Valkor

Behdin Valkor


Valkor of the House of Branvil, Clansmen of the Kopperhund; at 4ft. tall he is among the giants of the Stout Folk!

Rank & O.C.C.: 5th Level
“Behdin” of Light – Church of Dualism
Mazdan God: Sharevar, god of metal and stone, as well as order.
Race: Dwarf;
Land of Origin: Korin Ithrik
Citizenship: Korin Ithrik





VITAL STATISTICS ATTRIBUTES SAVING THROWS COMBAT BONUSES
HT 4 ft
(1.2m)
IQ 11 Save vs Magic +2 Strike +3
WT 175 lbs ME 10 Save vs Psionics +0 Parry +3
PPE 45 MA 15 Save vs Coma/Death +4% Dodge +3
HP 27 PS 25 Save vs poison/disease +1 Roll ??
SDC 39 PP 21 Save vs H.F. +2 Pull ??
Level 4 PE 16 Save vs Insanity ?? Initiative ??
Exp. 7,641 PB 7 Save vs Possession +2 Damage +10
Sex Male SPD 23 Critical 20
Birthday 25th of Angra Digging 6 Disarm ??
HTH: Expert HF N/A Attacks 4
Alignment Scrupulous Trust/Intimidate N/A K.O./Stun N/A
Charm/Impress N/A Death Blow N/A
Marques: 100
Gold Coins: Circles-10: 10 Triangles-30: <> Squares-40: <> Pentagon-50: <>
Gold Coins: Hexagon-60: <> Octagon-80: <> Decagon-100: <>

Marques: 50
Silver Coins: Circles-1: <> Triangles-3: <> Squares-4: 5 Pentagon-5: <>
Silver Coins: Hexagon-6: 5 Octagon-8: <> Decagon-10: <>

Non-Monetary Items of value: 0
Gems <>

Weapons: Damage Notes
Mallus Solis 3D6+4 Dwarf Made: +4 to damage; See page for additional notes.
- Total Bonuses 3D6 +14 Strike: +6 / Parry: +7 / Thrown: N/A /
Disarm +2
Repeating Crossbow 2D4 Dwarf Made; See RoF from skill: 4.
- Total Bonuses 2D4 Strike: +5 / Parry: +4 / Thrown: N/A
Armor RF-C RF-T RF-I RF-S SDC Notes
Total Bonus 14 12 5 13 24kg None.
Metal lamellar 10 9 2 9 19kg Dwarf Made +1 to Physical RF (C/T/I), +1 to kg weight
Padded Armor 4 3 3 4 5kg None.
Natural Weapons: Damage Notes
Punch 1D6 + PS
Kick 2D4 + PS
Racial Abilities: Notes
Bonuses: +1 to save vs magic, +2 to save vs possession, and +2 to save vs horror factor.
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.
TOTAL: 55%
Underground Architecture: 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 travelling 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.
TOTAL: 45%
Underground Sense of Direction: 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 travelling 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; TOTAL: 55%
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 landmarks for him. Base Skill: 30% +5% per level of experience; -25%
if in an unfamiliar area. TOTAL: 45%
Metalworking (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. 30% Base skill and +5% per level.
TOTAL: 55%
Recognize Precious Metals & Stones: Same as the gemology skill with a +10% bonus. 25% Base skill and +5% per level.
TOTAL: 50%
BEHDIN OF LIGHT O.C.C.: Powers, Prayers, Miracles & Abilities
BEHDIN ABILITIES: Performed by all Behdin’s of Light
Healing Touch: 3D4 SDC or HP; once every other melee; can’t use on self.
Exorcism: 7%/lev Takes 1D6 hours of prep.
Remove Curse: 7%/lev Takes 1D4x10 minutes.
Resurrection: 5th Level, not yet.
Turn Dead: 20 + 5%/lev Takes 2 melees to enact.
Penance/Sacrifice: Resist thirst 2 days/lev, Resist hunger 3 days/lev.
BEHDIN BLESSINGS: Blessings take 1 melee of prayer. 1 person or item/blessing. Lasts 2D4 weeks. Each blessing can be done twice/day.
Water: Turns into holy water. Does 3D6 damage to vampires and ghouls.
Person: + 1 save disease and possession.
Home: Inside home + 1 save possession Entities & faeries save 14 to get in home.
Food: + 1 save spoiling magic & disease/decay. Food stay fresh 1 extra day.
BEHDIN PRAYERS: Prayers take 1D4 attacks while in attacks, and 2D4 melees while at peace. 1 person or item/prayer. Each prayer can only be done twice/day.
Strength: Duration: 2 min / lev.
Success Ratio: 20% + 7%/level.
Endows priest with +6 save HF, +1 all other saves, +10% turn dead, +20% exorcism, +1 spell strength, +1 parry & dodge. twice/day
Communion: Duration: N/A
Success Ratio: 21% + 7%/level.
Vision or dream, 60% chance divination. twice/day
Contagious Scripture: Duration: N/A
Success Ratio: 20% + 5%/level.
Phrase passed on by worshipers for next few weeks in conversation.
Dream: Duration: N/A
Success Ratio: 30% + 5%/level.
Vision from a god gives clues, ideas or hints to solve current problem.
Sanctified Vestaments: Duration: N/A
Success Ratio: 15% + 5%/level.
Awe factor of 13for those not of that faith, followers automatic awe.

MAGIC ITEMS STATS NOTES
Kopperstein Copper Drinking Horn See Notes on Item Page.
MAGIC WEAPONRY STATS NOTES
Mallus Solis 3D6+4 See Notes on Item Page.

Weapon Proficiencies Level Acquired Strike Parry Thrown Notes
Blunt One +2 +2 +0 ??
Archery One +2 +1 N/A RoF: 4
OCC Skills Base % Bonus Start Current Total %
Dance 30% 20% 1 4 65%
Languages: Dwarven 98% N/A 1 4 98%
Languages: TBD 40% 20% 1 4 75%
Languages: TBD 40% 20% 1 4 75%
Literacy: Dwarven 30% 20% 1 4 65%
Math: Basic 45% 20% 1 4 80%
Lore: Demons & Monsters 25% 15% 1 4 55%
Lore: Religion
Dualism, TBD – 2,
TBD – 3, TBD – 4,
TBD – 5, TBD – 6
30% 20% 1 4 65%
Land Navigation 30% 10% 1 4 52%
Wilderness Survival 30% 10% 1 4 55%
W.P. Blunt N/A N/A 1 4 N/A
Hand to Hand: Expert N/A N/A 1 4 N/A
OCC Related Skills Base % Bonus Start Current Total %
Biology 30% +15% 1 4 60%
Surgeon
- Diagnosis
- Treatment
Base
- 30%
- 20%
+15% 1 4 Total
- 60%
- 50%
Brewing
- Success
- Quality
Base
- 25%
- 30%
+15% 1 4 Tot.
- 55%
- 60%
Heraldry
- Interpret Blazon
- Blazoning
Base
- 15%
- 20%
+5% 1 4 Tot.
- 35%
- 40%
Breed Dogs
- Raising
- Taming
Base
- 40%
- 20%
+15% 1 4 Tot.
- 70%
- 50%
History 30% +15% 4 4 45%
Lore: Magic
- Gen. Knowledge
- Rec. Wards, Runes & Circles
- Rec. Enchantment
Base
- 25%
- 15%
- 10%

+15%
4 4 Tot.
- 40%
- 30%
- 25%
_______ ??% +??% 8 ?? ??%
_______ ??% +??% 8 ?? ??%
_______ ??% +??% 12 ?? ??%
_______ ??% +??% 12 ?? ??%
Secondary Skills Base % Start Current Total %
Swimming 40% 1 4 55%
Prowl 25% 1 4 40%
W.P. Archery N/A 1 4 N/A
Running N/A 1 4 N/A
Gen. Athletics N/A 2 4 N/A
Body Building N/A 2 4 N/A
_______________ ??% 5 ?? ??%
_______________ ??% 5 ?? ??%
_______________ ??% 7 ?? ??%
_______________ ??% 7 ?? ??%
_______________ ??% 10 ?? ??%
_______________ ??% 10 ?? ??%
_______________ ??% 13 ?? ??%
_______________ ??% 13 ?? ??%

Inventory
Name Count Location Description
Journal Book 1 Shoulder satchel 200 pages
Set of Traveling Clothes 1 ?? ??
Traveling Robe 1 ?? ??
Boots 1 ?? ??
Belt 1 ?? ??
Bedroll 1 ?? ??
Backpack 1 ?? ??
Med. Satchel 1 ?? It’s a murse
Symbol for Spirits of Light 1 ?? Holy Symbol
Symbol for Sharevar 1 ?? Holy Symbol
Wooden Stakes 4 ?? ??
Small Mallet 1 ?? ??
Rope 1 ?? 30 ft.
Vials of Holy water 3 ?? ??
Kopperstein 1 ?? ??
Small mirror 1 ?? ??
Tinder Box 1 ?? ??
Two-Handed War Mallet 1 ?? Dwarf Made: +2 to damage.
Crossbow 1 ?? Dwarf Made; Repeating Fire??
Crossbow clips 3 ?? Holds 12 quarrels each.
Leather Lamellar 1 ?? Equal to studded leather.


*~ Bio ~*

Born during the end of Month of Culling the priests were told this child would fight evil and confront it head on. Living for sometime in the shadow of his older brother Valryk a Rune-Maker!

Picture from Iron Realms.

Valkor

Regnum AZ_RUNE AZ_RUNE