Wulfhelm uth Fearfold

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System: AD&D (Skills and Powers)

Wulfhelm uth Fearfold

Personal Information

Name: Wulfhelm uth Fearfold, Knight of Heart Player: Octalus
Race: Human Gender: Male Height: 6'2" Age: 20
Class: Knight, Rose Level: 7 Weight: 213 lbs
XP: 136,649 Alignment: Lawful Good
Next Level: 200,000 Kit: Noble

Ability Scores

Str: 17 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 35%
Muscle: 18/98 Attack Adj.: +2 Damage Adj.: +5 Max. Press: 380 lbs Open Doors: 15(3)
Dex: 16 Aim: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 17 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 18 Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 15 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 17 Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 17 Leadership: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Appearance: 16 Initial Reaction Adjustment: +5

Saving Throws

Paralyzation: 6 Poison: 6 Death Magic: 6 Petrification: 7 Polymorph: 7
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 8 Spell: 9

Combat

Hit Points: 109
Base THAC0: 14
Melee THAC0: 12
Missile THAC0: 14

Armor

Natural armor class 10
Full armor, plate mail +3 -7
Magic Armor adj. -3
Medium shield proficiency bonus -3
Shield, medium +1 magic adj. -1
Shield, medium +1 adj. -1
Balance Defensive adj. -4
FINAL: -9

Weapon Proficiencies

Dagger (Specialist)
Flail, horseman's
Full armor, plate mail
Lance, heavy (Specialist)
Lance, light (Specialist)
Lance, medium (Specialist)
Lances
Mace, horseman's (Specialist)
Shield (medium)
Sword, long (Specialist, Master)
Sword, two-handed (Specialist)
Swords
Fighting Style:
Two-handed Weapon
Weapon and Shield

Non-Weapon Proficiencies

Ancient History 10
Animal Handling 11
Blind Fighting 11
Dancing 11
Endurance 9
Etiquette 11
Heal 10
Heraldry 10
Local History 12
Military Tactics & Strategies 11
Orienteering 10
Religion 10
Riding, Airborne 11
Riding, Land 14
Swimming 12
Native Languages
Common - Ergoth, Common - Solamnic
Reading/Writing 10
Common - Ergoth, Common - Solamnic

Weapons

THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, long+4, Heretic Hunter 4 2 1 1d8+12 1d12+12 S M
Mace, horseman's +3 8 10 2 3 1d6+10 1d4+10 B M 2 3 4
Dagger 11 13 2 2 1d4+7 1d3+7 P S 2 4 6
Sword, two-handed +3 8 2 4 1d10+10 3d6+10 S L

Racial Abilities

Attack bonus - +1 bonus to attack rolls with one weapon of the character's choice.

Class Abilities

Knight, Rose
    Leadership - Knowledge in leading large numbers of troops.
    Multiple specialization - Allows specialization in more than one weapon.
    Circle of power - If in possession of a holy sword, it will project a 10 foot diamater sphere which repells hostile magic.
    Curative - Grants power to cure any natural disease once per week.
    Detection - By concentrating, may detect evil creatures up to 60 feet away.
    Faithful mount - May summon special steed at 4th level.
    Healing - May heal two hit points per paladin's level to anyone once per day with a touch.
    Health - Immune to all natural disease.
    Protection from evil - Radiate an aura 10 feet in diamater of Protection from Evil.
    Saving throw bonus - +2 bonus to all saves.
    Turn undead - Turn undead at two levels lower in ability.
    Fearless - Knights of the Rose are completely immune to fear.
    Priest Spells - The Knight gains priestly spells from Kiri-Jolith at 6th level. Knights do not gain bonus spells for Wisdom. In order to regain a spell, a Knight must spend 1/2 hour per level of spell in prayer and meditation. A Knight can never meditate more than six hours per day.
    Minor Spheres of Magic - Charm, Divination, Sun
    Major Spheres of Magic - All, Combat, Guardian, Healing, Protection, War

Traits

Alertness - +1 bonus to surprise rolls.

Disadvantages

Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
Powerful Enemy - Agents of the powerful enemy will always be after the character.

Inventory

  • Items Carried
  • Backpack
  • Chalk
  • Dry rations (1 week) x5
  • Fishhook
  • Flint and steel
  • Honey leather (sq. yd.)
  • Oil, lamp (per flask) x3
  • Rope, silk (50 ft)
  • Sewing needle
  • Wineskin
  • Belt pouch, small
  • Holy item, Kiri-Jolith
  • Signet ring/personal seal
  • Mace, horseman's +3
  • Items Readied
  • Sword, long+4, Heretic Hunter (INT 12; LG; Detect secret doors and traps)
  • Items Stored
  • Lance, medium
  • Lantern, bullseye
  • Items Worn
  • Boots, riding
  • Fine fur cloak
  • Full armor, plate mail +3
  • Helmet, close-faced (AC 3)
  • Knife sheath
  • Dagger
  • Pantaloons
  • Scabbard, hanger, baldric
  • Sword, two-handed +3
  • Shield, medium +1
  • Shirt

Character History

Born on Frostkolt 3rd, 379 in Fearfold to the Royal Family. He had 3 younger sisters.

At the age of 4 years, during the War of Chaos, his family vanished, so that he was the only remaining member. A prince without realm. Sir Wilhelm Tankreed raised him in Ergoth, where he became a Squire of the Knights of Solamnia, as did his father long time before. During his years in training he made some powerful friends. Sir Wilhelm - almost a father for him, and four other High ranking Knights who served as his mentors:
Sir Annador uth Dragavan
Sir Yargith uth Carsìr
Sir Banrath uth Talîsmarr
Lady Anorada uth Cryscelnos

He also developed a good friendship with one of the sons of Sir Wilhelm, that grew up with him like a brother.

Wulfhelm is too concerned about clearing the mistery about his family's disapparition, that he has few time for other things than training to become a Knight of the Rose as his father. And his temperament makes it difficult to others to get closer to him.

Some time ago he learned from a wandering sage a vital clue from his past, concerning his vanished family and a powerful enemy from the "other side", who sees in him a competitor of some sort. Now he must learn and understand more about all that to clear his family's name and return home...

Steed: Griffon (Silverwing)

===
Former Knight of Crown (Lv. 3)
Former Abbot of Swords (Lv. 7)

Knight, Rose Spells Granted

Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Cause Fear 1 10 yds 1 creature V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Courage 1 turn 240 yds 1 unit up to 200 individuals V, S, M
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Light 4 120 yds 20-ft radius globe V, S
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Magical Stone 4 Touch 3 pebbles V, S, M
Morale Special Special 1 unit up to 200 individuals V, S, M
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
Rosemantle - RoMD - Lathander 1 Touch Creature touched V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Sunscorch 4 40 yds 1 creature V, S

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Wulfhelm uth Fearfold