Fletchwind

You strike from afar, but that does not make you a coward. You are a musician, the song of your bowstring nought but a warning, singing the silent promise of a quick death.

Names

Flint, Feather, Crier, Thunder, Falcon, Pluck, Needle, Warsong, Hawk, Cai

Starting Gear

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Bow (see table)
  • Serrated Knife (d6)
  • Boiled Leather (1 Armor)
  • Heartroot Salve (restores 1d4 STR, 1 use)

How did you earn your bow? Roll 1d6:

   
1 War. If you are first to attack, your bow gains the blast property for the first round.
2 Falconry. You keep a falcon [3 hp, 5 STR, 16 DEX, 4 WIL, claws (d6+d6), bite (d8)]. It only eats live game.
3 Hunting. When taking the Supply action, your ability to secure Rations increases by one step (e.g. 1d4 becomes 1d6).
4 Tournaments. Attacks with your bow are enhanced if the target is immobile.
5 Training. If you are the first to attack, melee attacks against you are impaired until you take STR damage.
6 Scouting. When taking the Travel action, your presence decreases the chance of getting lost by one step (e.g. 4-in-6 becomes 3-in-6).

What kind of wood is your bow made from? Roll 1d6:

   
1 Western Yew (d6, bulky). Can be wielded as a blunt weapon (d6). Noisy.
2 Sessile Oak (d8, bulky). Slams into targets. On Critical Damage something is torn off.
3 Stone Pine (d6, bulky). Produces one use of Sticky Sap per day. The sap is highly explosive.
4 White Ash (d6, bulky). Can be used in place of a shield in melee combat (+1 Armor).
5 Striped Bamboo (d6). Collapsible, it only requires one slot (but still requires both hands).
6 Wych Elm (d6, bulky). Protects the bearer from poisons and toxins, so long as they are holding it.