Character Name
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Warrior
Rogue
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Description
Yimarin looks ancient. Deep earthy brown eyes peer out from a weathered and wrinkled face that has seen many days of sun with little shade, none provided from his straggly sun bleached hair. He typically wears long loose cloth garments over a suit of wood workers leathers that have been reinforced with toughed scales of thick threated leather. When his arms are visible the weathered skin is stretched taught over solid muscle. His apparent age hasn’t sapped his strength yet as is also evident by the apparent ease he carries a massive wood axe.
Personality
When preaching about how nature and people should be living in harmony he is very focused and often a tad overbearing in his approach. He doesn’t lose himself in his subject as he used to do and is now even able to tell when he is losing an audience and try to change tact. Other times his attitude is somewhat at odds with his aged appearance, he is often excited and interested by new things, able to relax and listen to other people without being judgemental. He acts much more the thirty something he is than the sixty something he looks. At times he finds himself concerned about things other than the balance of nature and civilisation and he finds himself surprised t this. Is he having a midlife crisis and losing his focus on the thing that’s been his driving force for all his life. Probably not but there is a little doubt in his mind occasionally due to such thoughts.
Background
Yilmarin looks ancient, but though he could be considered getting on in years the weathered wizened look of his skin is more to do with his heavy use of magic than the many years he has travelled the forests of Haegaldvaal. However only another experienced magic would recognise the tell tale marks of an overuse of magic and he is careful to avoid using magic in the presence of those that might talk. He preaches that living in harmony with nature doesn't require any sort of mystical special powers, just common sense applied in new ways. He believes that man and nature should be in balance, not beholden to the chaotic will of nature but also not ignoring the power of it either. His self proclaimed goal is to educate as many other people on how best coexist with natural resources. He was born in the mostly unknown village of South Nolhold. As a young man he was rather outspoken with his opinions on what was wrong with his small village and why the village councils ideas were so flawed. His views were already contentious that even if he had been more diplomatic things probably wouldn't have gone much differently. He wasn't exactly thrown out but his stubbornness and the total lack of respect he garnered led him to abandon his small village soon after he was of age. Though his views have not changed significantly since he has learnt to be a fraction more diplomatic in his approach. Over his many years Yilmarin has tried many ways to spread his ideas and has eventually ended spending many of his days working as a wood cutter and land clearer. This rather labour intensive job is ideal in that allows him freedom of expression in ways previously denied him. His ideas about which to trees clear and which should be saved are a bit unusual but his speed and the results he achieves results in plenty of opportunities despite his few eccentricities. It is also well well known locally that those farms that tend to stay with his unusual layouts tend to cope well throughout the varying seasons. Sadly he has had little opportunity to design gardens, parks or large tracts of land which he desires but he keeps trying. Ideally he would like to get work for the nobles of Haegar as he has been told that getting the ear of a nobleman is the best way to further ones own agenda.
Notes
Statistic Block
[SIZE="3"][FONT="Century Gothic"][B]Yilmarin, Human Warrior Mage [URL="http://www.myth-weavers.com/sheetview.php?sheetid=387938"]link[/URL] Warrior 4, Rogue 0, Mage 6 HP: 10, Armor: 15, Defense: 6 Fate: 1, Mana: 12[/B][/SIZE] [B]Skills[/B]: [OOC='[FONT="Century Gothic"]Axes[/FONT]']Warrior. Training with axes.[/OOC], [OOC='[FONT="Century Gothic"]Herbalism[/FONT]']Mage. Knowledge of plants, herbs and their medical uses. Can be used to heal critically wounded characters.[/OOC], [OOC='[FONT="Century Gothic"]Thaumaturgy[/FONT]']Mage. Skilled with arcane spells and rituals.[/OOC] [B]Talents[/B]: [OOC='[FONT="Century Gothic"]Armored Caster[/FONT]']You may reduce the armor penalty by 2.[/OOC] [OOC='[FONT="Century Gothic"][B]1st Circle Spells[/B][/FONT]']Base Mana Cost:1 Base DL: 5[/OOC]: [OOC='[FONT="Century Gothic"]Cauterize[/FONT]']Heals 1d6 HP. Caster must touch the target. Each level of enhancement heals an additional hit point.[/OOC], [OOC='[FONT="Century Gothic"]Oakflesh[/FONT]']The touched target benefits from a +2 bonus to Defense for one round. Each level of enhancement raises the bonus by +1. The spell can be sustained until the end of a combat encounter for 1 additional Mana point.[/OOC], [OOC='[FONT="Century Gothic"]Wizard Bread[/FONT]']The spell creates one daily ration of food and water for one person. The food is a bland but nourishing porridge, gruel, or doughy bread. With an enhancement, the food can be made seasoned and flavorful. With two enhancements, the food can be made to order in the form of any real meat and vegetables.[/OOC], [OOC='[FONT="Century Gothic"]Magic Light[/FONT]']Caster creates a magic light in the palm of the caster’s hand or on the tip of a staff or other weapon held by the caster that illuminates a 10-yard radius, much like a torch. Enhancement can be used to add one or more of the following effects: • Ball of light: the light can be moved by a thought up to 5 yards away from the caster • Colored light: the light shines in a color of the caster’s choice • Light beam: the light shines in a tight beam which reaches 15 yards • Flash: the effect lasts only one round but everyone who looks unprotected into the flash is blinded for 1d6 rounds The magic light shines for 1 hour or until dispelled by the caster. It can also be sustained for 1 additional mana per hour.[/OOC], [OOC='[FONT="Century Gothic"]Forest Blessing[/FONT]']Whether it’s through temporarily conjuring the perfect tool for the job or mystically granting insight into the task at hand, this spell allows the touched target to make one skill check or attack roll with a +2 bonus. Each level of enhancement raises the bonus by +1.[/OOC] [OOC='[FONT="Century Gothic"][B]2nd Circle Spells[/B][/FONT]']Base Mana Cost:2 Base DL: 7[/OOC]: [OOC='[FONT="Century Gothic"]Enchant Weapon[/FONT]']The caster puts a temporary enchantment on a weapon that grants its wielder +2 on attack rolls and damage. Lasts for one combat encounter. Enhancement can be used to add +2 to the attack bonus, +2 to the damage bonus, or +1 to both.[/OOC] [B]Trappings[/B]: [OOC='[FONT="Century Gothic"]Two-handed Axe[/FONT]']Damage 2d6[/OOC], [OOC='[FONT="Century Gothic"]Scale Armor[/FONT]']Defense 3, Armor Penalty 3[/OOC], Travel Clothing, Adventurer's Kit, Backpack, Leatherbound Spellbook, SP (8)[/FONT]
Private Notes