Valeros

Alric Ludwig's page

187 posts. Alias of KingHotTrash.


Race

Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Alric Ludwig

Vital Stats:

Age: 22 years old
Speed: 25
HP: 32
Eye Color: Dark Blue
Hair Color: Dirty Blonde
Skin Color: Ruddy
Languages: Elven, Common, Sylvan
Background: Hunter
Heritage: Versatile Heritage
Traits: Marked Soul, Humanoid, Human

Saves:

Fort (Expert): +8 | Ref (Expert): +10 | Will (Expert): +9

Trained Skills:

Acrobatics: +8 (3 + 5)
Arcana: +6 (1 + 5)
Athletics: +7 (2 + 5)
Crafting: +6 (1 + 5)
Deception: +1 (0 + 1)
Diplomacy: +1 (0 + 1)
Intimidation: +1 (0 + 1)
Lore (Tanning): +6 (1 + 5)
Lore: +2 (1 + 1)
Medicine: +7 (2 + 5)
Nature: +7 (2 + 5)
Occultism: +2 (1 + 1)
Performance: +1 (0 + 1)
Religion: +3 (2 + 1)
Society: +2 (1 + 1)
Stealth: +8 (3 + 5)
Survival: +7 (2 + 5)
Thievery: +4 (3 + 1)

Feats:

Ancestry
Unconventional Weaponry (1st Level): You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. (Dueling Sword)

Class
Twin Takedown (1st Level): You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Quickdraw (2nd Level): You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Skill
Survey Wildlife (Background Feat): You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Battlefield Medicine (2nd Level): You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

General
Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Untrained Improvisation (3rd Level): You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Bonus
Scout Dedication: You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.

Scout's Warning: You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.

Special Abilities:

Hunt Prey: When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.

Hunter's Edge: You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training.
Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Special Actions:

Hunt Prey (Concentrate, Ranger): You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Battlefield Medicine (>, General, Healing, Manipulate, Skill): You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Twin Takedown (>, Flourish, Ranger): You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Quickdraw (>, Ranger): You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Proficiencies:

Weapons: Trained (Simple, Martial, Unarmored)

Armor: Trained (Light, Medium, Unarmored)

Perception: Expert

Combat:

Perception: +8 (2 + 6)
AC: 19 ( 10 + 3 + 4 + 2)

Dueling Sword | +7 ( 3 + 4) | Damage (1d8+2 S) | N/A | Traits: Finesse, Versatile (P)
Main-gauche | +7 ( 3 + 4) | Damage (1d4+2 P) | N/A | Traits: Agile, Disarm, Finesse, Parry, Versatile (S)
Longbow | +7 ( 3 + 4) | Damage (1d8 P) | N/A | Traits: Deadly (d10), Volley 30ft
Unarmed | +7 ( 3 + 4) | Damage (1d4+2 B) | N/A | Traits: Agile, Finesse, Nonlethal, Unarmed

Spells:

Tradition:
Spell DC: 10 (10 + Key + Prof)
Spell Attack: + ( Key + Prof)

Equipment and Possessions:

Bulk Limit: 12
Encumbered: 7.0
Combat Gear: studded leather armor, dueling sword, main-gauche, longbow, 20 arrows
Mundane Gear: adventurer's pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin), compass, healer's tools
Magical Gear: Cloak of Shadows (Minor Shadow Gift: Obscure)
Total Bulk: 6.4
Money: 10gp, 8sp

Young Appearance:
Alric is a young human male with short blonde hair and dark blue eyes with a ruddy complexion that is sun-kissed thanks to many long days spent out in the woods and swamps of his hometown. He generally wears a rough piece of leather armor with dark clothing underneath when he is out and about, soft and natural tones even when he is in town. He wields a family heirloom, a dueling sword that is worn but well-maintained and obviously loved, but he has yet to really learn how to use it. His father was quite specific to teach his son how to use a longbow first before a blade.

Older Appearance:
Alric has grown into a strapping young man whose blonde hair has grown out to a messy length and his blue eyes, while beautiful and deep, seem to hold a melancholy in them that has never truly gone away. His skin still maintains the ruddy, sun-kissed glow that he had in his younger days but there are new scars on his knuckles and upon his chin. Some of them were earned that terrible night within the Piper's lair. The reinforced, leather armor is of his own design and is inscripted with prayers of protection and hunting dedicated to Aruuc written in Common, Elven, and Sylvan. His longbow remains on his back with a quiver at the small of it under his backpack, his preferred weapons being the dueling sword and main-gauche that sit on his hips. All of them are well-maintained if simple in design and look, they are obviously well-used.

He is often a little dirty and haggard looking from his long trips throughout the swamps and the forests around Swampwood; the smell of fresh soil, pine, and fresh moss seem to cling to him in a strangely pleasant way. More used to bathing in a creek than a bathtub, Alric does what he can to ensure he smells of the forest that he protects and not a stranger to it. He keeps a clothing wrapped around the forearm where the Piper's mark lies and keeps it hidden as much as he can.


Younger Personality:
Alric is exactly what you imagine a "good son" to be. He listens to his elders, he is patient when learning new things, and he does his best to please them. His troubles usually come from either his friends pulling him into something reckless or it is his own yearning to prove himself as a man and someone who is good. Alric has picked fights with those who are bigger, stronger, and meaner than him to protect his friends and little siblings and has paid the cost with black eyes and bad bruises. Quiet but decisive, some may think that Alric does not like them but the truth is that he prefers to watch and listen than talk himself.

Older Personality:
Alric's quiet demeanor only grew stronger after that terrible night. Dealing with his depression and self-loathing the best he could, he dedicated himself to his training. He holds himself responsible for Kristoff's marking and the taking of Shadei and clings to that failure as motivation to do better. He rarely speaks unless spoken to or he has something to say, preferring to use body language and other non-verbal cues. He is still the goodhearted boy underneath the rougher exterior and many a desperate family was awoken to find a freshly hunted doe or some herbal remedies to treat themselves. Calculating, cautious, yet decisive and relentless, Alric tries to embody the aspect of the hunter that Aruuc and his fellow rangers could be proud of.

The Night The Piper Came:
The Ludwig family, generations ago, settled in Swampwood after some strange controversy within the large port city of Freeport. Destitute and with little coin to survive with, the Ludwigs persevered through the kindness of their neighbors and through their own ingenuity. Even then, life was hard for these former dilettantes and merchants, who now had to ply their hobbies as a mean to survive. It was during their time of struggles that they ran across a group of elven rangers, their names being Noros and Elhniss, in the deeper parts of the woods.

Either out of pity or perhaps seeing the potential these human interlopers had, the elves took the most skilled underneath their wings and taught them old secrets of magic that came from the world around them. Those that returned back were changed; the first rangers of the Ludwig family. No one knows what happened to the elves but their lessons and their tongues are passed down from generation to generation. A fourth generation Ludwig, Alric began to learn from his father the ways to truly read the forest and help protect it and the people within it.

While Alric was an obedient son, even he couldn't help but be enthused by the stories of heroic adventurers and the legends of some Ludwigs that had come before him. Champions of the forest, protectors of the innocent, he was so deeply engrossed in his thoughts that he almost missed the strange music that had begun to play out in the dark forest in the dead of night. No one else seemed awake but the music called for him.

"The Piper..." Alric murmured, the stories of a strange abductor taking children in the night came back to his mind. He seemed more like a bogeyman around a campfire than an actual danger but there was no doubt, there was pipe music calling from under the eaves of the forest. Quickly he dressed, tugging his boots on. As he opened the window, he heard a gasp from nearby.

Kristoff and Helden, fraternal twins and Alric's younger siblings, looked at their older brother with a look of worry and fear in their eyes. Even though his heart hammered in his chest with both fear and excitement, he kept a calm smile on his face as he gave them both a nod.

"Don't worry, I won't be long. I'll be back before the sun rises, you'll see. Now go back to bed." Still worried, the twins nodded before curling back up in bed together. Looking out into the cool night, Alric slipped out the window and into the darkness that called him.


The Last Eight Years:
Since that terrible night, Alric had dedicated himself to learning the ways of the Wardens Prime and following the tenets of Aruuc. He traveled deep into the forests and swamps that surrounded the town of Swampwood, learning its little secrets and hidden places. The solitude and peacefulness of the woods and swamp brought a sense of calm to Alric's soul that he could not find back in the busy trails and roads of his hometown. Slowly but surely, Alric's presence grew smaller and smaller as his training within the wardens deepened and progressed. Like many of the Ludwig family, he learned how to survive on his own within the woods and passed the last few tests to be truly considered a ranger.

For the next few years, Alric's contribution to the town was hunting wild game, providing furs and leathers to the family business, and ensuring the more dangerous predators stayed away from the town's edges and the townspeople stayed away from the sacred places within the woods. It was during these times he met creatures and entities that were known as the Fey. He learned their tricks, their ways, and their tongue and worked to ensure the balance between their sacred places and where civilization touched did not overlap. He kept an eye on the other notable settlements in the greater area; goblins, lizardfolk, and the small spaces where the Fey ruled. It wasn't really until two years ago that Alric's name return to people's lips.

A wicked shaman by the name of Hesslyth took over the Blackscale tribe and went to war against Swampwood; raiding the caravan routes and burning down the farmsteads closest to their territory. With the logging operation damaged and lives lost, the wardens deemed it necessary to intervene on the town's behalf. Alric was with the group that spearheaded an attack on the tribe's home village, looking for the source of corruption that had appeared on the previously peaceful, if taciturn, neighbors. Alric, with his uncle and another ranger, made their way into the heart of the shaman's temple where they discovered that Hesslyth had taken to the worship of Sindora. Using the powers of the Mad Mistress, he had corrupted the greatest warriors of the Blackscale and sought dominion over the central land in her name. A terrible and bloody battle ensued but Alric, with the aid of the town and his fellow rangers, was able to defeat and slay Hesslyth and free the Blackscales from the tyranny of the Lady of Nightmares.

Once more celebrated as a slayer of evil and a champion of the people, Alric did his best to stay out of Swampwood and keep his head down. Fame does not appeal to him and he pursues anonymity to his best attempt. Since then, he has returned to his ways before the Lizardfolk Uprising; helping those lost in the woods, protecting the sacred groves, and ensuring the people in and around Swampwood that are of good heart stay safe.