Smiorgan Guerrier d`Odin

Transcription

Smiorgan Guerrier d`Odin
Smiorgan Guerrier d’Odin
Joueur FRED FEUILLE DE PERSONNAGE Année 1008 Date de création__________ 05/06/1991 Nom Classe____________________ Guerrier Titre______________________ Niveau_7 Race_______________ Humain Sexe_M Age_____________ 28 ans Poids_75 kg Taille_1m85 Dieu Odin Classe sociale________________ MMC Couleur de peau_________________ Blanche Couleur des yeux___________________ Marron Couleur des cheveux___________________ Brun Autres____ Signes particuliers Beauté : 17 Vision______________________ Ecoute___________________________ Langues_______________________________________________________ Commun, Alignement, Hobgobelin, Elfe Smiorgan Résistances_________________________________________________________
Détection____________________________________________________ Alignement Lawful Neutral to Elbereth Aptitudes Force F 18 52 F 18 52 toucher dommages Ajustement +2 +3 langues additionnelles 2 Ajustement d'attaque magique +2 Ajustement poids +1250 Défonçage porte 1­4 Torsion barreau 25% \ Min. de sorts/niv. \ Max. de sorts/niv. \ 2ème niveau 3ème niveau 4ème niveau Intelligence I 11 I 11 Chance de connaitre les sorts Sagesse S 16 S 16 1er niveau Bonus sorts Echec sorts Dextérité D 16 D 16 +1 Ajustement réaction Ajustement projectiles +1 Ajustement classe d'armure ­2 96% Nbre de résurrections 1 N Ajustement réaction 5% Constitution C 16 C 16 Ajustement point de vie Charisme Beauté : 11 C h13 C h13 Choc métabolique +2 95% 5 Nbre max. de suivants Chance de résurrection Ajustement loyauté Classe d' ar mur e J ets de pr otection Bracelet AC4 Armure portée ________________________________________ CA 4 Moyen (Dos) +1 Bouclier portée ______________________________________ Bonus Poison/Mort magique 10 Bonus sagesse Pétrification/Paralysie 11 +2 Cape +3 Autres _____________________________________________ Bonus ­3 Souffle 12 Dextérité __________________________________________ Bonus ­2 Baton/Baguette/Batonnet 12 Bonus dextérité Sorts 13 +1, +3 cape CA de Dos 0 CA de Face ____ ­1 CA Optimale Ar mes utilisées Toucher AC0 14 Att./Round 3/2
­2 Pénalité de non­ maîtrise ____ Points de vie 76 62 Tiré : Ajustement __ +2 Aptitudes Spéciales Psionic Blast ­1 Commentaires Force Magie Force Magie P/M G Espadon +2 +3 1­10 3­18 +3 +3 Defender Batarde
+2 +2 2­8 2­16 +3 +2 Red Dragon Slayer Longue +2 1­8 1­10 +3 Arbalète +1 Arme Voleuse de Vie ( 2 gobelins, 1 gargouille) 20 carreaux ­10 ­9 ­8 ­7 ­6 ­5 ­3 ­2 ­1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 6970 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 Vitesse de déplacement Pied Vol Nage 12" __" __" Points d'expérience Bonus 10 % 119,440 xp Niv.Sup.à: 125,001 xp CONNAISSANCES DE SMIORGAN Alpern Ludwig Sedge Sulendur Wonsh Bugly Sargon et Sorsha Hettar Irulan Warlock OBJETS EN AVENTURE Objet Char ges Bracelet AC4 \ Cape +3 \ Batarde +2 Dragon slayer \ Batarde +1 spéciale \ Espadon +3 defender \ Heaume de brillance \ Anneau de chute de plume \ Huile de slipperinness \ Potion d'invulnérabilité \ Potion de contrôle dragon noir ­ blanc ­ vert \ OBJETS SPECIAUX BATARDE +2 R ED DRAGON SLAYER :
· · · · · · Int : 14,
Ego : 13
Lawful good
Détecte gemmes, nature et quantité à 1.5m
Détecte les passages en pentes
Parle Hobbit et Lutin BATARDE +1 DWARF F INDER :
· Int : 17,
· Ego : 10
· Détecte les passages en pentes, le bien/mal, les pièges de grandes tailles
· Détermine la direction et la profondeur 2 fois / jour
· Parle le Nain et le Gnôme H EAUME DE BRILLANCE :
· 22 lumière au 2 ème niveau
· 14 boule de feu au 6 ème niveau
· 9 mur de feu au 5 ème niveau
Localisation Sur moi Sur moi Sur moi Sur moi Sur moi Sur moi Main droite Sur moi Sur moi Sur moi Sac oui oui oui ODIN Odin (greater god) Often referred to as the “All­Father,” Odin (sometimes called “Woden,” “Othinn,” or “Votan”) is the leader and creator of the Norse pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant Ymir and made the earth out of the giant’s body. He also, directly or indirectly, fathered most of the Norse gods and helped create the first man and woman. Odin’s first concern is battle, but he is also the god of knowledge, wisdom, poetry, and inspiration. Odin has many powers. When sitting on his throne in the hall Valaskialf, Odin can see anything happening anywhere. He can use telepathy (as the spell) on any being within three hundred miles of one of his avatars, and he can inspire a berserk rage (as the spell above) in up to 1,000 men at a time. Odin is also an accomplished magician, and can use any wizard spell as an 18th level wizard. He possesses a magic ring, Draupnir, which produces a non­magical twin of itself every night. This twin is worth 3,000 gp on the open market. Odin also carries a rune wand which has the following powers: It functions as a rod of rulership, can summon 1d4 elementals of Odin’s choice, can store 12 spells of his choice, drain 6 life levels and 100 hit points from anyone but Odin who touches it, and cause the instantaneous death of any mortal. Unlike most greater gods, Odin cannot raise the dead, and can himself be killed (but only during Ragnarok). Healing anyone forces him into a deep sleep for 1d10 days. Odin rarely uses this healing power, as Loki has demonstrated a great propensity for causing trouble when Odin is indisposed. In his true form, Odin appears to be a man of about fifty with a patch over one eye (he traded the missing eye for a draft from the Well of Knowledge). He has a bald head and a long gray beard, and usually wears a gray tunic beneath a hooded cloak of blue. He is often accompanied by two old wolves and two ravens which perch on his shoulder. Role­playing Notes: Heroic, proud, and stern, Odin resembles the typical Norse chieftain in temperament and outlook. He is primarily concerned with power — his own in Asgard, and that of his worshipers in Midgard. Only two things will make Odin angry with a worshiper: helping a giant or losing a battle. Odin has several animals that aid him in maintaining his dominion over both realms. Perhaps the most impressive of these are Freke and Gere, two aged wolves with graying muzzles who wander the planes gathering information for him. These wolves can teleport at will throughout Gladsheim, can see any hidden object, and can sense all things magical. (AC 4, MV 24, HD 9, HP 72, AT 1, Dmg 2d10, MR 25%, INT very, ML 18, AL n, SZ 6’, XP: 2,000.) In addition, he has two ravens, Hugin (thought) and Munin (memory) who perch on his shoulder. Odin uses them as spies and messengers, sending them on various tasks to the far parts of Gladsheim. He can see through their eyes or speak through their beaks, and often uses them to gather information on particular areas of interest, or to warn his worshipers of impending attacks. They can teleport to or from any location in Gladsheim, and are immune to magical control. (AC 2, MV 1/48f, HD 4, HP 28, AT 1, Dmg 1d8, MR 30%, INT very, ML 18, AL n, SZ 3’, XP: 975.) Omens from Odin are usually delivered by his ravens. Odin rides an eight­legged steed named Sleipnir. This magical horse can move across any surface (including water) and fly through the air. Sleipnir can also teleport to or from any location in Gladsheim, and allows no one to mount
him without Odin’s permission. (AC ­1, MV 24, HD 16, HP 128, AT 4, Dmg 2d10, MR 25%, INT very, ML 18, AL In, SZ 12’, XP: 13,000.) Statistics: AL cg; WAL any; AoC war, wisdom, poetry, knowledge; SY blue eye. Odin’s Avatar (fighter 20, wizard 12) Odin’s avatar usually takes the form of an old man with an eyepatch and a slouch hat. He carries Gungnir (see below) as if it were nothing more than a walking stick. If sent to Midgard to fight a battle, however, the avatar takes the form of a splendidly muscled man wearing steel armor. He can draw upon any school of magic for his spells. Str 24 Dex 20 Con 18 Int 20 Wis 20 Cha 18 MV 18 SZ 6’ MR 50% AC ­3 HD 24 HP 192 #AT 2 THAC0 ­3 Dmg 1d6 + 5 (spear) + 12 Special Att/Def: Odin’s avatar carries Odin’s spear, Gungnir. This + 5 weapon has several special abilities: in battle, it points atthe most powerful enemy; when held aloft, all enemies who can see it are struck with fear; anyone allowed to touch the spear is blessed with a double effect prayer; anyone that touches the weapon against the avatar’s will is polymorphed into an ant (save to negate). Duties of the Priesthood To be a priest of Odin, one must be a chieftain of a tribe. Odin’s priests must like fighting. In addition, they must be good tacticians and leaders of men. They must always be in the front lines during battle. Requirements: AB must meet requirements for fighter class; AL any; WP any; AR a; SP all, animal, combat, divination, elemental, protection, summoning; PW 1) one extra hp per level; 10) THAC0 of fighter of same level; TU turn.

Documents pareils