User Tools

Site Tools


arron_shadowfletch

Arron Shaddowfletch

Son of Lieutenant Shayl Okarn and the deceased founding commander of the Shadow Archers.

Arron (Q., lit. 'And Soon') is one of Thalion Paurgiliath Arch Duke of Eltán's Household Knights.

F(Archer - Elf) L4 NG Harnic High Elf

Arron Shaddowfletch's Character Sheet

Character History

Son of Lt. Shayl Okarn and the deceased founding commander of the Shadow Archers, Rindiel Shaddowfletch, who died when he was still very young. Arron (lit. 'And Soon') grew up in the Temple of Eru with his mother, and then with Thalion's children and knights. He served in the Shadow Archers for a time, and did so well that he was recently knighted, and became one of Thalion's household knights.

While serving with his mother is sometimes awkward, he has grown fond of Thalion, and views him as an adoptive father. His mother and Thalion both think that eventually he should change focus and enter the Order Magica, but he would like to be an even better archer first.

Using his father's bow, and a variety of protective devices pressed on him by his widowed mother, he fights tactically. When possible, he likes to shoot, disappear, and change locations. He will never be more than passable with a sword, but he is already something of a prodigy with a bow, and making a name for himself.

He serves as an adjutant, courier, dogsbody, and problem solver; attached to Thalion's staff to learn and prepare for eventual rank. Where possible the senior staff keeps him out of trouble, and looks out for him.

Magic Items

Boots of Elvenkind These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best.

Copyright 1999 TSR, Inc.

Cloak of Displacement

This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.

After the first attack, the cloak affords a +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).

Note that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).

Copyright 1999 TSR, Inc.

Dragon, Green Adult Leather

Leather Armour made from the hide of an Adult Green Dragon. This gives a Base Armour Class of 2 and only weighs 10 Pounds and is supple enough to sleep in. This Armour gives a +1 to saves vs Poison and Breath Weapon

Ring of Invisibility

The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard invisibility spell, except that 10% of these rings have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.

Copyright 1999 TSR, Inc.

Composite Long Bow of Accuracy

As written in Encyclopedia Magica vol. 1, p. 92

As taken from Oriental Adventures

This magical missile weapon is +3 on both attack and damage. Futhermore, all ranges are considered to be short range (no range modifier applied).

Arrow of Blinding (1)

As written in Encyclopedia Magica vol. 1, p. 86

As taken from Dragon Magazine 135

When this arrow hits a target, it explodes in a flash of light that blinds everyone within 60 feet for 2d6 turns unless a saving throw vs. breath weapon is made. The archer must be outside the area of effect to avoid being blinded.

Arrow of Burning (1)

As written in Encyclopedia Magica vol. 1, p. 86

As taken from Dragon Magazine 135

All creatures are considered to be AC 10 against this arrow, although creatures with a high dexter-ity receive their Armor Class bonus. With any successful attack roll, the arrow engulfs the target in a flaming shroud that does 4d6 hp damage (no save), affecting only the victim and a l-foot radius around him for one round. Creatures that are touching the target when the arrow strikes may make a saving throw vs. spell for half damage. All equipment on the victim must save vs. magical fire at -2. An arrow of burning may be used to burn through an average-sized dungeon door in 1 d4+1 rounds.

Arrow of Dispelling (1)

As written in Encyclopedia Magica vol. 1, p. 88

As taken from Dungeons & Dragons Rules Cyclopedia

When a missile with this talent hits, it creates a dispel magic effect centered on the point of impact (a 20-foot-cube) as if cast by a 15th-level caster.

Arrow of Holding II (1)

As written in Encyclopedia Magica vol. 1, p. 90 - 91

As taken from The Ruins of Undermountain

These finely made arrows are usually crafted by elves, but the secrets of their manufacture are known to a few craftsmen of all races. Such arrows count as magical weapons when deter-mining what they can strike, but they provide no combat bonuses of any sort.

The strike of an arrow of holding does only one point of damage, but these arrows pierce any armor. On striking, the arrow vanishes in a pulse of silvery radiance, and the target crea-ture must save vs. spell at -4 or suffer the effects of a hold person spell for 5+1d4 rounds. All types of creatures can be affected, and an arrow of holding even affects Levitating, self-animating, or otherwise mobile dweomered items, freezing them in one relative place. (If an arrow of holding misses, it may be retrieved for reuse.) A typical treasure hoard holds 1d6 arrows of holding.

Arrow of Lightning (1)

As written in Encyclopedia Magica vol. 1, p. 92

As taken from Dragon Magazine 135

This arrow has a +2 bonus on attack rolls and causes 1 d6 hp damage, plus 20 hp electrical damage. When the arrow hits, it emits a large and bright flash of light for a split second (long enough to light up a dungeon corridor). Anyone touching the victim suffers ldl0 hp electrical damage. The arrow is consumed in the lightning charge. If the arrow misses its intended target, it discharges all of its electrical energy upon hitting the ground (or any other solid object, such as a dungeon wall.)

Signal Arrow (1)

As written in Encyclopedia Magica, p. 97

As taken from Dragon Magazine 135

This magical arrow has a brightly colored shaft, usually red orange, or yellow in color. It sports a crystalline point. If used as a weapon, it does nor-mal damage. However, if fired directly into the air, at least 100 yards over the head of the bowman, it leaves a trail of glittering sparks behind it from the loo-yard height up to a height of 500 yards, regardless of the type of bow from which it was fired. When the arrow is 500 yards above the archer, the arrowhead explodes in a sphere of light 100 yards across - of the same color as the arrow's shaft.

The ball of light is visible for many miles and lasts for 2d4 melee rounds before fading. The arrow disintegrates upon bursting.

Arrow, Stirge's Bite (1)

As written in Encyclopedia Magica vol. 1, p. 100

As taken from Dragon Magazine 135

This arrow +5 has a steel shaft and is rather large in size. When the arrow hits, it drains one ounce of its target's blood, which is then stored in a hollow compartment in the shaft. The following round, the arrow detaches itself from its victim and may be recovered later by the archer. Due to the impor-tance of blood as an ingredient in the fabrication of scroll inks and potions, this arrow is highly prized by wizards, priests, and alchemists.

Arrow of Extended Range (5)

As written in Encyclopedia Magica vol. 1, p. 89

As taken from The Complete Book of Elves

There are three versions of this arrow, which allow the user to double, triple, or even quadruple the normal ranges for any type of bow. The first version allows for a double range, it is the one encountered about 60% of the time. The triple-range version is found about 30% of the time, and the quadruple-range arrow is met only 10% of the time.

Although these arrows do not have an attack bonus, they are effective against creatures that are immune to all but magical weapons (up to +1). In addition, the arrows cancel out the normal range modifiers of the bow, using instead the modified, multiplied range for purposes of figuring modifiers. Arrows of extended range are usually found in groups of 2d10.

/home/mounrlfd/freeimperia.com/fiwiki/data/pages/arron_shadowfletch.txt · Last modified: 2023/04/30 22:17 by eltan