Subj : Peace] Brother John To : All From : mbottorff@sprintmail.com Date : Mon Apr 02 2001 02:21 am From: mbottorff@sprintmail.com (Michelle & Boyd Bottorff) Subject: Peace] Brother John Organization: =?ISO-8859-1?Q?=AF?= > Yep. I drop the KO percentages a hair. And if the person specializes > in holds/throws, I give him a chance (higher than the KO possibility) of > either holding or throwing his opponent. Okay, here are some stats for Brother John Strength- 13 Dexterity- 17 Constitution- 9 Intelligence- 10 Wisdom- 11 Charisma-14 John will not wear armor. So I've given him the Dexterity Bonus and No Armor bonus in the following level 6 Thief Skills: Pick Pockets- 25% Open Locks- 20% Find/Remove Traps- 5% Move Silently- 85% Hide In Shadows- 95% Detect Noise- 60% Climb Walls- 95% Read Languages- 0% Weapon Proficiencies: Hold/Throw/Kick (whatever you said above. Does he have to devote both weapon proficiencies for this? Can he specialize?) Sling (if there's still a slot open. He mainly uses his sling to take small game.) Non weapon Proficiencies: Healing Herbalism Weather Sense Direction Sense Clothing: Earth brown tone for these- tunic, trousers, hooded cloak, boots, belt. Think of the frontiersman look, like Daniel Boone. While not a priest, John does wear a cheap (iron/pewter/wood your choice) holy symbol of the healing order on a leather thong about his neck. Equipment: (once again, think of a constantly moving frontiersman. Everything is plain and serviceable.) knife, ax, trowel (as in digging up plants in a garden), backpack, 3 small sacks (holding his herbs and medicinal supplies), backpack (John travels with his hands free), candles, flint & steel, fishing line and fish hooks, small iron skillet, small iron cook pot, water skin, blanket, small diameter rope (for setting snares, making cooking tripods, etc. He doesn't carry climbing rope and equipment on his travels.) and a towel (always know where your towel is. GRIN) If John is past level 6, let me know and I'll raise his Thief Skills. How big (height, weight) does John have to be to be skilled in your unarmed combat scheme? Originally I was thinking of John as a rather small human, male, of 45 years. Say on the order of 5 ft tall and 140 pounds. That would make him well muscled but still wiry, allowing him the strength and dexterity the numbers show for him. Being 45, his constitution is not was it used to be, but still good enough that he doesn't have to hang up his herb gathering bag. :) Of course, he does carry everything he needs to make a poultice for that aching (whatever) whenever it starts acting up on him. John is of average intelligence and wisdom, but his non threatening appearance, openly honest face, and winning smile enable him to easily make friends and influence people. Just a few moments chat with John and you know he really cares about you and your welfare, putting your interests first. As to magic items, I'm not experience there. Help me out. I would expect his long term magic item would have to be something to do with healing, probably loaned to him on a trustee basis by the healing order. When John is unable to continue his work, the order will take it back. As to magic potions and whatnot, use your discretion. If it helps to ease his travels (a magic tender box that will always light a fire regardless of weather or wood conditions), he'll lug it around with him. John doesn't own or use animals by his personal choice. He will ride wagons if asked, and would have ridden a horse, mule, donkey, etc., only briefly in his career. So do not consider him a skilled rider or wagoneer. He mainly walks wherever he goes. How's that? What else do I need to tell you? Stephen. -- |Fidonet: mbottorff@sprintmail.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .