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: 27,701 (Updated by Mr Rogers 01JUN24)
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:
ATTRIBUTESI.Q.: 13
M.E.: 14
M.A.: 16
P.S.: 19
P.P.: 16
P.E.: 20
P.B.: 18
Speed: 21
PHYSICAL DATA
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%)
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%
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
W.P. Archery: +3 to strike, +1 to parry, +2 to disarm
W.P. Targeting/Missile Weapons: +3 to strike
W.P. Knife: +2 to strike, +2 to parry, +2 strike when thrown
W.P. Staff: +2 to strike, +2 to parry, +1 to strike when thrown
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