A man of mystery, Wolfwood carries himself as an itinerant street-priest, a man who goes among the masses, rather than waiting for them to come to him. He listens to people’s problems, takes confessions, and accepts donations from those who make use of his services. This, however, is mostly a front, as the real Wolfwood is a very different man. Though he is in truth a priest, this gun-toting preacher is scarcely burdened by the decree “though shall not kill”, and his other profession, the one he is more often pursuing, is that of a bounty hunter, who "shoots first, and asks questions if anyone else is left to answer". Wolfwood is very good, and his rugged looks, coupled with other people’s tendencies to “open up” to a priest, allow him to track his targets, even when they believe they have eluded all observers. He is especially good at blending in with drunks at bars, and getting information out of the inebriated customers. If nothing else is pressing, Wolfwood can also be found playing with children. He is often willing to take severe punishment from children, so long as they have fun. When at home, Wolfwood operates an orphanage, to take care of children abandoned by the troubles of the day.
As for Wolfwood's own past, well that is a rather sad tale. Raised by his uncle, a raging, violent alcoholic, it was a young Nicholas who took his first life. It was after that act, as an orphan, that Wolfwood was discovered by another man, Chapel, who "adopted" Nicholas, raised him, educated him, and trained him to be an assassin.
Wolfwood appears as a man in his late 30’s. He wears black pants and a black jacket, with the sleeves often rolled up. He also often wears a white shirt under that, which is usually not buttoned to the top. He is often seen smoking a cigarette, and wearing mirrored sunglasses. His black hair is rather short, and spiky. He sometimes appears to have short stubble, as if he forgot to shave that morning, but rarely ever sports a full beard, and is usually clean-shaven. If he is on assignment, Wolfwood is also often seen lugging a huge, chrome and black cross on his back (actually, the cross is usally wrapped in a thick cloth, and wrapped around with several belts). Being a clergyman, it is not necessarily odd that he have such a prop, but if someone were to try to lift it, they would discover that, though Wolfwood seems to move it with relative ease, few others can. If asked about it, Wolfwood is known to reply “well, it heavy because it is full of mercy”. Wolfwood also carries a few more modern weapons; he isn't about to let an appreciation for older equipment cost him his target, or his life. He wears a heavy blaster pistol, either in a back-strapped holster, or in an inside pocket of his jacket. He also has a vibro dagger stashed in the top of his boot. For transport, Wolfwood has a few options at his disposal. Being fond of more antiquated technology, Wolfwood has a strong affection for his motorcycle, and rides it on worlds he visits, unless conditions or circumstances prohibit it. If this is not available, Wolfwood is also quite proficient with more advanced vehicles, such as speeder bikes and swoops. He can even ride animals, if the need arises.
Nicholas D. Wolfwood: Male Human Soldier 8/Scoundrel 8/Bounty Hunter 5; Init +11 (+7 Dex, +4 Imp. Init); Defense 30 (+13 class, +7 Dex); Spd 10m; VP/WP 000/23; BAB: +19/+14/+9/+4; Atk +/+/+/+ melee (1d3; unarmed) or +/+/+/+ ranged (3d8; heavy blaster pistol) or +/+/+/+ ranged (2d6; slug pistol) or +/+/+ ranged (2d12; machine gun) or + (5d6; rocket); SQ Bonus Fighter Feats x5 (Ambidexterity, Point Blank Shot, Precise Shot, Shot on the Run, Two-Weapon Fighting), Illicit Barter, Lucky (2/day), Precise Attack +1, Skill Emphasis x2 (Gather Information, Tumble), Bonus Scoundrel Feat x1 (Improved Initiative), Target Bonus +3, Sneak Attack +2d6; SV Fort +19, Ref +18, Will +10 (+14 vs. mind influence); SZ M; FP 3; DSP 6; Rep +7; Sympathy: N/A; Str 23, Dex 24, Con 23, Int 15, Wis 17, Cha 16. Challenge Code H.
Equipment: "Punisher Cross" (see below), heavy blaster pistol, vibrodagger, sunglasses (x-ray), cigarettes, portable confessional, regenerative capsules (see below).
Skills: Appraise +, Astrogate +, Balance +, Bluff +, Climb +, Computer Use +, Craft +, Demolitions +, Diplomacy +, Disable Device +, Disguise +, Entertain +, Escape Artist +, Forgery +, Gamble +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge () +, Knowledge () +, Listen +, Move Silently +, Pilot +, Profession (officer) +, Read/Write Language (), Repair +, Ride +, Search +, Sense Motive +, Speak Language (), Spot +, Survival +, Swim +, Treat Injury +, Tumble +.
Feats: Ambidexterity, Armor Proficiency (light, medium), Point Blank Shot, Precise Shot, Skill Focus (Gather Information), Sharp-Eyed, Two-Weapon Fighting, Weapon Focus (blaster pistol), Weapon Group Proficiency (all).
Standard Attack Method: Well, that all depends on the target. Wolfwood doesn't seek to needlessly do battle, but he is more than capable of dishing it out with the best of them. Under normal circumstances, Wolfwood stashes his Punisher Cross nearby, removing 2 to 4 pistols, and being ready to shoot his targets. Bigger targets, or ones who are aware of him, often earn a gout of withering fire from the machine gun, while heavily armored foes, such as large droids, or men hiding in fortifications, will receive a missile.
“Punisher Cross”: a huge weapon, and a combination of many, the Punisher Cross, as it is known, is a unique weapon devised by Wolfwood, or Chapel the Evergreen. Each arm of the cross holds six pistols (for a total of twelve). The long stem of it is actually a machine gun, and the top arm is a rocket launcher (clip of 3). Thankfully, one exotic weapon proficiency, coupled with the base Weapon Group Proficiency (slugthrowers) and Weapon Group Proficiency (heavy weapons) feats cover the entire weapon. The entire weapon weighs over 50 kg (110 lbs). Amazingly, this advanced weapon is also gyro-stabilized, and can tell which of its weapons systems is appropriate, thus they are all accessed through the same control; a skull-shaped symbol in the cross’s center.
| Weapon | Damage | Critical | Range | Type | M/A? | Size | Group | ||||||||
| Pistols (x12) | 2d6 | 20 | 10 m | Piercing | S/M | S | Slugthrowers | ||||||||
| M2HB Heavy Machine Gun | 2d12 | 20 | 35 m | Piercing | A | H | Slugthrowers | ||||||||
| Missile Launcher | 5d6+2 | -- | 50 m (6 m) | Energy/Explosive | S | M | Launcher |
Enhanced Abilities: Wolfwood has been modified by the Order of Michael’s Eye, the group he is associated with, and these modifications take the form of increasing his physical abilities to levels above the accepted human norm. (Strength 24, Dexterity 24, Constitution 22). These changes are not outwardly visible, however, to ensure that Wolfwood can blend into the crowds he circulates through. Also, his training has made him resistant to mental influences. In Star Wars, this adds up to a +4 bonus to Will saves, to resist mental-based Force powers. Most of these are mentioned to exist on Wikipedia (see http://en.wikipedia.org/wiki/Nicholas_D._Wolfwood), thus I have included them.
Regenerative Vials: Wolfwood has access to a strange drug, similar to kolcta (see http://www.wizards.com/default.asp?x=starwars/article/sw20031126thyferra4 for details). With it, Wolfwood can regenerate from injuries at great speed, however, without them, Wolfwood ages at an accelerated rate (approximately three years for every one that passes). The fact that Wolfwood is good at his job, and this serum is rather complicated to make, means that Wolfwood has little cause to use it, but thus, he ages faster. He has only been using it for about one and a half years, thus there is little sign of its effects yet.
This Woolfwood is an epic revision of the character, since I heard he is 21st-level. .
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