Kurt: Difference between revisions

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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.<br>
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.<br>
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 a smaller but obviously well trained mongrel war dog can sometimes be found at his heels, usually equipped with it's own barding when on adventure.  A small bag of treats for children can also often be seen hanging at his waist, firmly attached but easy to grab from.
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.
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=Background=
=Background=
Kurt is the 3rd son of Sir Jochen, a Knight of Regars Keep, who earned his title for battlefield honours. <br>
Kurt is the 3rd son of Sir Jochen, a Knight of Regars Keep, who earned his title for battlefield honours. <br>
With it being a non heridatory title and as the 3rd son however, little was available for Kurt as an inheritence 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.
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.
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=
=Level=
Overall: Low
Overall: Medium
Mage: Low
Mage: Medium
Warrior: Low
Warrior: Medium
Utility: Low
Utility: Low
Specials: Low
Specials: Low


=Main Play Style=
=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 makes heavy use of being a Beastmaster in his adventuring, and is basing his magic and skills around this.
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==
In combat he acts as a Mil Sci and a second line fighter.  He is likely to lead with enchanting plants or controlling animals when appropriate, and may then use his crossbow if there is a decent party front line.  His War Dog may act as a primary fighter or as a flanker depending on the situation.
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==
Out of combat he is an ok tracker thanks to Earth college bonuses, and can also double as a Herbalist if the Party has none.  His Earth Healing magic is not highly ranked but is good enough to patch the party back up a bit after a fight also.
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=
=History=
* [[Invitation_To_The_Skies]] Summer 825
* The Story of Ollie the Friendly Giant - A one-day game.  Summer 824
* Dealer of Fate - a one-day game.  Spring 823
* [[Orc_Brew_Quest]] Summer 822
* [[Taking the Lute]] Winter 821
* [[The Autumn Wolves]] Autumn 821
* [[Won't_you_go_to_funky_town]] Summer 821
* [[Nobody_dies_there...probably]] Autumn 820
* [[An Overflow of Goblins]] Summer 820
* [[An Overflow of Goblins]] Summer 820
* [[A lack of humer]]  Autumn 819
* [[A lack of humer]]  Autumn 819
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=Skills=
=Skills=
Kurts primary skills are.
Kurts primary skills used on adventure are.
* Beast Master
* Herbalist
* Military Scientist
* Cook
* Ranger
* Ranger
He also has seconary skills around Weapon Smithing, Siegecraft, Fortifications & Court skills.
He also has secondary skills around Weapon & Armour, Siege-craft, Fortifications & Court skills.
=Magic=
=Magic=
Below are some of the significant spells Kurt has learnt.
Below are some of the significant spells Kurt has learnt.
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* Enchanting Plants
* Enchanting Plants
* Lesser Enchantment
* Lesser Enchantment
* Diamond Javelins
==Non standard magics==
==Non standard magics==
* Cat Vision
* Remove Curse
* Remove Curse


=Other Stuff=
=Other Stuff=
Mattock of Earth Tremor
* Were-Bear
* Soul Bound Mattock


[[Category: Bernard]][[Category: Character]]
[[Category: Bernard]][[Category: Character]]
[[Category: Earth Mage]][[Category:Human]]
[[Category: Earth Mage]][[Category:Human]]
[[Category:Beast Master]]
[[Category:Herbalist]]

Latest revision as of 01:24, 19 December 2024

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