
Alric
Skilled at connecting nature and man, now bound in chains.
"Your fields long for someone to speak with them. I can do so... for a price. "
Crafter Adventurer (Galdor / Warrior) Lv 1 (0 Glories)
Attributes
Strength 10 HP: 6 / 6
Dexterity 7 Initiative: 1d8 - 1
Constitution 15 Physical Save: 14 [16 - Level (1) - Con (1)]
Intelligence 15 Mental Save: 15 [16 - Level (1) - Wis (0)]
Wisdom 8 Evasion Save: 14 [16 - Level (1) - Int (1)]
Charisma 8 Sorcery: 1 (Partial Galdorman)
To Hit: +1
Skills
[BG] Craft : 0
[CC] Talk: 0
[CC] Toil: 0
[CC] Gift: 0
[$0] Ken: 0
[FO] Hunt: 0
[FO] Spear: 0
Magic: 0
The Adventurer (Details)
Partial Galdorman | Partial Warrior |
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GLORIES | SHAMES |
Galdorman (2) / Warrior (1)
| Galdorman (2) / Warrior (1)
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Wyrds
Noble
- My people love me well.
- Hearts are lifted by my words.
Ignoble
- I speak reckless insults without cause.
Foci (2)
Beastbane: The beasts of fell and forest fear your dreadful hand, for you are a hunter beyond compare. You have power over all creatures that walk upon four legs, or swim with fins and scales, or fly with feathered wings, whether they be fashioned by God or twisted by the arts of Hell. You have no power over those creatures that walk or think like men, however. Level 1: Gain Hunt as a bonus skill. Roll all hit and damage rolls twice against beasts, taking the better result for each.
Bringer of Endings: Your spear sparks red with the sunsets of men. Your terrible war-tree is a hard thing to flee. Level 1: Gain Spear as a bonus skill. If your weapon has a Shock value, increase it by one plus one third of your character level, rounded up.
Spells
To Dazzle Flying Ones (Main Action / 1 Sorcery / Minor): Useful to quell the power of flying sorcerers as well as other evil winged things, this incantation must be aimed at a visible flying foe. The target must make a Physical saving throw, or else they are blinded and stunned, unable to do anything but land. For the rest of the scene, they can see and act normally only while they are standing on earth or are immersed in water.
To Improve the Fields (Six Hours / 0 Sorcery / Minor): A Galdorman may break curses that have been laid on a field or make ill-growing land produce better. This ritual can cure twice as many hides of land as the Galdorman has levels or hit dice. If it is cursed, the Galdorman makes a Mental saving throw with a bonus equal to his level or hit dice and a penalty equal to the curse-caster’s hit dice or level; if successful, the curse is broken. If a failure, he cannot lift this curse with this spell. If the curse is lifted or if the land was never cursed to begin with, the soil there will grow crops half again as well as any good farmland for a year and a day thereafter, even if it is sere and unprofitable earth. This spell is wearisome and can be cast only once a week. Good Christians may shy from calling upon it, but a man in need may not have such qualms.
Backstory: With Ancestors from across the sea, Alric - a Saxon - is a burly man whose physical disposition deserves more attention than his wit or coordination. His broad physique is a temple to his bright mind - a mind that fosters a constant state of wonder regarding incantations, ancient leanings and improving on more practical methods of living. The youngest of many sons, Alric was trained by his father to defend a nearby hermit Galdorman in exchange for learning the Galdorman's sorcery so he may help his family's yield. During one of these learning sessions, Alric heard the Galdorman speak of a Roman ruin recently discovered by local children. Alric left to explore the ruin and was bagged and captured before finding the location.