Sir Fierolan Goldspan
Male Elf Unordered
Unordered Rank:

Sir Fierolan Goldspan is a knight of the Ilves in the Yberean Peninsula from which he comes. Known for his braveness and eagerness to serve his nation, he has been honored the the position of royal bodyguard - in particular, guarding the princess Lindsie. However, due to her rather atypical behavior, he is often at ends as to what he should do with her. In terms of skills, he is very learned at the noble ways, as well as a competent fencer and enchanter. However, he secretly is very claustrophobic - for the very accomplished knight, were it known, it would be very embarassing!

WeaponHarmHarm ClassRadius/
Range
Speed ClassPrecision Bonus
Lance8-27/8-47*Penetration100+0/+10*
Spear, Long8-27**Penetration95+0
Spear, Short9-27**/10-27**Penetration5/302+5/+0
Sword, Cutting and Thrusting11-27**Penetration34+10
Dagger, Long8-27**/8-27**Penetration1/403/2+10/+0
*Second Harm is when charging
**Including Ability Bonuses

ArmorProtectionSpeed LossHealth
Steel Mail, Full113.5390
Shield, Standard8280
Buckler61100

Knack: Lung Usage - Can voice a loud note for a full minute, or breathe underwater for four, even while active.

Quirk: Claustrophobia - Abilities are at 50% when in an enclosed space with less than 12' from all walls except the floor.

Racial Capacities and Handicaps:

  • Natural Affinity with Animals: normal animals may be called, calmed, or controlled so as to prevent attack or flight (check against Speed x 4)
  • Enhanced Vision - see in darkness as dim twilight
  • Ilves tend to be disorderly in thinking and actions, gullible, judgemental, and rash.
  • They lack self discipline.
  • Ilves are very attractive by human standards.
Base Ratings:
Health: 74
Precision: 59
Speed: 14
Intellect: 31
AEPs: 56 (58*)

*With Arcana Bonus

Abilities:
Chivalry 74
Enchantment 44.8
Weapons 41.3 (55.3*)
Hunt 35.4
Stealth 29.5
Arcana 10

*With Chivalry Bonus

Disaster Avoidance:
Speed x 2: 28
Speed x 3: 42
Speed x 4: 56

Movement:
Walking: 13 feet/ABC
Trotting: 39 feet/ABC
Running: 78 feet/ABC

Equipment:
$25,000 in coin of the realm
Lance
Spear, Long
Spear, Short
Sword, Cutting and Thrusting, with Scabbard
Dagger, Long, with Sheath
Armor, Steel Mail, Full
Shield, Buckler
Shield, Standard
Cape, Fine
Boots, High, Soft Soled (riding)
Cap, Colorful
Memory Tablet, with 4 Activations
Memory Tablet, with 2 Activations
Horn (bugle)
Horn (hunting)
Lyre
Mandoline
Poison Antidote (1 dose stopping all continuous harm after 1 ABC time delay), 1 Dose
Canteen, Water Gourd One Quart, with Leather Thong

Horse, Stallion
H 55, P 10, S 24
Attack: Kick for 1-12+3 Harm
Defense: Hide affords the horse 2
points of armor protection

Fierolan's Enchantment Powers

Disrupt Power (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

By activation of the energy of this Power the enchanter attempts to cancel the effect of the energy of another Power of any Ability that has been placed upon a subject of animal, mineral, or vegetable nature by another individual so able. If the energy to be deactivated is of a Grade higher than Very Minimal, extra AEPs must be invested at the time of activation of this Power for it to have any chance of success. If AEPs invested in the disruption equal or exceed those of the Power to be effected, chance for successful activation are normal. However, if more than one Power is present, the Disrupt Power enchantment will have to have energy equal to or in excess of all Powers so active, and it will then only deactivate the least potent of the two or more Powers active. Thus, this is not an effective means of negating Extraordinary objects.

Shooting Stars (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power enables the enchanter to direct a cloud of shimmering sparks of energy five-feet in radius in the direction indicated by pointed finger, is within sight of and up to 240 feet distant. There are 10 such energy sparks in the cloud, and each target within the radius indicated will be impacted by one or more of them, with the central target being struck by one-half (five) of these glowing energy missiles. Each bit of energy delivers 1d2 points of harm ignoring any and all forms of armor protection, supernatural forms

Flame Inferno (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power causes a thick tongue of flame to sprout from the air in front of the enchanter's hand and shoot out to a maximum of 60 feet distance to strike an area 5 feet in height and depth and 10 feet in width. All targets that are within the strike area suffer 17-20 points of Harm, while any inflammable material therein (including normal cloth and wood, etc). will cathch fire. If the subject is set afire thus, an additional 13-16 points of Harm occurs. A fire started thus will burn for not less than 10 minutes realtime, fuel allowing, and create very thick and blinding smoke in a large-sized underground area.

Leduc�fs Inescapable Drowsiness (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power enables the one activating it to select any one living subject in sight and within 40 feet distance. Following activation, the activator must stare at the subject and murmur under his or her breath a continual chant of droning sort to direct the enchantment�fs energy so that within one ABC of time, the subject falls into a drowse, eyes shut, and unalert. Only a very loud noise, strong odor, or touch will rouse the drowsing subject during the next 10 ABCs. If the subject of the Power is truly sleepy, and left undisturbed, that individual will then fall into a deep, near-comatose sleep for from 1-100 minutes additional time. Any attack upon the subject drowsing or sleeping is made at the most favorable adjustments, of course.

Mirdoleb's Shadow Swarm (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this perternatural Power an enchanter/necrourge can, if the light conditions are such that strong shadows are present, create a score of small, Shadowy figures that appear out of nearby shadows. The Shadow Swarm creatures are only quasi-real, brought forth by a gate created between the material dimensions and dimensions based on anti-energy. Thus, these small shadow creatures can not be attacked by any means. The Power affects only one subject within sight and not more than 30 feet distance of the activator, lasts for 2 ABCs realtime. The target creature can attempt to avoid the assault of the Shadow Swarm each ABC by checking gainst four times Speed Base Rating.
If the target succeeds in avoiding the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, and will have an attack penalty of 20 for 2 ABCs thereafter because of the effect of the shadows' negative force.
If the target fails to avoid the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, each fo the 2 ABCs of the Power's persistence, can do nothing during that time, and will have a penalty of 20 on all Ability use for two additional ABCs thereafter.

Icewind: (Extreme)
Time Cost: 20 sec. Power Cost: 12 AEP

This supernatural Power creates a howling, blizzard-like wind filled with needle-sharp ice crystals driven at 100 mph wind speed. This blizzard appears and instantly fills a self-contained field with a cube-like area of up to 60 feet per side. Upon activation the nearest edge of its fields appears at any distance up to 240 feet removed from the enchanter. Whatever is in the area suffers, regardless of armor/protection of any sort other than that specifically proof against cold, 3-5 points of Harm from the chill and 6-8 points of Harm from the cutting ice each ABC of time it is within the field. Also, for each ABC of exposure to the chill, subjects lose one point of Speed BR; this loss is recovered at the rate of 1 point per ABC of normal warmth. Fire-/heat-based subjects suffer double Harm. The blizzard-like condition continues unabated for 20 ABCs (60 seconds) realtime, then ceases, and the field area is clear of all but an icy residue. The Power's energy is cancelled by a cindersmoke enchantment.

1
Hosted by www.Geocities.ws