G-Mail: nsdq160soar@gmail.com
Link to Ledger: Ledger
Character Name: Zephyr Stormbow
Alias: Zeph
Race: Kankoran
O.C.C.: Long Bowman
Alignment: Scrupulous
XP Level: 3
XP Points: 5,126 (Updated by Mr Rogers 1FEB25)
Next Level @ XP: 8,401
Racial Hostilities: No formal enemies; dislike Coyles, demons and other destroyers or despoilers of nature.
Sentiments/Western Empire: Wary. They have enjoyed a long reign. But their ways are very foreign to me.
Sentiments/Dominion of Man: Disappointed they can not live in harmony with the nature that surrounds them. He is willing to acknowledge he knows less about it then he should.
Disposition: Generally good natured and enjoys life. Focused and determined when using his bow. Want's to lean more of the different people he will encounter.
Insanity: None.
ATTRIBUTES
I.Q.: 10
M.E.: 6
M.A.: 17
P.S.: 19
P.P.: 23
P.E.: 21
P.B.: 12
Speed: 27 (18.5 mph)
PHYSICAL DATA
P.P.E.: 21
H.P.: 28
S.D.C.: 55
Age: 20
Sex: Male
Height: 4' 6"
Weight: 95 lbs
Description: Small in stature. His Orange-brown fur is only broken by black fur at the tips of his ears and tail. His fur is white at his muzzle and down his chest to his waist. He has a large scar cutting down from his left collarbone to mid chest. He is a rarity with his sapphire like blue eyes. Generally wears light leather over a green tunic.
Racial Abilities
Natural AR: 6
HF: 12
--Nightvision: 40 feet (12.2 m)
--Keen smell
--Suffer No penalty to prowl through the northern forests.
--Track Blood Scent (42%): Can follow the scent of blood up to 1000 feet (305 m) away: 30% +4% per level of experience.
--Recognize Scent of Others (32%): Can recognize and follow a familiar scent up to 50 feet (15 m) away: 20% +4% per level of experience; + 10% to recognize and follow the scent of a mate or offspring. Roll once for every 100 feet (30.5 m) when following a scent trail. A failed roll means the trail is lost.
--Keen Hearing: The character's hearing is as keen as a dog's.
Natural Abilities
Perception Bonus: 36% (+3%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 38 lbs
Max. Carrying Weight: 380 lbs
Max. Lifting Weight: 760 lbs
Max. Jumping Ability: 9.5' length; 4.75' height
Special Abilities
1. W.P. Archery (Master) (Longbow)
- This skill is not applicable to crossbows, and similar weapons of a mechanical nature.
- Movement modifiers no longer apply.
- Add 20' to the effective range of the weapon per skill level.
- Rate of Fire: As per the character's hand-to-hand attacks per melee.
- +1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14.
- +1 to parry with the bow itself at level 1.
- +1 to disarm at levels 2, 5, 10, and 15.
- +1 to initiative for characters with a Physical Prowess of 17 or less, +2 for a Physical Prowess of 18 to 23, +3 for a Physical Prowess of 24 to 30, and +4 for a Physical Prowess of 31+.
- Critical Strike on natural 19 or 20.
- This supplants standard Archery W.P. skills and bonuses, it does not stack with them, though bonuses from W.P. Targeting may still apply and stack as normal.
- Special Aimed Shot: A slow and carefully aimed shot gives the bowman +3 to strike, but uses up two melee attacks or two shots from a bow
(reduce rate of fire that melee round by two). The player must make a "called shot" to strike a specific part of the target, such as the bulls' eye,
a candle, rope, hand, finger, etc.
weapons. As always, a dodge counts as one melee action/attack.
Note: This special parry and dodge bonus does not apply to energy blasts, like magical fire balls, lightning, eye beams, and dragon's breath (nor to bullets and high-tech energy weapons; dodge as normal).
O.C.C. Skills
Athletics (General)
Languages: Wolfen 113% (+5%)
Languages: Gobblely 113% (+5%)
Language: Dragonese/Elven 55% (+3%)
Language: Human (Northern) 55% (+3%)
Sniper
Wilderness Survival 65% (+5%)
W.P. Archery (all bows)
W.P. Targeting
W.P. Sword
Hand to Hand: Expert
O.C.C. Related Skills
Land Navigation 52% (+4%)
Skin & Prepare Animal Hides 60% (+5%)
Track & Trap Animals 50%/60% (+5%)
Holistic Medicine 45%/35% (+5%)
Cook 50% (+5%//+10% for game animals//)
Prowl 42% (+5%)
Outdoorsmanship
Escape Artist 45% (+5%)
(@3rd)Boxing
(@3rd)Fencing
(@3rd)Gymnastics
--Sense of Balance 30% (+5%)
--Work Parallel Bars & Rings 30% (+3%)
--Back Flip 50% (+5%)
--Climbing/Rappelling 40%/35% (+5%)
Secondary Skills
Identify Plants & Fruit 50% (+5%)
Hunting
Running
Sew 45% (+5%)
Combat Data
HTH Type: Expert (3)
Number of Attacks: 5
Initiative Bonus: 3
Strike Bonus: 6
Parry Bonus: 10
Dodge Bonus: 10
HTH Damage Bonus: 2d4 +4(PS)
Bite: 1d4
Bonus to Roll w/Punch: 3
Bonus to Roll w/Impact: 4
Bonus to Pull a Punch: 5
Bonus to Disarm: 2
Other:
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
(3) (Non-Longbow)W.P. Archery - +2 Strike|+1 Parry|+1 Disarm |
|+1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10,and 15.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.
(3) W.P. Sword - +2 Strike|+1 Parry |
|+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Fencing: +1d6 to sword damage| +1 Strike | +1 Parry
(3) W.P. Targeting - +2 Strike
+1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
Sniper: +2 Strike on aimed or called shots
Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+):
Psionics (varies):
vs HF (varies): +3