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Harolde, pious pilgrim


Rudolf

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spacer.pngName: Harolde
Archetype: Cleric of Messengers/Rogues
Origins: The Principality of Ulek
Race: Human
Gender: Male
Age: 23
Height: 6’ 1”
Weight: 190lbs
Religion: Fharlanghn
Specialties: Advice, healing


Harolde is a young cleric of Fharlanghn, god of roads, who is on his first pilgrimage after being ordained. He has been tasked with traveling the world and visiting ten different shrines of the Traveller before he is given the title of Walker. 

Harolde joined the priesthood when he ran away from home, unwilling to spend his life as a village cobbler. While he does have siblings that he cares about, his father is unkind and treats the children of his first wife rather poorly. Having run away, Harolde came across a small roadside shrine and has set himself to learn more about the faith. 

While trained with a variety of weapons, he favors the crossbow as his favorite. Should enemies close in, he is armed with the traditional quarterstaff, but is honestly more useful tending to the wounded after the battle.


Personality: Calm and thoughtful, interested in other people. 
Not easily deterred once set upon a course of action.

Description: With long messy dark hair and a dusty green cloak, Harolde appears to be a veteran traveler. He carries a ornately carved staff in one hand and his amber eyes look carefully around before he speaks, and often prefers to scribble in the leather-bound journal he carries with him.

A close look reveals a large copper amulet around his neck held in place by a leather cord. The symbol is that of a circle bisected by a horizontal line.

Character Points

Point Total: [156]
Points Earned: 12
Points Spent: 9
Points Unspent: 3

Attributes [90]

ST 10 [0]
DX 10 [0]
IQ 12 [40]
HT 12 [20]

Basic Speed: 5 [0]
Basic Move: 5 [0] (x1.5 on roads from Amulet)
Will 14 [10]  (Fright Check 15)
Perception: 14 [10]
Basic Lift: 20 lbs
Base Damage: 1d-2 thrust, 1d swing

Hit Points: 12 [4]
Fatigue Points: 14 [6]

Advantages, Perks, Languages, Cultural Familiarity [55]
Clerical Investment [5]
Status 1 - ordained priest [5]
Fearless 1 [2]
Power Investiture 3 [30]
Weapon Bond [1]
Combat Awareness You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” You get +2 to all Fright Checks.
This is 1/3 of Combat Reflexes. [5] 

Language: Common (Spoken - Native, Written - Native) [0]
Language: Dwarven (Spoken - accented, Written - broken) [3]
Language: Celestial (Spoken - broken, Written - accented) [3]

Language: Sylvan (Spoken - broken) [1]

Language: Rhopan (Spoken - broken) [1]

 

Cultural Familiarity (Greyhawk) [1]
Cultural Familiarity (Ulek, native) [0]


Disadvantages and Quirks [-52]
Vow: Clergy [-10]
1) Spend at least half of each year traveling or tending to those who do. 
2) Protect roads and paths, and those that travel upon them. 
3) Guide those who are lost.
4) Seek out that which has been forgotten.
5) Guard against those who would set the Chained God free.

Vow: Own only what you can carry [-10]
Sense of Duty (Friends and fellow Travelers) [-10]
Easy to Read [-10]
Truthful [-5]
Light Sleeper [-5]

Quirk: Hair is perpetually messy and in the way [-1]
Quirk: Draws maps of everywhere he goes [-1]


Skills [34]

<11 - Animal Handling (equines) [1]
<12 - Area Knowledge: Ulek (Native)  [0]
<12 - Area Knowledge: Greyhawk  [1]
<11 - Cartography [1]
<12 - Exorcism [1]
<11 - Farming [1]
<13 - First Aid [2]
<11 - Hidden Lore: Cult of Tharizdun  [1]
<11 - Hiking [1]
<10 - Influence: Diplomacy [1]
<10 - Leatherworking [1]
<14 - Melee Weapon: quarterstaff [8] (+1 from weapon bond, +1 from balanced)
<10 - Melee Weapon: Dagger [1]
<11 - Merchant [1]
<10 - Naturalist [1]
<11 - Navigation (Land) [1]
<13 - Observation [1]
<11 - Public Speaking [1]
<10 - Ranged Weapon: Crossbow [1]
<10 - Religious Ritual [1]
<09 - Riding (equines) [1]
<10 - Sewing [1]

?? - Streetwise [1]
<13 - Survival (Hills) [1]
<13 - Survival (Plains) [1]
<13 - Survival (Forest) [1]

?? - Teaching [1]
<10 - Theology  [1]
<9 - Throwing  [1]


Magic [20]
<13 - Aura  [1]
<13 - Detect Magic  [1]
<13 - Detect Poison  [1]
<13 - Haste  [1]
<13 - Lend Energy [1] 
<13 - Recover Energy [1] 
<13 - Stop Bleeding [1]
<13 - Vigor [1]
<13 - Warmth [1]
<13 - Watchdog [1]

<13 - Quick March  [1]
<13 - Create Water [1]
<14 - Minor Healing  [2]
<13 - Night Vision  [1]
<13 - Sense Spirit  [1]
<13 - Shield  [1]

<13 - Lighten Burden  [1]
<13 - Seeker  [1]
<13 - Create Food [1]

Inventory [9]

[B]Magic Items[/B]
Holy Symbol of the Traveler [9, $50, 1lb] - this is an engraved copper disc held in place by a stout leather cord. The symbol carved into the front is a circle bisected by a horizontal line.
[*]Absolute Direction [5] Enhanced Move: limited to roads [5], Rapid Healing [5]
[*](Can be stolen, size 7, DR 10, Pact) -45%
 

[B]Weapons[/B]
Balanced, fine, engraved quarterstaff  $220, 4 lbs - an ornately carved wooden staff (power item: 3 FP)
Dagger x1 $20, 0.25 lbs

[B]Armor[/B]
Long leather jacket, DR 2, body and arms $233, 18.6 lbs

Clothing, ordinary, freeman $0, 2 lbs
Light cloak, green, $20, 2 lbs

Adventuring Gear

Potion Belt $60
[*]X2 holy water $30

one roasted rat carcass

Backpack, small $60, 3 lbs 
[*]Bedroll, $20, 4 lbs
[*]First Aid kit (XXXXOO), $50, 2 lb
[*]Bandages, $10, 1lb
[*]Rations x2, $4, 1 lb
[*]1/2 Wineskin, $5, 4 lbs
[*]Mapping kit, $50, 2 lbs
[*]Empty sack, $30, 3 lbs
 

Belt pouch, $10, 0.2 lb
[*]Personal basics, $5, 1 lb
 

Total Weight: 29 lbs without backpack (-1 dodge), + 20 with backpack (49 total, -2 dodge)

Current Funds: $75 in silver and copper coins - 3 commons

Notes

-Take a look at Kromm’s notes for character building. 
-Already, it seems I could invest a bit more in Hiking and First Aid. 1 point in a skill seems worthwhile in most cases.
-Should orc-fighting prove profitable, purchase #1 should be a crossbow. Purchase #2 should probably be a big fancy ring to use as my power focus, because you can break a weapon easily enough ; (

-Use CP to increase lifting STR!

-Looks like 1cp in climbing would be wise…

Aside from orcs, the casual searching through of bags seems unfriendly. Was it the guards? Some random creature like an imp or mite? I’d hope not one of my fellow travelers…

 

Combat Stats

Light Enc (without pack)
Move 4 Dodge 7
Staff Swing (14) Parry 12 1d+2 crush, Reach 1,2
Staff Thrust (14) Parry 12 1d crush, Reach 1,2

Medium Enc (with pack)
Move 3 Dodge 6
Staff Swing (14) Parry 12 1d+2 crush,  Reach 1,2
Staff Thrust (14) Parry 12 1d crush, Reach 1,2

No Enc
Move 5 Dodge 8
Staff Swing (14) Parry 12 1d+2 crush,  Reach 1,2
Staff Thrust (14) Parry 12 1d crush, Reach 1,2

Link to original sheet: https://www.myth-weavers.com/sheet.html#id=2717009

Change Log

221112 Character Approved [150]
221116 Added section for Notes
221117 Clarified ride and handle animal, balanced quarterstaff approved
221125 Added charges to First Aid kit.
221207 Earned [3] for S1E1. [1] into each of First Aid and Throwing. [1] free point.
221210 spent one silver 
230117 Earned [2] points for S1E2.
230226 Deducted 2 more uses of First Aid kit
230301 recharge power item x3, 13$
230307 Earned Combat Awareness [5] for S1E3
230503 used 2 charges of first aid kit
230514 earned $75 from Jeran

230927 earned [2] for S1E5

230928 [1] spent on broken Rhopan and Sylvan

231005 bought rat for 3cp
231104 earned [2] for S2E1, spent on Teaching and Streetwise (1 rank each)

240415 used alchemist fire on snakes

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