Kurt

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Kurt is a fairly stocky black-haired young lad, with a heavy chin and narrow lips. He usually wears stout travelling leathers around the guild, with only a hatchet hanging from his belt. When adventuring he favours stout padding with a leather vest reinforcing it.
A perpetual scowl lives on his face, deepening when in poor parts of towns. Following him around often is the smell of wet dog or horse, and thorny vines can usually be seen spilling out of his pack. A small bag of treats for children hangs at his waist, firmly attached but easy to grab from.

Background

Kurt is the 3rd son of Sir Jochen, a Knight of Regars Keep, who earned his title for battlefield honours.
With it being a non-hereditary title and as the 3rd son however, little was available for Kurt as an inheritance so after a time serving in the Regars Keep military along the wall where it was discovered he was somewhat 'cursed' with an aversion to death, and as such was relegated into the ranks of the animal handlers rather than serving as a line soldier he has joined the guild. Once in the guild, it didn't take long for his 'curse' to end up solved, however, he has remained in the ranks of the guild seeking his own fame, fortune and title to bring honour to the family.

Level

Overall: Medium Mage: Medium Warrior: Medium Utility: Low Specials: Low

Main Play Style

Kurt is a believer in looking after the poor, giving honours to the powers or gods that protect an area, and in honesty. Despite all this he has a rather grim outlook on life, or perhaps because of this, having seen how often these things don't happen. He is working on integrating the use of plants into his combat and brings several carefully bred vines on adventure with him.

In Combat

In combat, he acts as a combat caster, able to cover the Military Scientist role if needed. He is likely to lead with enchanting plants, or controlling animals, when appropriate, following up with Earth Hammer, Diamond Javelins, or Smoking Magma as the situation calls for.

Out of Combat

Out of combat he is an adequate tracker thanks to Earth college bonuses, and can also double as a Herbalist if the Party has none. His Earth Healing magic is moderately ranked but is good enough to patch the party back up a bit after a fight.

History

Skills

Kurts primary skills used on adventure are.

  • Herbalist
  • Cook
  • Ranger

He also has secondary skills around Weapon & Armour, Siege-craft, Fortifications & Court skills.

Magic

Below are some of the significant spells Kurt has learnt.

Earth

  • Enchanting Plants
  • Lesser Enchantment
  • Diamond Javelins

Non standard magics

  • Cat Vision
  • Remove Curse

Other Stuff

  • Were-Bear
  • Soul Bound Mattock