Valmeer Ironhorn

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Valmeer Ironhorn
Player: Aaron

Height: 7’2” Weight: 290 lbs Size Modifier: +1 Age: 26 Total Points: 157Unspent Points: 4
Appearance: Average, +0, A Minotaur with light brown fur, large horns, and a gold ring in nose. Status: +0 TL: 3
Reaction: Conditional: +1 from Clerical Investment, +1 from Compulsive Generosity with pious individuals, +1 from Honesty when honesty becomes known, +3 from Honesty when a question of honour or trust is involved, +1 from Reputation 1 when recognized.

Basic Attributes and Secondary Characteristics:

Stat Level Cost Stat Level Cost Stat Amount Cost
ST 12 18 HP 12 0 Basic Lift 29 lbs
DX 10 0 Will 11 0 Basic Speed 5.5 0
IQ 11 20 Perc 11 0 Basic Move 5 0
HT 12 20 FP 12 0
DAMAGE: Thr: 1d-1 Sw: 1d+2
Language Spoken Written Cost
Common Native Native 0

Advantages:

Name Modifiers Base Cost Final Cost Page Reference
Acute Hearing 1 None 2/level 2 B35
Ally (Falcon) 25% of starting points: +1; frequency of 12 or less: x2 Variable 2 B37
Clerical Investment None 5 5 B43
Damage Resistance 1 Tough Skin: -40% 5/level 3 B47
Damage Resistance 2 Partial (Skull Only): -70% 5/level 3 B47
Empathy Empathy 15 15 B51
Healing Day Only: -20%; Injuries Only: -20%; Pact (Truthfulness and Honesty): -15% 30 14 B59
High Pain Threshold None 10 10 B59
Peripheral Vision None 15 15 B75
Power Investiture 2 Day Aspected: -40% 10/level 12 B77
Rank 1 None 5/level 5 B29
Reputation 1 large class of people (Citizens of Kardiam): x0.5; sometimes recognized: x0.5 5/level 2 B26
Striker, Horns Breakable -10%; SM -4 -15%; Double Blunt Trauma +20%. 8 8 B88
Temperature Tolerance (Cold) None 1/level 1 B93
Trading Character Point for Money 1 None 1 1 B26
Weapon Master (Greatsword) None 20 20 B99
Fur None 1 1 B101

Disadvantages:

Name Modifiers Base Cost Final Cost Page Reference
Code of Honour Chivalry -15 -15 B127
Colourblindness None -10 -10 B127
Compulsive Behavior Generosity; frequency of 12 or less: x1 -5 -5 B128
Compulsive Behavior Vowing; frequency of 12 or less: x1 -5 -5 B129
Honesty Frequency of 12 or less: x1 -10 -10 B138
Impulsiveness Frequency of 12 or less: x1 -10 -10 B139
Loner Frequency of 12 or less: x1; Feature (Only for other male Minotaurs): x1 -5 -5 B142
Truthfulness Frequency of 12 or less: x1 -5 -5 B159
Uncongenial None -1 -1 B165

Skills

Name Difficulty Relative Level Level Points Page Reference
Animal Handling (Raptors) Average IQ-1 10 1 B174
Area Knowledge (Bhel) Easy IQ+0 11 1 B176
Armoury/TL3 (Body Armor) Average IQ-1 10 1 B178
Armoury/TL3 (Melee Weapons) Average IQ-1 10 1 B178
Autohypnosis Hard Will-2 9 1 B179
Bow Average DX+1 11 4 B182
Brawling Easy DX+1 12 4 B182
Detect Lies Hard Perc+2 14 2 B187
Exorcism (Demonic) Hard Will+0 11 1 B193
Falconry Average IQ-1 10 1 B194
Innate Attack (Beam) Easy DX+1 11 2 B201
Meditation Hard Will-2 10 2 B207
Mental Strength Easy Will+0 11 1 B209
Religious Ritual (Gatrius) Hard IQ-2 9 1 B217
Savoir-Faire (Military) Easy IQ+0 11 1 B218
Soldier/TL3 Average IQ-1 10 1 B221
Survival (Woodlands) Average Perc-1 10 1 B223
Theology (Gatrius) Hard IQ-2 9 1 B226
Two-Handed Sword Average DX+1 12 8 B209

Spells (Power Investiture)

Name Difficulty Relative Level Level Points Spell Type Resisted By Cost Time to Cast Page Reference
Compel Truth Hard IQ+0 11 1 Information Will 4/2 - M47
Loyalty Hard IQ+0 11 1 Regular Will 2/2* 2 M136
Sunbolt Hard IQ+1 12 2 Missile - 1 per sec 1-3 M114
Truthsayer Hard IQ+0 11 1 Information Will 2 - M45
Flaming Weapon Hard IQ+0 11 1 Regular - 4 2 M75
Flaming Missiles Hard IQ+0 11 1 Regular - 4 3 M75

Melee Weapons:

TL Name Damage Reach Parry Cost Weight ST
3 Greatsword Sw+3 cut 1,2 0 $800 7 12
3 or Thr+2 cr 2 0 - - 12

Ranged Weapons:

Name Damage Acc Range Weight RoF Cost ST Bulk Page
Longbow 1d+1 imp 3 1/2 D180, Max 240 3 1 200 11 -8 B275
Sunbolt 1d-1 imp/FP 2 1/2 D75, Max 150 - - - - - M114

Armour:

TL Name Location DR Cost Weight LC Notes Page Reference
2 Boots Feet 2 $80 3 - [ 1 ] B284
3 Steel Laminate Plate (Ornate) Torso, Groin 5 $1400 30 3 - B283
3 Plate Legs Legs 3 $1100 20 3 - B283

Other Equipment:

Name TL Cost Weight Notes
Medallion of Gatrius 2 $0 0.5 Custom
Money - $2623 5.246 Custom
Sea Conch - - 2 -
Quiver 1 $20 1 Holds 20 arrows
Arrows 0 $32 1.6

Melee Attacks:

Name Usage Level Parry Block Damage Reach ST
Greatsword Swung 11 8 No 2d+3 cut 1,2 12
Flaming Greatsword Swung 11 8 No 3d+3 cut 1,2 12
Greatsword Thrust 11 8 No 1d+2 cr 2 12
Flaming Greatsword Thrust 11 8 No 2d cr 2 12
Natural Kick 9 No 1d cr C,1
Natural Kick with Boots 9 No 1d+1 cr C,1
Natural Punch 11 7 1d-1 cr C
Striker, Horns Gore 11 7 No 1d+1 imp C

Ranged Attacks:

Name Usage Level Acc Damage Range RoF Shots Bulk ST
Longbow - 11 3 1d+1 imp 180/240 1 1(2) -8 11
Flaming Longbow - 11 3 1d+3 imp 180/240 1 1(2) -8 11
Sunbolt - 11 2 1d-1 imp/point 75/150 - - - -
Longbow: OR : 6 + 0 + 10 + 21 = 17 PR : -4 + 4 + 4 + 101 = 13 CER : 30
Longbow: OR : 6 + 0 + 14 + 21 = 21 PR : -4 + 4 + 4 + 101 = 13 CER : 34
Sunbolt: OR : 5 + 0 + 3 + 21 = 9 PR : -4 + 4 + 4 + 101 = 13 CER : 22
Brawling: OR: 1 + 0 + 8 + 21 = 10 PR : -4 + 4 + 4 + 101 = 13 CER : 23
Greatsword: OR : 4 + 0 + 15 + 21 = 16 PR : 1 + 4 + 4 + 101 = 18 CER : 34
Greatsword: OR : 4 + 0 + 21 + 21 = 26 PR : 1 + 4 + 4 + 101 = 18 CER : 44

Features:

Slam (B371): Use an Attack/All-Out Attack/Move and Attack maneuver. Roll against DX/Brawling to hit. Your foe may block/dodge/parry. If they dodge you must move at least two yards past them if possible. If you would hit someone else see B389. If you hit you and your foe each inflict dice of crushing damage on the other equal to (HP*velocity)/100, with velocity generally being the number of yards you moved this turn. 0.25 = 1d-3, 0.25-0.5=1d-2, 0.5-1=1d-1,1+=1d. If your damage ROLL equals or exceeds that of your foe, they must make a DX roll or fall down. You knock them down automatically if you roll twice thier damage or more. If you continue to move after knocking them down, you can trample them by doing ST/2 thrust damage (B16) (ST12 => ST6 => 1d-4 cr).

Shield Rush: As with Slam, but roll against your Shield skill (DX-4) and add your shields DB to your damage roll. Your shield takes damage instead of you, but you still fall down if your opponent rolls twice your basic damage or more.

Trample: You can trample a foe if your SM is greater than theirs by 2 or more, or by 1 if they are prone and you are not. Roll your DX/brawling against dodge. If you hit, do thrust damage based on ST. (ST12 => 1d-1 cr).

Gore: Roll against DX/Brawling to hit with your horns. You may gore a foe even if they are currently grappling with you.

Grapple (B370): You must have at least one empty hand. Use Attack/All-Out Attack/Move and Attack. Roll against DX to hit. If your foe cannot parry/block/dodge they are now grappled and at -4 to DX and 0 Move (unless they have x2 your ST) while you are holding them.

Takedown: If your foe is grappled and upright, roll a Quick Contest of ST/DX. If you lose you let go, if you win they fall prone and are still grappled.

Pin: If you foe is grappled and prone, roll a Contest of ST, with the larger fighter getting +3 for every point their SM is greater than their foe. The one with the MOST free hands gets +3. If you win they are pinned and helpless, and you can free one of your hands for other actions. You may now also lift or drag them, depending on your strength and current encumbrance.

Attacking with a Bow: See B372.
1. Take your base skill with Bow
2. Add your weapon’s Accuracy (Acc) if you preceded your attack with an Aim Maneuver.
3. Apply the target’s size modifier (B19)
4. Modify for target’s range and speed (B550)
5. Modify for circumstances (B548)

Bio:

Valmeer Ironhorn

Brotherhood Ayden_Archer