they did it was long enough to rest and they were on their way again. The days passed one after the other and no one spoke. No one seemed to care how Alwin was doing. When he seemed to fall behind, they just kept going, them on horseback him on foot. One night he made the mistake of asking if he would get a horse and all the men, including his father laughed after which his father said, "you don't get anything you haven't earned boy. Real life isn't like it was with the mage. You better get that though your thick skull before the lessons get harder.

The men all ate as they pleased. Most carried jerky in their saddle bags and canteens tied to their saddles. Alwin had non though. Only the clothes on his back he left the mage's hut with. Any chance he found to get a drink he took. Early morning dew on the leaves of plants, a hand full of water at the stream. There was no time to take too much our he would be lost and left behind.

On one evening they all stopped and setup for what would seem to be a longer stay. They all gathered together and Alwin's father addressed the group. "It is the solstice tonight. The longest night of the year. Looking up to the sky he continued, "...and no moon. It will be quite dark and our prey will not be prepared for our onslaught." He turned and looked at Alwin, "My boy will be instrumental in our success tonight." The men around him cheered and pumped their fists in the air. Some slapped their armor with their swords with a clanking loud bang. Alwin's father waved his arms for the group to settle down, "Quiet, our time is near. Go now and take your positions on the road." Without another word the men ceased all noise and walked through the trees back toward the road they had been traveling on.

Alwin's father walked to him, "You will come with me." Alwin nodded. His father continued, "The mage taught you to create a cloud of slumber?" Alwin nodded. "Good. Good." Alwins father guided him through the trees and into the middle of the road. There was nothing but darkness surrounding them. He couldn't see any of the men. From the distance he could hear horses and wagons. His father looked down to him, "When they get here, you cast the cloud into the main group then step away." Alwin nodded.

Soon after Alwin could see a caravan coming. It was led by many men in armor. He could see wagon for a way back behind them. The horseback soldiers stopped when they got to Alwin and his father and said, "Out of the way you two. We have no time for beggars." Alwin began to weave the word together creating a pink cloud before him. The cloud drifted into the soldiers, and they started falling from their horses asleep. At the same time arrows flew from the woods on both sides hitting their unaware targets. Many arrows hitting the same target as blood squirted from the men. Alwin watched as the arrows ceased his father's men poured from the woods and proceeded to slaughter whoever remained after the onslaught of arrows. His father stood next to him with his hand on his shoulder, laughter pouring from his mouth and filling the night air.
Last edited by Alwin on Fri Oct 28, 2022 11:02 am, edited 6 times in total.
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Re: Alwin (Elf, Half wizard/assassin: PF)

Post by Alwin »

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Re: Alwin (Elf, Half wizard/assassin: PF)

Post by Alwin »

Scratch sheet - Dice Rolls and Notes

IQ 3d6+1
4d6+1: [1, 4, 4, 4]+1 = 14 - 13

ME, PS, PE and SPD 3d6
4d6: [3, 1, 5, 3] = 12 - 11
4d6: [1, 6, 3, 2] = 12 - 11
4d6: [6, 3, 3, 5] = 17 - 14
4d6: [4, 6, 5, 6] = 21 - 17

MA 2d6
3d6: [6, 4, 3] = 13 - 10

PP 4d6
5d6: [6, 4, 3, 2, 1] = 16 - 15

PB 5d6
6d6: [4, 3, 3, 3, 5, 1] = 19 - 18

Spell Determination 1d100: [52] = 52 pg 71 - Natural
1d4+3: [1]+3 = 4 - lvl 1 wizard, 1d4+2: [1]+2 = 3 - lvl 2 wizard, 1d4+2: [3]+2 = 5 - 3rd to 4th, 1 5th lvl

PPE 2d4: [2, 4] = 6 x10 + 10
lvl 2 2d4: [1, 3] = 4 +1
lvl 3 2d4: [3, 1] = 4 +1

gold 1d6: [6] = 6 x 10

HP 2d6: [4, 4] = 8
1d6: [1] = 1 missing HP die roll
Spd 4d4: [3, 2, 3, 2] = 10
SDC 1d6: [4] = 4
SDC Magic Practioner 1d6: [6] = 6

Gymnastics 2d6: [6, 4] = 10 SDC

MA attribute boost 1d6: [6] = 6
P.S. attribute boost 1d6: [5] = 5
PPE Boost 1d4*10: [1]*10 = 10

Hit Points: 5d6 + 6: [6, 6, 3, 4, 1] = 20
S.D.C.: 3d6 + 30: [3, 2, 3] = 8
P.P.E.: 5d6: [1, 6, 1, 1, 3] = 12

PP purchase - Body Building&Weightlifting, Gymnastics - 4 PP
Character unlock - 3 PP
Insanity - 1 PP
Attribute Boost - 2 @ 1 PP (under 16 boost)
P.P.E Boost - 2 PP

Total PP - 12

Level up -

HP Level 4 1d6: [2] = 2
HP Level 5 1d6: [6] = 6
Last edited by Alwin on Tue Oct 18, 2022 6:16 am, edited 1 time in total.
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Re: Alwin (Elf, Half-Wizard/Assassin: PF)

Post by Alwin »


Code: Select all

Perception: 37% vs [roll]1d100[/roll]
JIC: [roll]1d20[/roll] and [roll]1d100[/roll]




Code: Select all

Perception: 37% vs [roll]1d100[/roll]
JIC: [roll]1d20[/roll] and [roll]1d100[/roll]

Conditions: Invisibility (simple), Sense Magic

[inline=Combat] Number of Attacks: 7
Initiative: [roll]1d20+2[/roll]

Bonus to consider, applied: +2 to strike from Tesla Bow, +3 to strike from WP Archery, +2 to strike from WP targeting. (+7 total)

Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins.

Action 1: Strike [roll]1d20+7[/roll], Damage [roll]4d6[/roll]
Action 2: Strike [roll]1d20+7[/roll], Damage [roll]4d6[/roll]
Action 3: Strike [roll]1d20+7[/roll], Damage [roll]4d6[/roll]
Action 4: Strike [roll]1d20+7[/roll], Damage [roll]4d6[/roll]
Action 5: Strike [roll]1d20+7[/roll], Damage [roll]4d6[/roll]
Action 6: Strike [roll]1d20+10[/roll], Damage [roll]4d6[/roll]
Action 7: Strike [roll]1d20+10[/roll], Damage [roll]4d6[/roll]

Contingency Parries:
[roll]1d20+2[/roll], [roll]1d20+2[/roll], [roll]1d20+2[/roll], [roll]1d20+2[/roll], [roll]1d20+2[/roll], [roll]1d20+2[/roll],


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