ARMOR CLASS: -3
MOVE: 15"
HIT POINTS: 96
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: see below
SPECIAL DEFENSES: see below
MAGIC RESISTANCE: 50%
SIZE: M (6' tall)
ALIGNMENT: Neutral (good)
WORSHIPERS' ALIGNMENT: N/A
SYMBOL: N/A
PLANE: Prime Material (principally)
CLERIC/DRUID: nil
FIGHTER: nil
MAGIC-USER/ILLUSIONIST: 10th level in each
THIEF/ASSASSIN: nil
MONK/BARD: 20th level
PSIONIC ABILITY: VI
Attack/Defense Modes: nil/nil
S: 18 | I: 20 | W: 8 |
D: 17 | C: 18 | CH: 11 |
Com: 11 | - | - |
Heward is of indeterminate age --
appearing both young and old at the same time.
He is athletic and strong, quick and
lively. Although his pate is bald, Heward
has a luxurious moustache and small
beard of sandy-brown. His forehead is
wrinkled but his cheeks are rosy and
fresh. Heward always wears shabby garb
or finery which is old and out of fashion
(thus actually creating a style all his own
and quite remarkable). Although
distinctive, Heward has the power to be quite
unnoticeable when he so desires, simply
by willing it, so no magic aura betrays
this anonymity.
Because of his non-aggressive philosophy,
Heward seldom carries any major wewapon.
Usu. he will have only a hornblade knife +3 and
psb. a magical quarterstaff +6. He is able to USE any
weapon permitted to M-Us, illusionists,
or bards without non-proficiency
penalty, but Heward dislikes so doing, for
he favors passive defense unless severely
threatened.
Similarly, Heward is uncomfortable with
protective devices, although he does
employ a special herbal mix which bestows
an AC of 0 to his body,
which, coupled with his dexterity, gives
his usual AC-3 rating. In addition,
Heward possesses a Luckstone +3 which
has the usu. benefits on dice rolls.
In addition to his magical powers,
Heward is able to employ any standard
musical instrument to enhance his bard
skill. Obvious exceptions are single-note
horns and drums, but other brass, percussion,
or woodwind instruments are
included with the typical stringed
instruments of bardic nature.
Heward's magical resistance is applicable
evenly to all sorts of spells. Heward
understands the arcane art of technology,
and is particularly adept with mechanical
items of this nature. His domicile is reputed
to have many devices of this occult nature:
engines, clockworks, etc.
Heward dislikes incomprehensible things,
however. These devices, as well as
golem-machines, are reputed to serve in
many capacities at Heward's bizarre
stronghold.
The domicile of Heward is non-descript
on the exterior. It extends into many
extra-dimensional spaces, so its interior
actually contains all manner of rooms and
spaces--from cramped lofts to a grand
auditorium with a great organum, incl.
open gardens and spacious parks
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