Murlynd
ARMOR CLASS: -2
MOVE: 12"
HIT POINTS: 135
NO. OF ATTACKS: 2 (both hands)
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: see below
SPECIAL DEFENSES: see below
MAGIC RESISTANCE: 35%
SIZE: M (6' tall)
ALIGNMENT: Lawful good
WORSHIPER'S ALIGNMENT: NA
SYMBOL: NA
PLANE: Special, see below
CLERIC/DRUID: nil
FIGHTER: 12th level Paladin
MAGIC-USER/ILLUSIONIST: 12th level in each
THIEF/ASSASSIN: nil
MONK/BARD: nil
PSIONIC ABILITY: I or VI
Attack/Defense Modes: all/all
S: 18/76 | I: 18 | W: 15 |
D: 16 | C: 18 | CH: 14 |
Com: 17 | - | - |
Murlynd is a true character. His face is
bold and handsome, his eyes deep and
penetrating. His nature is seemingly
rugged, independent, taciturn. His broad,
muscular frame is typically clad in garments
of another time and world, that of
the "Old West." His waist is girded by a
leather belt containing weapons of technology
as well as a dagger +6. Although
appearing aloof and aggressive, Murlynd
is actually quite gregarious, loquacious,
and gentle . . . unless provoked.
As noted, Murlynd is prone to carry
technological weapons (variously called
"45s," "six-shooters" and "hog legs")
which he is able to employ in both lef
and right hands. His special aura enables
these devices to function even on Oerth,
for instance. Each weapon sends forth
three missiles per ruond, if he so desires.
These projectiles will strike even the most
powerful of magical creatures and inflict
2-8 points of damage when they hit. The
range of these arcane weapons is the same
as the range of a light crossbow. Murlynd
has a Dancing Holy Sword +4 (broad)
which he usu. carries on his warhorse
or strapped on his back. He is able to USE
a weapon in either hand, so in combat
Murlynd might USE his arcane projectile
weapons one round, then draw sword and
dagger, and eventually CAST a spell or USE
some other device while his broadsword
"dances."
Murlynd's basic MR (35%) is
constant, apply =equally= to spells or
spell-like powers of 1st level casting,
21st
level casting, or even deity sort.
When casting spells, Murlynd is prone to
intermix technological terminology with
his incantations, sometimes with
surprising results. Thus, in casting a Stinking Cloud ||
Wall of Fog spell he might conjure
into being a strange engine which
gushes forth the desired result, but for far
longer and over a greater AREA than
desired. He is known to have CAST
Burning Hands which brought a device which
spewed forth liquid fire, but at another
time conjured up a fireball of paper which
burst with totally harmless effect. As he is
insensitive to color differences, Murlynd
color based/employing spells are
known to be linked with technological
devices which send forth the hues.
Because of this technological admixture,
it is sometimes possible for Murlynd to
CAST more than one spell in a round, as
the initial dweomer is provided, in part,
by the art of science!
Because of his dabbling in science and
technology, Murlynd is often unsure of his
psionic abilities. Therefore, there is a 50%
likelihood that he will be unable to USE
his abilities. In this case he is totally
immune to such attacks from others.
When in form, Murlynd has the
following disciplines:
Animal Telepathy | Aura Alteration |
Clairvoyance | Dimension Walk |
Hypnosis | Energy Control (fire) |
Molecular Agitation | Etherealness |
Object Reading | Probability Travel |
Precognition | Shape Alteration |
Sensitivity to Psychic Impressions | TK |
Each minor power is used at 12th level,
major ones at 10th level.
Being rather unusual, and dabbling in
questionable areas, Murlynd is
rather unpopular with those of his sort. He is, in
fact, shunned by most. His abode is
divided between several special dwellings
on various planes or extra-dimensional
areas. He moves about from place to place
on a whim, staying for days || years as
suits his mood.
Murlynd is alone about 60% of the time.
He otherwise will be in the company of
one || more of the following:
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Reduce - Reuse - Recycle
Quote:
Originally Posted by Bregh
Didn't Don Kaye's PC Murlynd
pack (and use) a pair of six-shooters?
Related to Col. H's question,
then, how did Murlynd come by 'em (or, perhaps, how did he come to be in
GH)?
Howdy!
The strange wands that Murlynd
used made a loud noise and delivered a damaging missile, but neither effect
was due to gunpowder.
These were very rare magic
items devised by Murlynds arcane understanding of technology and how to
make it function magically
The LA game has an Extraordinary
Item known as Kaydon's Thunderous Bolters, each weapon having six charges
that renew after a relatvely long period of time.
They are not gunpowder weapons,
and exactly one pair exist in my campaign after sever years of play involving
about 20 different players.
Cheers,
Gary