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Total Skill Points:
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Psionics
Manifester
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Current
Currency
408.38gp
Languages
Description
Cloaked in dark green and brown, Wren isn't the easiest fellow to describe quickly. Observing Wren for a time you notice slim fingers without many callouses from hard work. His clothes are plain but well made and serviceable. Little sound comes from the youth, but you can feel he is watching all around him as if worried of a hidden foe. If his hood is down, a slim elvish face is seen gentle features with the beginning of beard fluff upon his chin.
Personality
Quiet, watchful, reserved. Basically till Wren has studied or observed those he wishes to talk with he keeps to himself.
Character Traits
Character Flaws
Contacts / Friends
Grungle: ELVEN HOUND HP: 26 hp (20) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 20 (+4 Dex, +4(+6) natural), touch 14, flatfooted 16 Attack: Bite +6 melee (1d8+5)
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=212933][B][SIZE=+1]Dunkyn Hughsen aka Wren[/SIZE][/B][/URL] Male Neutral Half Elf Druid, [B]Level[/B] 3, [B]Init[/B] +0, [B]HP[/B] 17/17, [B]Speed[/B] 30ft [B]AC[/B] 14, [B]Touch[/B] 10, [B]Flat-footed[/B] 14, [B]Fort[/B] +3, [B]Ref[/B] +1, [B]Will[/B] +5, [B]Base Attack Bonus[/B] 2, [B]Action Points[/B] 6/6 [B]father's Silver Dagger [/B] +3 (1d4+1, ) [B]Cold bonus Scimitar +1 [/B] +4 (1d6+1+1d6(cold), ) [B] Sling (10) [/B] +2 (1d4, x2) [B] Studded leather[/B], [B] light wooden shield[/B] (+3 Armor, +1 Shield) [B]Abilities[/B] Str 13, Dex 11, Con 11, Int 13, Wis 15, Cha 10 [B]Condition[/B] None Boar incident: 150xp Wolf Pack: 500xp Celene Att: 400xp 1500 + 1250 = 2750 travels to farms: 400 =3150 Nightmare/zombies 765xp= 3915 egg phenomena 50xp= 3965 +++++++++ Contributed 250gp to Bag of Holding
Condition and Effects
Additional Information
Boar incident: 150xp Wolf Pack: 500xp Celene Att: 400xp 1500 + 1250 = 2750 travels to farms: 400 =3150 Nightmare/zombies 765xp= 3915 egg phenomena 50xp= 3965 +++++++++ Contributed 250gp to Bag of Holding
Other Notes
[
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]
Wren or Dunkyn was born to a forester's daughter who had the previous spring a brief liason with an elvish archer rogue. He had been patrolling the area and had come across the beautiful lass picking berries. The spring with its smells and urges finally cause a joining of elvish pair. Dunkyn's grandfather, Alfred Hughsen was furious initially, that his only daughter had been soiled and now with child. He searched the forest but the rogue had fled or been transferred elsewhere, which no one knows but the rogue. Dunkyn's mother, Constance grew large and finally gave birth, Alfred's heart melted for now he had a boy child to teach his craft to, that of a forester. Years passed, Alfred aged gracefully while teaching Dunkyn all the skills he could. Soon Dunkyn was very adept at hide and seek, his woodcraft second nature, maybe his elven blood helped. Years passed again, Alfred taught young Dunkyn more skills,calling animals, listening and interpreting the forest, how to find hidden or out of place items even reading of lips was covered. Then tragedy occurred, Dunkyn had been sent to the local village Farhill, with a bag of mushrooms and a side of venison to trade for flour, sugar and other kitchen items. He returned to a burnt out hut and dead family, half a dozen orcs lay dead. Distraught he cried, howled in anguish and nearly managed to kill himself that evening. After crying himself to sleep over his dead mother, he arose a little withdrawn. His feeling now caged and hidden from sight. He found the shovel and buried his mother and grandfather in the roots of a favourite Oak tree. He marked their graves and searched the house for salvageable items. In his mother's room he found a hidden alcove missed by the orcs, within a small locked iron box. He withdrew it and using some of the kitchen utensils managed to open it. Inside were a couple of letters, a silver dagger with a falcon upon the pommel and two small pouches, one with coins the other a collection of small gems. Slowly reading the letters, which he found were love letters to his mother from his unknown elvish father called Ambrose du Brisik. The two pouches were mentioned in the last letter, one of farewell as he had been transferred away from his beloved. They were the most valuable items he possessed, to which might support the child he would not know. Dunkyn moved into the nearby village of Farhill, finding no work he continued onto the city where he soon found caravan work and courier tasks, eventually ending up in Ovoirae. ELVEN HOUND (Cooshee in elven) "Grungle" Medium Magical Beast Hit Dice: 4d10+2 (26 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 20 (+4 Dex, +4(+6) natural), touch 14, flatfooted 16 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d8+5) Full Attack: Bite +6 melee (1d8+5) Space/Reach: 5 ft./5 ft. Special Qualities: Immune to sleep, low-light vision, resist enchantment, scent, sprint Saves: Fort +4, Ref +7, Will +1 Abilities: Str 18, Dex 18, Con 13, Int 2, Wis 12, Cha 8 Skills: Balance +8, Hide +8, Jump +16, Listen +5, Spot +5, Survival +2*, Swim +7 Feats: Improved Natural Attack (bite), Track (scent), Evasion, Link, Shared Spells Environment: Temperate forests Advancement: 3–6 HD (Medium) This odd-looking dog seems almost as big as a pony. It has a thick, greenish coat with large brown spots. It has exceedingly large feet with very long claws for a dog. Tricks: Attack, Defend, Down, Fetch, Heel, Guard, Seek, Track and Perform . Make sure you list your tricks. I will require rolls for commands. Elven hounds are head strong, so you have to treat them well