Sir Kol Dragonhammer
Palladium Dwarven Squire turned Cyber-Knight
Description
Real Name: Kolfrik Drakenmaul of Clan Drakenmaul
Age: 89 as of 102 P.A.
Race:Palladium Dwarf
Rank:Exiled Noble
OCC/RCC:PALLADIUM SQUIRE / RIFTS CYBER-KNIGHT
Level: 5 – Frozen / 4 – As of 102 P.A.
| STATS | # | BONUSES |
|---|---|---|
| I.Q.: | 17 19 |
+ 3% to all skills; once Bonus from the The Dragon Band |
| M.E.: | 23 | + 4 save vs. PSI / + 5 save vs. INS |
| M.A.: | 16 | + 0% Trust/Intimidate |
| P.S.: | 32 | + 17 to Damage |
| P.P.: | 14 | + 0 to Strike/Parry/Dodge |
| P.E.: | 23 | + 10% vs. Coma/Death; + 3 vs. Poi/Mg |
| P.B.: | 12 | + 0% Charm/Impress |
| SPD: | 30 | 600/yds minute |
| SPD-DIG: | 10 | 200/yds minute |
| LIFE ENERGY | / | SIZE | / | ALIGNMENT |
|---|---|---|---|---|
| S.D.C.: | 95 | Height: | 4ft 2in | PRINCIPLED |
| Hit Points: | P.E. +1D6 per level (42) | Weight: | 200 lbs. (90 kg) | |
| M.D.C.: | By Armor of Magic |
| MAGIC | & | PSIONICS | |
|---|---|---|---|
| P.P.E.: | 50 | I.S.P.: | 112 |
| PSYCHIC LEVEL: | Master |
| NATURAL ABILITIES | - DESCRIPTION |
|---|---|
| Physical Appearance: | Dwarves are a short, husky people with powerful muscles, broad shoulders, ruddy complexions, weathered looks, white hair and an aged appearance. Even young dwarves tend to look older than they are, in part, because of their rugged looks, habit of growing beards, and the fact that their hair turns white at approximately 40 years of age. Average Life Span: 250+ years; some have lived up to 500. |
| Racial Bonuses: | + 1 to save vs magic, + 2 to save vs possession, and + 2 to save vs horror factor. |
| Nightvision | 90 ft (27.4 m; can see in total darkness) |
| OCC Skill Note: | Superior physical strength and endurance, generally high to average intelligence. Natural aptitude for weapon design, mechanics and manufacturing, providing a bonus of + 5% to all mechanical, military, electrical, computer skills, general repair,recognize weapon quality, masonry, carpentry, rope works, sculpting, locate secret compartments/doors, detect concealment, basic math, land navigation, in addition to the following special skills. |
| Underground Tunneling (Special): | Dwarves can dig and build solid, strong tunnels (no fear of a cave-in) with amazing speed and dexterity. They can also excavate ruins and the sites of cave-ins with the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by dwarves, kobolds, goblins, gnomes, troglodytes or humans. The dwarf can even tell if it’s new, old, or ancient. Base Skill: 40% +5% per level of experience. Current: 83% |
| Underground Architecture (Special): | Dwarves are excellent underground architects able to build small and large rooms, ornate archways, staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways, mazes and underground traps (most common are pit and cave-in type traps). Likewise, the character can recognize the styles of dwarven, kobold, goblin and other types of construction. The dwarf who is traveling slowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them. Base Skill: 30% +5% per level of experience; detection and deactivation of traps is done at half his normal architecture skill level. Current: 73% |
| Underground Sense of Direction (Special): | The character has an innate ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the dwarf can tell whether he is traveling up, down or level, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west). Base Skill: 40% +5% per level of experience. Current: 83% This skill also enables him to judge the approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The character will also recognize traits and aspects of the underground tunnel or construct that serve as land-marks for him. Base Skill: 30% +5% per level of experience; -25% if in an unfamiliar area. Current: 73% / 48% if in an unfamiliar area. |
| Metal-working (Special): | All dwarves have a basic understanding of blacksmith facilities, smith techniques and procedures, and working with metal, particularly in the area of making weapons and jewelry. Equal to the field armorer skill with a + 10% bonus. This is a somewhat simplistic version of a weapons engineer and assistant blacksmith. A competent field armorer can maintain, fix, and modify body armor (a successful roll and 1D4 hours of work with a blacksmith facility restores 30% of lost S.D.C.). In addition, the field armorer can patch holes in armor or metal pots, make arrows and arrowheads, sharpen blades/weapons, and make horseshoes and basic metal items (including nails, spikes, chain links, simple rings, and horseshoes). He can also deactivate, reset and fix simple traps (roll for each attempt). Base Skill: 30% + 10%(Dwarf) + 5% per level of experience. Current: 83% |
| Recognize Precious Metals & Stones (Special): | Same as the gemology skill with a + 10% bonus. Skill in identifying and appraising the value of precious metals (silver, gold, etc.) and stones (jade, ruby, sapphire, diamond, etc.). This ability also enables the person to identify fakes, but at a penalty of -10%. A failed roll means the character cannot tell whether or not the item is fake or real, or its value is grossly under or overestimated. Base Skill: 25% + 10%(Dwarf) + 5% per level of experience Current: 78% |
| Education (Rifts CB#1, Page-90, Skills of Note): | Speak/Read/Write: Dwarven 98% Speak/Read/Write: Elven/Dragonese 98% |
| Other Bonuses: | + 2 to save vs magic of ALL kinds (in addition to P.E. bonuses), + 4 to save vs horror factor. |
| Hand to Hand Style: | Level: 4 | Cyber-Knight | Zen Martial Arts |
|---|---|---|---|
| 7 APM | + 3 to Initiative | + 4 to Disarm | No penalty to strike while moving. |
| PS 29 | _D6 + 14 P.S. Bonus on a pulled punch (restrained) | 2D4 + 14 P.S. Bonus on a full punch/kick | _D6 + 14 P.S. Bonus on a power punch/leap kick (counts as two attacks/actions. |
| + __ to Dam. | + 2 to strike | + 3+ 2 to parry | + 3+ 2 to dodge |
| + 5 to pull punch | + 5 to roll w/ punch/fall/impact | + __ save vs Disease | Crit. Str. on a ____ |
| + 2, save vs Magic | + __ vs Poison | + 5 save vs Horror Factor | +10% vs Coma/Death |
| + __ save vs PSI (10-Master) | + 4 vs Possession |
| WEAPONS | BONUSES | DESCRIPTION/NOTES |
|---|---|---|
| Psi-Sword | ______________ | 3D6 M.D.C.; +P.S. with Runic Ring |
| Psi-Warhammer | ______________ | 3D6 M.D.C.; +P.S. with Runic Ring |
| Psi-Shield | + 1 to Strike + 2 to parry | 80 M.D.C.; Costs 15 I.S.P. to create. |
| EQUIPMENT: | ITEM PROPERTIES / DESCRIPTION |
|---|---|
| The Dragon Band | This ring was forged to save the soul of the founder of the Clan Drakenmaul (Dragonhammer in Elf/Dragonese). He faced down an ancient Nightstalker Dragon in single combat and claimed the caverns for his people in the early days of Elven persecution before the Elf/Dwarf Wars. The caverns were later claimed by Clan Goldenbeard and became known as Northolme in the Eastern Territories. Type: Runic Ring of the Dwarven Lords Stats: I.Q. 16, M.E. 16, M.A. 16 Alignment: Aberrant – May only be used by honorable people, never Elves under any circumstances. The ring was once principled but seeing the Elf-Dwarf Wars drove it to serious depression and it longs to find solace and the light of good once more. The soul inside is the founder of the clan, a demi-god child of of the dwarf god Belimar. All other dwarves with non-compatible alignments will be shocked and go numb if they try to wear the ring. All others suffer 5D6 S.D.C. or 1D4 x 10 M.D.C. per touch. Communication: Limited Telepathy, communicates through dreams (see curse) Made of pure silver and the scales of the smited dragon, with a single black star sapphire The ring will link to a dwarf of Aberrant, Principled, or Scrupulous alignment in 6 weeks; all non-dwarves take a year. Curse only come into effect after the bond is complete. Thus, both wielder and the Runic Ring can sense each other’s presence within a four mile (5.4 km) radius if separated. Powers: Saving Throws: Adds + 1 to all saving throws. Dwarven Abilities: • Nightvision 90ft (27 m) • + 25% to Identity Precious Metals/Stones, • + 25% to Recognize Weapon Quality, • + 25% Locate/Find Secret Compartments. NOTE: If the wearer already has these skills, the 25% is added to their success ratio. If the wearer does not have these skills, they can be performed at a flat 25% (plus I.Q. bonuses, of course). Empowerments: • Instill the wearer with + 2 to I.Q.; + 6 to P.S.; + 2 to P.E. • Instill the ability to speak and understand all languages at 88%. • P.S. is considered Supernatural for the purpose of attacking and any physical attacks, or strike from a hand-held weapon will never be less that 4D6 damage + P.S. bonus. Spell Magic: P.P.E.: 80; regenerates P.P.E. at 10 per two hours. • The Runic Ring of Drakenmaul can cast the following 6 spells at 6th level of power: Lvl-1 / Thunderclap (4); Lvl-2 / Climb (3); Lvl-2 / Weightlessness (6); Lvl-3 / Energy Bolt: 4/6/8D6 S.D.C. (5); Lvl-3 / Mystic Fulcrum (5); Lvl-3 / Orb of Cold 3D6 M.D.C. + Numbness (6). Curse: • Suspicious of elves, however this can be overcome with a year spent getting to know a specific elf. • Becomes slightly agoraphobic (in this case, a strong dislike of open spaces and a fear of the public/large crowds of people/gatherings above ground; feels at home underground, even in large crowds). • (Dwarf Only) Has dreams and nightmares concerning the collapse of the Dwarven Empire). |
| TW enhanced Magical Plate Armor | Effectively full environmental armor when the helmet faceplate is in place (faceplate has been TW modified with a magical Breathe without Air as per the spell); A.R. 17 without the helmet. Special Properties: • Made of black iron and silver embellishments. • 400 M.D.C.: 160 from the plate armor, 40 from Dwarven craftsmanship, & 200 magically enhanced; • Noiseless/silent, Weightless (no mobility penalties); • Regenerating Armor: The armor can regenerate 10 points of damage every hour. If ever reduced to Zero the enchantment is broken and the armor reduced to worthless scrap metal. |
Cyber-Armor | M.D.C. by Location: • Shoulders (2) — 8 each • Back Shoulder Blades (2) — 15 each • Forearms (2) — 10 each • Thigh/Upper Leg (2) – 15 each • Chest Plate (main body) — 50 M.D.C. Level One: Cyber-Knight Armor. When a Cyber-Knight has completed his years of martial arts training, body hardening exercises, and spiritual awakening (marked and symbolized by the ability to create a Psi-Sword), he becomes a first level Cyber-Knight. The warrior is also given special “Cyber-Armor” that is fused to his body. Armor Rating: 16. Any attacker’s roll to strike that falls at 16 or less, hits the Cyber-Armor. However, any roll of 17 or higher bypasses the armor and hits the knight’s body, doing full damage. This is why all Cyber-Knights wear exterior suits of armor. Cyber-Armor is intended only to provide additional protection and give the knight an extra edge in combat. Level Four: Living Armor: Unknown even to most friends and allies of the knights, at 4th level, the armor becomes a living part of the Cyber-Knight and can repair itself, regenerating 1D6 M.D.C. per hour until back to full M.D.C. and appearance. Furthermore, starting at fourth level the Cyber-Armor grows strong: +1D6 M.D. to the chest per level of experience starting at level four, and +1 M.D. to all other areas of Cyber-Armor, per level, starting at level four. Level Eight: Increase A.R. to 17. Note: When the Cyber-Knight dies the armor quickly degenerates and cannot be reused, not even as scrap metal nor grafted on to anyone else. Within 1D4 months it turns into rusted, crumbling junk. |
| Great Dragon Coin | He wares the ancient coin with its jewels as a reminder of power taken to far. |
| Uniform | Dress clothes for formal occasions. |
| Set of clothes | Basic traveling clothing colored black with white trim |
| Utility Belt | Worn around waist |
| 2 Canteens | One kept on his person and the other in the knapsack. |
| Backpack | Worn on back Contents: 3 weeks of food rations 50 feet (15.2 m) of strong cord/rope Pair of M.D.C. Hand Cuffs 4 flares flashlight compass folding knife/kit (swiss army) A suit of light M.D. body armor (40 M.D.C.), a set of dress clothing, and a set of black clothing for covert operations. Also a gas mask and air filter, tinted goggles, hatchet for cutting wood, knife (or two), 2D4 wooden stakes, a hand-held wooden or silver cross, three extra ammo-clips, first-aid kit with extra bandages, antiseptic, suture thread and painkiller, geiger counter |
| Knapsack | Slung over a shoulder. Canteen (see above) |
| Cloak | Black with white trim, large to be worn over the armor. Has slits to slide the arms through to fight from. |
| PSI-POWERS: | DESCRIPTION | |
|---|---|---|
| Create Psi-Sword (no I.S.P. cost): | Level: 4 | Psi-Sword Mega-Damage: 1D6 M.D. at first level, plus an additional 1D6 M.D. is gained at levels 2, 3, 5, 6, 9 (plus and extra 1D6), 12, 13, and 15. (( 3D6 M.D. )) Known Shapes: * Sword (2-Handed, Falchion) * Hammer (Maul, warhammer) Shape: At first level, the sword appears as a shimmering shaft of light and energy that resembles a glowing sword. By second or third level however, the sword’s appearance can be shaped by its maker and generally reflects its creator. 1. Psi-weapons shaped as something other than a sword (axe, mace, pick, etc.) use up one melee action to create. 2. The ability to manipulate the shape of a Psi-Sword/weapon also means the experienced Cyber-Knight can change the appearance, size and shape of his weapon at will (counts as two melee actions; taking 4-6 seconds to reshape). Color: 1. The color of energy used to make the Psi-Sword is typically a light, electric blue or blue-white, similar to the natural color of magic energy. 2. However, Cyber-Knights can make their Psi-Swords range in color and intensity from shades of blue-white to yellows, oranges, and the more rare and exotic tints of shimmering purple, violet, red, dark blue and green. Metallic colors, black, and earth tones are NOT possible as the weapon is always made of crackling energy and light. Adding an unusual color (dark blue, red, violet, green, etc.) uses up another melee action (counts as two melee actions to create odd shape and odd color). 3. However, this loss of melee actions only counts for the first round in which the weapon is generated. Maintaining its creation into subsequent melee rounds is automatic and effortless for the Cyber-Knight. The intensity of color or brightness of the weapon may vary with the mood of the knight, reflecting his emotion. 4. A brilliant, pure white Psi-Sword (all colors mashed together) is super-rare, but possible. It is very difficult to create and uses up a whopping five melee actions, virtually an entire melee round (15 seconds)! Furthermore, it is the only color that continues to burn up one melee action every round to maintain it and inflicts the additional penalty of -10% on the performance of all skills while the sword is up. It is not surprising then that few Cyber-Knights opt for a pure white Psi-weapon. Note: A true knight will never use a Psi-Sword against a foe who is unarmed or not equipped with an equivalent weapon, or who is not a supernatural creature or dragon. Creating two (2) Psi-Weapons: Only one energy blade can be created until third level, at which point the Cyber-Knight can create a second Psi-Sword — one for each hand. The second Psi-Sword can be identical to the first, smaller, larger or completely different (axe, sickle, knife, etc.). Part of the knight’s combat training includes paired weapons, so he is immediately adept at using them, or a Psi-Shield. |
| Create Psi-Shield (half the normal I.S.P. cost): | Level: 4 | Sir Kol will almost never use a shield unless he is defending someone or something that can’t move. He is just not fond of them. Range: Self Duration: 5 minutes per level of experience. (( 20 min. )) I.S.P.: 15 A companion power to the psi-sword, in which the psionic can create a mega-damage shield out of thin air. The shield can be used to parry all hand to hand combat attacks including attacks from robots, power armor, and magic. The shield cannot be use to parry energy blasts and projectiles. Shield M.D.C. is 80. |
| Mind Block: | Level: 4 | ____________________________ |
| See the Invisible: | Level: 4 | ____________________________ |
| Sense Evil: | Level: 4 | ____________________________ |
| Sense Magic: | Level: 4 | ____________________________ |
| Sixth Sense: | Level: 4 | ____________________________ |
| Psychic Diagnosis: | Level: 4 | ____________________________ |
| Psychic Surgery: | Level: 4 | ____________________________ |
| Impervious to Poisons/Toxins: | Level: 4 | ____________________________ |
| (2) Telemechanics: | Level: 4 | ____________________________ |
| Super 6th level: | Level: 4 | ____________________________ |
| Super 10th level: | Level: 4 | ____________________________ |
| SKILLS: | SQ/C-K | % | SKILL TYPE | DESCRIPTION Skills in blue are frozen and do not advance. |
|---|---|---|---|---|
| Detect Ambush: | SQ | Family | 68 % | Training which develops an eye for spotting locations and terrain suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerrilla tactics used by bandits and soldiers. Base Skill: 30%, + 5%-Surv skill, + 10%-Family, +5% per level of experience. |
| Intelligence: | SQ | Family | 61 % | This is specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, esti-mation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leader or proper authority). This means the character will be able to accurately estimate distances, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of in-digenous guerilla warfare, enemy practices, appearance, and current ac-tivities. This enables the character to recognize suspicious activity as guerilla actions and identify guerilla operatives and spies. For Example: A particular type or design of a booby trap, weapon, armor, mode of travel, or method of operation may be indicative of a particular race (wolfen, ogre, goblin, etc.) or a particular group of bandits active in the area. It may be up to the character to confirm the existence of the enemy and their strength, numbers, and current location. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, gangs, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Note: A failed roll in any of the areas of intelligence means that evidence is inconclusive, or that the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the character has dismissed it entirely as being meaningless (G.M.s use your discretion). Base Skill: 30%, + 10%-Family, + 4% per level of experience. Add +2% if the heraldry skill is also known. |
| Sign Language: | SQ | Family | 58 % | Because of the many different spoken languages in the Palladium world, a universal sign language has been developed. This means of communication has been widely adopted by merchants.sailors, assassins, thieves, and world travelers. For every 10 words “signed,” the sender of the sign language must roll to successfully transmit his message. Likewise, the interpreter must roll to interpret every batch of 10 words. A failed roll means a misunderstanding. Base Skill: 25%, + 10%-Family, + 5% per level of experience. |
| SKILLS: | SQ | Pal-Sq_OCC | 63 | (but no special knight skills or bonuses) Land Navigation (+10) Languages: Native Tongue at 98% plus Elf, Demongogian (15% each) Literacy: Dwarven (usually native or elf; +15%) Military Etiquette (15%) Mathematics: Basic (+15%) W.P. Shield W.P. Sword W.P. Blunt W.P. Siege Weapons Hand to Hand: Martial Arts / Paladin Combat |
| Dance: | SQ | OCC | 68 % | A practiced skill in the art of dancing. The character is especially smooth and graceful, a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who can not dance. Base Skill: 30%, + 15%-OCC, + 3%-IQ, + 5% per level of experience. |
| Heraldry: | SQ | OCC | 58 % 63 % | The heraldry skill is really two-fold. First, it offers political knowledge regarding ruling governments/powers, kingdoms and royal families. The heraldry symbols are often genealogical and political stamps that can reveal a great deal to those familiar with world politics and political intrigue. Such emblems can reveal at a glance what kingdom the wearer represents, his royal family, social status, reputation, military strength, wealth, etc. The second is the ability to correctly create (or devise) or blazon a heraldic mark in accordance to the rules of the land and court. Punishment for stealing or forgery of another’s insignia can be quite severe, and can lead to lengthy imprisonment, torture, or death at the hands of an irate noble, knight or royalty. Base Skill: 15% / 20%, + 15%-OCC, + 3%-IQ, + 5% Int.-SK, + 5% per level of experience. The first number indicates the character’s ability to recognize and interpret the political significance of a coat of arms (as described above). The second number indicates the character’s ability to recognize whether the emblem is correctly emblazoned, as well as to make a proper coat of arms himself (as described below) |
| Horsemanship: Cyber-Knight: | CK | OCC | 58 % 48 % | The first percentile number indicates: Ride & care of horses / Recognize quality/breed. The second percentile number indicates: Breed horses / Jumping / Racing. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted. • + 1 on initiative when on horseback at levels 1, 5, 9, & 14. • + 2 to roll with fall or impact when knocked from a horse. • + 2 to parry or dodge while on horseback. • Inflicts + 6 S.D.C. or M.D. to damage when on horseback. • Charge attack (running horse) with a lance, pole-arm or spear: + 3D6 S.D.C. or + 2D6 M.D. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks. • Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). + 2 to strike for the horse, and damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs. Base Skill: 40%/30%, + 3%-IQ, + 5% per level of experience. |
| Literacy: Elf/Dragonese (+10%): | SQ | Related | 63 % | Kol learned this skill from Lord Azalon during meetings between the elf Lord and the Dwarven Usurper King, Isle-Wind; see the language skill for details on specific races, the tongue they speak and whether or not there is a written form. Base Skill: 30%, + 10%-OCC, + 3%-IQ, + 5% per level of experience. |
| Literacy: Demongogian: | SQ | Related | 63 % | Kol learned this skill to decipher messages sent between Dwarven Wizards during the Elf-Dwarf Wars; see the language skill for details on specific races, the tongue they speak and whether or not there is a written form. Base Skill: 30%, + 10%-OCC, + 3%-IQ, + 5% per level of experience. |
| Lore: Demons & Monsters: | SQ | Related | 58 % | This is the study of demonic creatures, supernatural fiends and known monsters throughout the ages and around the world. It includes the beliefs of ancient and primitive cultures, demons, deevils, vampires, were-beasts, ghosts, specters, monstrous gods and demigods, their known habits, appearance, weaknesses, strengths, powers, and abilities, as well as possession, places of magic, places of reputed demonic habitation or attraction, and legends. The master of demon lore may be able to identify a particular type of monster by hearing its description, or a description of its actions, seeing a drawing or footprint, or by how it acted, killed, or the exhibition of its powers. Base Skill: 25%, + 10%-OCC, + 3%-IQ, + 5% per level of experience. |
| Running: | SQ | Related | N/A | Acquired at Level – 3: Squire A routine of running and exercise to build running speed and endurance. Provides the following: + 1 to P.E. + 4D4 (14) to Spd + 1D6 (5) to S.D.C. |
| Forced March | SQ | Secondary | N/A | Practiced training in uniform marching with a full field pack and weapons. The marching is done at an even pace and rhythm that enables the marchers to cover great distances on foot at a faster than normal pace. Increase the normal physical endurance rate as to how long an activity like marching can be maintained by five times; applicable only to forced marches/traveling. Maximum speed on a forced march is roughly 60% of one’s speed attribute and enables a large group of dozens to hundreds of soldiers to travel at the same consistent pace; suitable for everybody in the group (never less than a speed of 8). Likewise, this skill trains soldiers to make coordinated charges and maneuvers, including spear runs, spear and shield placement, and so on. |
| Medical: First-Aid: | SQ | Secondary | 53 % | Rudimentary medical treatment which includes how to stop bleeding, bandage wounds, administer CPR/artificial respiration, and the treatment of fevers, rashes, minor burns and minor cuts, bruises and injury. Base Skill: 30%, + 3%-IQ, + 5% per level of experience |
| Wilderness survival | SQ | Secondary | 53 % | Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out. Base Skill: 30%, + 3%-IQ, + 5% per level of experience. |
| Track/Trap Animals: | SQ | Secondary | 43 % 53 % | This skill enables the character to identify an animal by its tracks, scent, spore, and habits. The individual can also follow the animal’s tracks and other signs. This means he can also estimate how fresh the tracks are, what direction they are heading, whether the animal is hurt or sick, guess at its age, and the basic habits and habitats of animals and animal behavior. The first percentile number indicates the character’s tracking abilities and the above knowledge. The second percentile number indicates the character’s ability at trapping animals by using, setting, and disarming snares, clamp traps (like the iron bear trap), pits, nets and similar traps. Base Skill: 20%/30%, + 3%-IQ, + 5% per level of experience. Tracking humans with this skill is also possible, but is done with a penalty of -20%. Disarming any traps meant for use against humans is done at half the character’s normal skill ability. |
| Boxing: | SQ | Secondary | 63 % | The classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knockout opponents on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D4 melees rounds. Unlike normal knockout/stun, the player with the boxing skill does not have to announce that he is trying to knockout his opponent before making a roll to strike. The following bonuses are provided: + One additional attack per melee round. + 2 to parry and dodge. + 1 to roll with punch or fall. + 2 to P.S. + 3D6 (10) on S.D.C. |
| Wrestling: | SQ | Secondary | 63 % | Wrestling is more of a sport than a combat skill, but it does provide some useful combat moves and bonuses. Wrestling Special Moves: 1. Body block/tackle does 1D4 damage (double if the wrestler is 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round. 2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent can-not physically attack or move. However, the character who is using the “pin” hold cannot attack or move without releasing his opponent. 3. Crush/squeeze does 1D4 damage per squeeze attack (double dam-age if 8 to 12 feet/2.4 to 3.6 m tall, and 3D6 damage if larger). Each “squeeze” counts as one melee action/attack. Wrestling Bonuses: + 1 to roll with punch, fall or impact. + 1 to P.S. + 4D6 (15) to S.D.C. |
Bio
Kolfrik is the great-grandson of the Clan Founder of Drakenmaul and quite possibly one of the last direct-line descendants of Dwarven nobility. 10,000 years ago on the Palladium World nearing the end of the Golden Age Kolfrik’s great-grandfather face off in single combat over a section of caves residing in the mountains that would come to be known as the Bruu-ga-Belimar; or the Bones of Belimar. His great-grandfather’s opponent was an ancient Nightstalker Dragon. The dragon believed that it would be fun to grant honorable combat to the dwarf and then kill him in front of his family. Little did the dragon know that the blood of Belimar coursed through the veins of this dwarf for he was the dwarf god’s son.
Kolfrik’s great-grandfather had a god for a father and his mother is said to come from the source of the great tree planted by Lictalon in the east! Kolfrik was of noble blood but by his birth any essence of divine power and extended life had not passed down to him.
The battle was fierce and were it not for the enchanted Hammer used by Kolfrik’s great-grandfather he would have perished! His last blow broke the dragon’s skull but not before his armor and enchantments giving way and being skewered on it’s foul teeth when the jaw closed for the last time. At his great-grandfather’s request he was kept alive till his soul could be bound into a rune item to aid the clan for all time.
There were two sons and the first son was given the enchanted Hammer – The Dragon Maul (A Dragon Slaying two-handed warhammer), the second son was given the Dragon Band – The rune ring holding the soul of the Clan’s founder. These items were passed on to their descendants as the Elf/Dwarf Wars raged on. Kolfrik was born after the second peace and he was raise in the Age of Iron where the Fair and the Strong did wage blood and thunder upon each other.
He was made a squire to Sir Isle-Wind, a Dwarf Air & Earth Warlock turned Knight. Were it not for Sir Isle-Wind and Lord Azalon of the Elves Kolfrik would have become Mind Mage used in the torture and infiltration of the Elven lands. Eventually Sir Isle-Wind and Lord Azalon decided the war must end. Lord Azalon bid farewell and left for Baalgor to stage a coup to become King of his people. Sir Isle-Wind agreed as the demons and evil dwarves commanding them sickened the Dwarven Warlock-Knight.
It took 46 years but eventually Sir Isle-Wind became known as the Usurper King of the Dwarven Realms. When the Usurper King spoke those that heard him believed the Wars may come to an end. A meeting was set between these two rulers in the Golden City of Baalgor to sign the peace treaty. In celebration of the coming peace Kolfrik was presented with Dragon Band.
A radical faction of the military that did not like the Usurper King headed forward to reclaim Skola Dur and form a separate government. When they failed they turned their anger on the peace conference in Baalgor. When they stormed the peace talks and cast the circle of Absolute Elemental Command Lord Azalon, the Elven and Dwarven Wizards split between defending their leaders and casting a Dimensional Teleport to get them out of danger. Isle-Wind Usurper Dwarf King shoved as many non-combatants through the portal as he could so they would be saved. He commanded Kolfrik to get his sister to safety and after she had stepped through to a hidden outpost in the Yin Sloth along with Lord Azalon’s wife. Kolfrik turned to see the circle Absolute Elemental Command explode in power as it was cast upon a ley line nexus that made up part of the city’s power system!
Just then a Dwarven mage that came with the raiders started at the portal. Kolfrik knew he couldn’t let him get a fix on the place the descendants and family of Azalon and Isle-Wind had been taken to. Kolfrik was shaken for a moment when he saw the mage was one of his own clansmen! Nevertheless, Kolfrik prepared for battle and stopped his clansmen from getting through the portal. However, Kolfrik was injured and the dwarf wizard studied dimensional magics. The traitorous clansman cast magic to change the location of the portal and then shoved Kolfrik through it. The last thing Kolfrik saw before the portal closed was everyone in the room and the room itself eviscerated by the expanding black wall of destruction created by the Circle of Absolute Elemental Power!
It was 92 P.A. when Voldan Sindrisson had been working on a Techno-Wizard Rift Gate System to create stable, permanently open portals between Ley Lines to create a magical transit system to cover North Amercia. Voldan had been an apprentice Runesmith in Asgard and was on leave from there to learn Techno-Wizardry. When Voldan fired up his creation for the first time the portal exploded open and something came through immeadiately along with a black wall of energy that destroyed his portal and thus, closed the rift.
Voldan was surprised to fine a dwarf in broken plate armor laying on the ground! Over the next few days he nursed Kolfrik back to health and his skill as a Runesmith allowed him to communicate with the Dragon Band. From the Runic Ring he did learn of the tragedy that befell the Dwarven Kingdom of Palladium. He also learned the fate of his older sister that had fallen for the Dwarven Demi-God that inhabited the Dragon Band; making Kolfrik his great-grandnephew!
The next year was very hard on Kolfrik suffering from over 45 years of genocidal warfare and watching everything he cared about become destroyed. Only to hear tale told by other dwarves of the fall of the Fair and the Strong. Humans, Wolf-like creatures, and other monster races now ruled over the shattered remains of the the Elf/Dwarf Wars. He was trapped in the future with no way to go home and even if he did go back apparently thousands of years had passed and nothing was left he would remember, there was no more home to return to.
Both he and the Dragon Band sunk into a depression wondering how to find purpose in this life on this alien world. Voldan was all the family they had left and one day in 99 P.A. he was nearly taken from them as well by a group of Xiticix during a trip to New Lazlo. That day his great-granduncle was saved from certain death by Sir Winslow Thorpe! Kolfrik learned of the Cyber-Knights that day and after making sure his uncle was alright he headed to Lazlo to join up. His uncle kept in touch with Sir Winslow and was trying to make him a unique suit of Techno-Wizard Power Armor when he last saw Kolfrik.
Lord Coake has paired Sir Kol up with a Cyber-Knight whose father was from the Easter Territories on his homeworld of Palladium to help him have someone that could understand him.
