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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Toddwin Longfoot, Halfling Dabbler (Hobbit) (Created & Played by SpinningDice)


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Toddwin Longfoot
Halfling Dabbler



Played by SpinningDice
Battle Level 1 (Novice)

Biography: Toddwin is considered odd among the shirefolk, part of this is because he's a quiet, withdrawn young hobbit, not given to attending the vast parties meals and other social events common to hobbit-kind.
Inspired by one of Gandalf's visits in his youth he became infatuated with magic, the idea of causing something from nothing and plunged his halfling enthusiasm into working out how to do it.
After a long time he finally managed to work some minor magics and his newfound confidence led him to seek adventure!
 


Wounds 9/9
Move 4
Weapon Skill 2
Ballistic Skill 5+
Strength 2
Damage Dice 1
Toughness 2 (Heavy Wool Sweater, 5+ see below)
Initiative 4
Attacks 1
Luck 0/0
Willpower 3
Escape Pinning 3+
Power Tokens 2
Gold 0
Experience 10

The Dabbler gets 1D3 (based upon the Power Roll) +BL current power each turn. On a Power roll of natural 1, the Dabbler gets only 1 power for the turn just like a Wizard. I normall limit the Wizard to this formula: Pwoer Roll = 1D6 + (BL minus 1) for current power, but for this much weaker spell caster, I will let him have 1D3+1 immediately in the first adventure. Observation: (interesting to me) This only means that he will have a slight advantage on a 1D6 roll of 2 for the Power Phase, will be equal to the Wizard (in current power) for a 1D6 of 1, or 3, but will be the Wizard's inferior on a 1D6 of 4+.

Standing Order for Chef's Meals: A (always partake when at less than full Wounds, even if I risk dying from food poisoning)
Remember that you can change your standing order at any time. The change will apply to the current turn only if the Chef's meal hasn't yet been fully prepared (no one yet knows the results).

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Spells: (Dabbler gets +1 XP for each wound healed upon a fellow warrior {or upon an ally})

Confuse (cn3) (target loses 1 attack)

Cure Small Wounds (cn1) (heal 1 character 1 wound, 1/character/turn)



Skills:




Equipment:

Lunch Box Once per turn the Halfling Fieldwarden may delve into his lunch box to see if he finds a suitable morsel. Roll 1D6, on 4+ he regains 1 wound, even if he was on Zero Wounds while reaching into his lunch box.

Heavy Wool Sweater - in melee combat and for each non-piercing missile taken on a 1D6 roll of 5+ for each attack it will absorb 1 wound. However, for every blow that does 10 or more total damage (before deductions), if the roll to absorb is a 1 or 2, then the sweater has been partially rent and will no longer provide as much protection. From then on, it requires a 6+ to absorb a wound. If it is ever rent a second time it is totally destroyed.

Provisions (1x) - Will restore 2 wounds to a warrior. May be successfully administered to an adjacent warrior on ZERO Wounds if you roll 4+ on 1D6. Otherwise the Provision is wasted in the attempt. Provisions spoil at the end of an adventure.

Rope - May be used to rescue a warrior from a pit or otherwise support the weight of one warrior. When so used, roll 1D6. On a result of 1 or 2, the rope has broken (discard). While bearing the weight of one Halfling/Hobbit, the rope will only break on a roll of 1. A rope may have other uses - some creativity on the part of the player/character is in order. emoticon

Bandages (1x) - Will restore 3 wounds to a warrior. May be successfully appled to an adjacent warrior on ZERO Wounds if you roll 4+ on 1D6. Otherwise the Bandage is wasted in the attempt. Each Bandage spoils at the end of an adventure on a 1D6 roll of 1, 2 or 3.

Magic Acorns (5x) - may be thrown at a monster, on a successful Ballistic Skill roll they have an effect rolled on the following table:

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Weapons:

Short Sturdy Staff normal damage (currently does 1D6 + 2 damage)

Knife - Str 1; (damage = DD+1). May be concealed in your warrior's boot -- for dire circumstances, such as having your weapons taken away.



Treasures:




CANNOT USE:



Notes:

Halflings and Food Whenever you want to heal another Warrior with provisions from your store you must first roll 1D6. If the total is under the number of provisions you have left you may heal the other Warrior as normal.

If the result is equal to or more than the number of Provisions you have left the Halfling hides his food and claims he has only a 'few crumbs' left. Once the Halfling has decided he is down to the minimum he may not give up any provisions for the rest of the adventure. emoticon

A Halfling Dabbler may always eat; it is an instinctive reaction that sets his hand reaching into his bag to grab some food. This means a Halfling Thief may attempt to heal himself with any kind of food, even if he is at zero Wounds. He must still roll a 4+ to be successful in his attempt, just as if another Warrior was trying to heal him.

Treasure: Halfling Dabbler’s & Treasure: Halfling Dabblers are versatile fellows and can use a wide variety of treasure. He has the same restrictions as the Halfling Thief, except he may use any treasure normally limited to the wizard, unless the GM deems it inappropriate.
He does have less of a command over magic than the Wizard, so any item which specifically gives power has it’s power halved (round up), for example, an Energy Jewel will only have d3 power, rather than d6.


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Last edited by OldWarrior, 9/Jul/2008, 11:13 pm


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Old Warrior

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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Re: Toddwin Longfoot, Halfling Dabbler (Hobbit) (Created & Played by SpinningDice)


test

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
18/Mar/2008, 3:46 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 




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