Wolfram Alpha

Human/Criminal/Armsman

Nimble, lycanthropic, psychotic archer.

Human Form

Strength Constitution Dexterity Intelligence Perception Charisma
13 12 14 10 14 10

Will: 7
Speed: 6
Experience: 2735/2770
Taint: 5 (Disorder (1) Psychotic)

Skills and Talents:
Athletics, Awareness, Thievery, Streetwise, Parry, Dodge, Weaponry (Crossbows, Simple ;Blunt, Blades, Axes, Military; Blades, Bows), Armouring (1), Literacy, Linguistics (Vargarian, Trade Dwarf), Armsmaster check at -4 for untrained weapons, Weapon Specialisation (Longbow) +2 to damage with longbows, Marksman no penalty for double or triple range, Accurate Shot called shots at -3, Iron Will +2 to Will saves, Jaded no shock from mundane horrors, Dual Shot fire two arrows at -2
+1: Stealth, Weapon Focus (Longbow) +1 to hit

Traits:

  • Damage Reduction: DR 5/Silver.
  • Heightened senses: Sight, Hearing, Smell
  • Lycanthropic Empathy: In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +1 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Inventory: 13/13

-Vosh'Noruk (The Widower) (+2 to Hit (+1 WF)); D12+11; 75m; Piercing; Half Action Reload) Special: Re-roll misses to hit, if failed a second time it automatically hits a random target.2
-Diziar (The Hunter's Blade) (Heft 2; Balance 2; D8+1; Pen [3]; Versatile)1

-Fenryrthropian Battle Plate AQ Half-Plate 6 [B], 3 [A, L], Wildform Enchantment 6
-Elven Chainmail Shirt 4 [B], 3 [A] Wildform Enchantment 3
-Cloth undershirt
-AQ Openhelm 4 [H]

-Fancy Scabbard
-40x Broadheads, 4x Alchemist Fire Arrows 1
-Drow Cloak (+4 Stealth at night or in the Underdark)

H: 4
B: 10
A: 6
L: 4

Currency:
407 Platinum
300 Gold
5 Silver
10 Copper

15 Unidentified Gold Pieces


Mount

AC Courser Palfrey "Bill"

Strength Constitution Dexterity Intelligence Perception Charisma
14 13 13 7 12 8

Speed: 12

Attack: Hoof (D5; Impact; Reach [1])

Skills and Talents:
Athletics +1, Awareness +1, Low Light Vision, Heightened Senses (Smell), Sprint, Endurance
Herbivore Animal checks Fear every time it is attacked
Quadruped May carry 4x it's strength
Wartraining Rider checks ride to negate herbivore effects

Inventory
16x Rations8
AQ Winter Cloak
MQ Short Sword (+1 Heft; +2 Balance; D8; Pen 3; Slashing) 1
2x AC Openhelm
1x MQ Leather Shit1
15x Vialheads1
AQ Composite Longbow (D12+4; 75m; Piercing; Half Action Reload)
Gun (Ridiculous Stats; Reload 2Full)
Satchel containing 29 purple bags

Carrying Capacity: 11/52


Wolf Cub


Special

A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

  • Alternate Form (Su)

A lycanthrope can assume the form of a specific animal (as indicated in its entry).
Changing to or from animal or hybrid form is a move action and a charisma check.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.

Hybrid Form

Strength Constitution Dexterity Intelligence Perceptiom Charisma
14 14 16 10 14 10

Will: 7
Speed: 7

  • Attacks

Claws (2) AB (+0; D6)
Bite (+0; D6)
Can use both in full attack

  • DR 10/Silver

Wolf Form

Strength Constitution Dexterity Intelligence Perception Charisma
14 14 16 10 14 10

Will: 7
Speed: 8

  • Attacks

Bite (D8)

  • DR 10/Silver

Born into a poor family in Haand, Andreas and his twin brother Wolfram had a relatively normal upbringing for ones of their demographic, roaming the streets whenever they could escape from their parents and their dreary lives. The twins were not close in public, as their differences in appearance meant they suffered constant taunts that they weren’t really related, so they ran with different groups on the streets to avoid the drama and hassle, while maintaining their close ties in private and using this bond and their disparate abilities and sizes to gain an advantage. Wolfram was associated with the intake groups of a Haand thieves guild, while Andreas was always struggling to prove that even as the smaller twin he was the more potent, fighting and duelling almost constantly and honing his skills from a young age, always using the largest weapons, and even those too big for him to prove everyone wrong. This led to him being taken into a training program at a mercenary recruiting camp, where the older mercenaries ‘retired’ to groom promising youngsters that could be bought cheaply as recruits for the mercenary companies. When one of the twins accepted a dare or was given a challenge that proved too difficult alone, they combined their formidable skills (usually in secret if possible) to each gain a reputation as fearsome and cunning warriors and thieves.

In their adolescence Wolfram rose in the thieves guild ranks, while Andreas was slowly ostracised from the mercenary school for his reluctance to take jobs that led to him being out of the city, instead choosing to stay near his ailing parents and watching out and helping Wolfram when the situation demanded it. The need for an income led to him utilising the only thing he was skilled in, joining as a combatant in an underground fighting organisation where fighters fought for their own winnings and bets were not taxed by the city lord. The brothers earned their keep in this manner until Wolfram’s final assignment led to him being assigned to burgle from the organisers of the fighting arena, taking the entire set-up’s funds then reporting it to the authorities, effectively wrecking Andreas’ income. Naturally he revealed his concerns to his brother, and knowing that the fight organiser’s would blame Andreas for leaking information about the structure of security and placement of the safe to his brother, whereas refusing the mission would lead to recriminations from the thieves guild possibly culminating in one or both of their deaths. They took the only option remaining, fleeing the city entirely and heading to the capital to establish a new life, where we first meet them.

On the day the party freed Karganath, Prince of Murder, the brothers made separate pacts with the Lord of Blades. Wolfram made a pact to wield a Daemon weapon in the name of Karganath and so his composite longbow was forever transformed, becoming Vosh'Noruk the Widower. Andreas similarly made a pact with the Prince, his greatsword becoming Kyn'Draex the Reaper and made subsequent pacts to receive Daemon Armour and profane strength.

Whilst on the pirate caravel the Manticore it came to the party's attention, at the demise of a crewman, that Wolfram had contracted lycanthropy. He now has mastered as best he can his beastly affliction, now being able to assume the form of a wolf at will, or the bastard hybrid form the the lycanthrope. The party suspect he must have been incubating the disease for full two cycles of the moon, since when they were attacked by the mercenary werewolves outside of Grimstad, and Wolfram has finally put reason to the few mornings he has woken covered in torn clothing, splattered in blood.

archer.jpg

Wolfram, The Statue

As his companions fall around him, Wolfram Alpha, enraged by the onslaught of magical trickery, bursts into hybrid form. Firing two arrows at a time straight into the organs of orcs and white elves alike, he struggles to breathe through the acid gas that has destroyed the lungs of his companion, Caleb. Seeing that the passageway is clear of the force walls that were rendering his projectlies useless, he stows his daemon bow and charges towards the mages, his Hunter's Blade in hand.

Surrounded by magicians and their foul orc servants, Wolfram attacks as if every movement is his last. The white elves trap him in a cage of invisible walls and stand around him, laughing sadistically, waiting for their chance to strike. His mind overtaken by rage, Wolfram mentally fends off the incantations that promise to turn him to stone, and, feeling his strength waning, he begins to run, every fiber of his being hoping for a way out of this hell into which he has been thrust.

An orc deftly knocks him to the ground and the mages advance, trapping him again in their invisible prison. Fear fills his soul as he realises the futility of his situation. As his concentration wavers and the mages begin chanting, his last thought is for his brother, Andreas, and he vows that they will be reunited as his body and mind turn, piece by piece, to stone.


Home

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License