Walrus

WALRUS

 

Human Sailor, Crew on the Shield of Light.

Picture of Jamie Hyneman.
This character was made for a subscriber to our Twitch channel @TheDrunkerHippo. Thanks @AAUnlocked!

Name: Walrus, aka
Rank 13th Level
OCC: Sailor
Race: Human
Land of Origin: Northern Hinterlands
Citizenship: None

VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
HT  5’8″ IQ  8 Save vs Magic +2 Strike +10
WT 275 ME  11 Save vs Psionics 0 Parry +11
PPE 11 MA  13 Save vs coma +6% Dodge +11
PS 33 Save vs poison/disease +2 Roll +9
HP 60 PP 27 Save vs horror +1 Pull +3
SDC 61 PE 18 Initiative +1
Exp 220,000 PB 10 Damage +22
Sex Male SPD 22 Disarm +4
Birthday 36 years old) Knockdown/

Stun

 17-20 Critical 19,20
HTH: Assassin Death Blow 20 Attacks 9
Alignment Aberrant Perception

 

GOLD
Western Empire 46,951
Island of Bizantium 11,212
Eastern Territory 0
Timiro Kingdom 81,000
Wolfen Empire 0
Dragon Coins 0

 

Weapon Proficiencies Level Acquired Strike Parry Thrown/Rate Range
Blunt 1 +5 +5 +2
Knife 1 +5 +5 +6 40′
Thrown/ argeting 1 +6 40′
Siege Engines 1 +4
Weapons: Damage Notes
Holy Dwarven Knife 3D6+8 +2 strike/parry. Monster Slayer (×2 dmg vs supernatural creatures & creatures of magic).
Dwarven Knife 1D6+2 +2 strike/parry. Empowered by Silent Dream to do ×4 damage vs supernatural/magical creatures, or ×2 damage vs creatures otherwise immune.
Belaying Pin of Thundor 5D6 Enchanted to do ×2 damage vs Demons and let out a booming thunderclap whenever it strikes or is struck.
Skinner, knife of flaying 1D6+8 Dwarven made for +4 damage (sharpness) and enchanted for +4 damage (extra sharpness). Enchanted to return to its owner when thrown, produce Basilisk’s Eye poison 3×/day (save vs 14 or take 4D6 plus paralyzed for 2D4 minutes), and lowers the required roll for a critical strike by two points.
Bolas of Retrievement 1D4 Use to disarm or entangle legs of humanoids around 4-7 feet tall. Those entangled suffer -1 initiative, -6 dodge, and -80% on speed. Takes 1D4 melees to disentangle. These bolas are indestructible and will return to the thrower, dragging whoever is entangled with them.
Armor AR/ SDC Notes
Leather of Iron  16 / 285 Buoyant, can cast the following spells 3× per day: Shadow Meld, Invisibility: Superior, and Superhuman Speed.
Special Attacks: Damage Notes
Body Throw/Flip 1D6 Lose next attack
Karate Kick 2D4
Snap Kick 1D6
Roundhouse Kick 3D6
OCC Skills Base % Bonus Start Current Total %
Language: Northern 98% 98%
Language: Elven 40+5 10 1 13 98%
Seamanship 22+4 20 1 13 98%
Rope Works 30+5 10 1 13 98%
Swim 40+5 10 1 13 98%
Sail 35/20+5 10 1 13 98/90%
Sea Lore 25+5 15 1 13 98%
Castaway/Ship-wreck Survival 27+3 5 1 13 68%
Climb 40/40+5 10  1 13 98%
WP Blunt
WP Knife
WP Siege Engine
WP Thrown
HtH: Assassin
OCC Related Skills Base % Bonus Start Current Total %
Deep Sea Fishing 32+4 10 1 13 90%
Lore:Faerie 25+5 10 1 13 95%
Sculpting/ Whittling 30+5 10 1 13 98%
Lore: Demons/ Monsters  25+5 10 1 13 95%
Lore: Religion 30+5 10 1 13 98%
Teamster 35+5 10 1 13 98%
Mountaineering 30+5 10 1 13 98%
Sign Language 25+5 5 1 13 90%
Wilderness Survival 30+5 5 4 13 80%
Cryptography 15+5 5 6 13 55%
Masonry 30+5 10 8 13 65%
Locate Secret Compartments 15+5 10 10 13 40%
Literacy:Elven 30+5 10 12 13 45%
Secondary Skills Base % Start Current Total %
Acrobatics 1 13
Gymnastics 1 13
— Tightrope 30+3 1 13 66%
— Balance 30+5 1 13 90%
— Parallel Bars/Rings 30+3 1 13 98%
— Back Flip/ Somersault 40+5 1 13 98%
Prowl 25+5 1 13 85%
Cooking 30+5 1 13 95%
Carpentry 25+5 3 13  80%
Lore: Undead 25+5 3 13  80%
Streetwise 20+4 7 13 44%
Wrestling 7 13
Running 9 13
Boxing 9 13
Body Building 11 13
Athletics 11 13

 

Inventory
Name Count Location Description
Replica CrIsis ring 1 Worn Nightvision 3×/day (60 feet, 60 min/ activation). Has same magic aura as originals.
Crystal Ring of Healing 1 Worn Restores 4D6 H.P. 2×/day. Provides a +1 to save vs poison.
Ring of Fleet Feet 1 Worn Can cast Fleet Feet 3×/day (Double P.P., Spd, & Attacks per Melee. Moving so fast suffer -2 Initiative, no save vs surprise, -20% Delicate to skills)
Boots of Caroming 1 Worn Can activate ability 3×/day, each activation lasts 1 melee round. While active wearer can move full speed, make a melee attack, then move full speed again either back where they started or in another direction as if they “bounced” off the enemy. Also provides +20% bonus for Parkour-type moves.
Sailor Outfit 1 Worn
Dress Uniform 1 Large Sack
Sewing Kit 1 Large Sack
Sailmaker’s Palm 1 Large Sack
Marlin Spike 1 Belt
Large Sack 1 Sleeping Area
Wallet 1 Pocket
Weapons as above On Person