Darius Finch

Erik Holt's page

108 posts. Alias of KingHotTrash.


Race

Male Human Warrior 2 | S12, A11, I10, W10 | Health: 22 | Damage: 11 | Perc: 10 | D14 | Move: 10 | Insanity: 2 | Corruption: 0 | Fortune: No | Status: Poisoned, Immobilized, Defenseless

About Erik Holt

Name: Erik Holt
Ancestry: Human
Gender: Male
Age: 16
Level: Warrior 2
Lifestyle: Getting By
Appearance: Average Height & Weight, Neither Attractive Nor Unattractive
Personality: Ambivalent, only values his friends and family but dislikes others, desires status but fears dying, tries to do what he can but doesn't always succeeds, and is a paragon of virtue.
Background: The son of a wood-cutter who was slain by a changeling. After seeing the injustice in the world and the monsters that exist, he tries his best to become stronger to fight the monsters in the dark.

Strength: 12
Agility: 11
Intellect: 10
Will: 10

Perception: 10
Defense: 10
Health: 22
Healing Rate: 5

Size: 1
Speed: 10
Power: 0

Damage: 0
Insanity: 0
Corruption: 0

Spoken Languages: Common
Written Languages: None

Professions: Artisan (Carpenter), Wilderness (Woodcutter), Miltary (Militia Member)

Ancestry Traits and Abilities:
No special abilities from ancestry

Quirks and Marks of Darkness:

Depression: The character suffers from crippling bouts of melancholy. Whenever the character gains Insanity, he or she cannot take fast turns and makes attack rolls and challenge rolls with 1 bane. The effect lasts a number of rounds equal to the character’s Insanity total.

Paths and Path Abilities:

Novice Path (Warrior):
Level One - Increased STR and AGILITY by 1. Health increased by 5. Gained 1 additional profession (common, martial, or wilderness).
- Catch Your Breath: You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest
- Weapon Training: When attacking with a weapon, you make the attack roll with 1 boon
Level Two - Health increased by 5.
- Combat Prowess: Your attacks with weapons deal 1d6 extra damage.
- Forceful Strike: When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.

Expert Path:

Master Path:


Equipment:

soft leather armor (11 + Agility)
large shield (Defensive +2)
axe (1d6+1)
dagger (1d3+1)
bow (1d6)
quiver with 20 arrows
basic clothing
backpack
1 week of rations
waterskin
tinderbox
lantern
2 vials of oil
tent (2-person)
bedroll
cutlery set
3 torches
a coil of rope (20 yards)
grapnel
pouch containing 1ss, 14cp, 5cb.

Spellcasting:

Tradition:
Tradition Special:
Rank 0:
Spell Name (2/2): Description.

Rank 1:
Spell Name (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

Questionnaire:

(Copy and paste the questions and answers from character generation here, using the questions on pages 27-28)

My Story:
Since the Battle of the Standing Stones, Erik's life had been irrevocably changed. Around him and his were dangers, lurking just out of sight and just out of mind. It was a week after that fateful night that Erik approached Aaron and asked to join the local town militia, a chance to truly train and prepare himself to protect the small town that he had grown up in. As others moved on from that dark night, a young woodcutter by the name of Henry marrying his widowed mother and moving his own child into the house, Erik could not move on. His father's empty eyes shined in his mind, the bleating screams of the goatmen, that face of fury of the changeling known as Muck. These nightmares persisted, relentlessly nearly every night. A voice whispered to him in his mind, a voice that promised vengeance and power. All he needed to do was go back to the stones and call out the names it knew.

These dark urges were resisted by Erik and his frustration was poured into his training. The young man showed his skill with an axe in hand and soon enough was welcomed as a brother in battle. The young man idly wondered if this is what his father felt like with whatever company he traveled with when he was younger, the badge and the axe being the heirlooms he had kept from his father. Even as he began to earn the respect of his fellow townspeople, Last Hope didn't feel like home anymore. Things were changing and Erik just felt stuck in the past, stuck in that dark night.

He had begun to make plans to leave Last Hope and head out to the nearby city and try his luck there when a courier had asked for him to attend a ceremony tomorrow night to commemorate the Battle at the Standing Stones. Out of a sense of obligation more than desire, the growing young man accepted the invitation and made sure to keep his armor and weapons polished as best he could for the event. Tomorrow he would leave to something better.

Tomorrow was supposed to be a day of celebrations, of sad goodbyes, and of a new journey away from his home. It was instead a day of death, of nightmares, and of fire. Never had Erik imagined that the night his father died could be trumped by something worse. Never could he imagine that his whole family would end in a spray of gunfire and wooden shrapnel.

Erik made only a small detour after he recovered himself at that dreadful clearing, his mind finally gathering itself. He made his way back home, to the empty beds that would become forgotten and decrepit as time went on. He gathered his things; his bow and arrow, backpack, and other supplies. He was beyond poor and the small handful of pennies in his pocket would not keep him fed.

His home that his late father had built sat in that smoky wind. He couldn't let it become the hideout for desperate bandits, another place for those wicked spiders to infest, or a lair for something worse. It didn't take much kindling for the wood to catch aflame, his home burning before him. Erik had hoped for a moment of peace, some kind of closure. All he felt was heartache and a terrible, infinite loneliness that spread through his being. What was the point of it all?

The voice in his head pointed its fingers wildly; it was the noble blood that Andras carried that brought the doom of this town upon them. It was Hokey's dangerous attempts at magic that led the enemy to them. It was the weakness and foolishness of the town to be unable to protect themselves. It was his fault; he could've slain Adelmar and Muck a year ago and have been done with this sordid affair.

A melancholy followed the young warrior as he traveled with them all, his words few and far apart. As they made their way closer to their destination, a strange thing happened to him as he assisted Hokey with gathering clovers for her. It was a break from the monotony of making camp and scrounging for food. As he picked a four-leaf clover, an ingredient she needed, when this wasp-winged tiny man appeared before him. The sudden closeness made him fall back, shouting out for Hokey to come back.

Laughter ringed around him, the scent of cut grass lingering too. In time though, the pixie explained that Erik was his father and had brought him into existence. How this was possible, the simple warrior had no idea, but the young man came to learn that the capricious little fey seemed to play more minor and less annoying tricks when one wore the four-leaf clover on their chest. Slowly but surely, every member of their ragtag group wore such a little emblem of protection.

He stayed the course on to the Hollow, in search of a legendary weapon that could be enough to kill the terrible orcish monster that was pursuing them still.

Random Rolls:

Strength: 1d3 + 8 ⇒ (1) + 8 = 9
Agility: 1d3 + 8 ⇒ (3) + 8 = 11
Intellect: 1d3 + 8 ⇒ (2) + 8 = 10
Will: 1d3 + 8 ⇒ (3) + 8 = 11
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Ancestors: 3d6 ⇒ (4, 6, 4) = 14 = At least one recent ancestor is known for some great deed, discovery, or achievement.
Family Circumstances: 3d6 ⇒ (5, 2, 4) = 11 = Your family was getting by. To determine your family’s profession, roll on the Common, Military, Religious, or Wilderness table.
Parents: 3d6 ⇒ (2, 5, 4) = 11 = Parents Alive
Siblings: 1d20 ⇒ 10 = 1d3 + 1 ⇒ (2) + 1 = 3
Sibling #1's Gender: 1d6 ⇒ 1Sibling #1's Age: 4d6 ⇒ (4, 1, 5, 5) = 15Sibling #1's Fate: 3d6 ⇒ (1, 5, 5) = 11 = Younger Living Sister
Sibling #2's Gender: 1d6 ⇒ 6Sibling #2's Age: 4d6 ⇒ (5, 3, 1, 5) = 14Sibling #2's Fate: 3d6 ⇒ (5, 2, 4) = 11 = Younger Living Brother
Sibling #3's Gender: 1d6 ⇒ 6Sibling #3's Age: 4d6 ⇒ (2, 2, 4, 4) = 12Sibling #3's Fate: 3d6 ⇒ (5, 6, 3) = 14 = Alive But Disgraced Older Brother
Parent's Profession: 1d4 + 1d20 ⇒ (4) + (10) = 14 = Wilderness (I'd like to have my family to be woodcutters).
Childhood: 3d6 ⇒ (2, 6, 1) = 9 = You were apprenticed to an artisan. Add an artisan of your choice to your list of professions. (Artisan: Carpenter)
Life Experiences: 3d6 ⇒ (6, 3, 3) = 12= Choose one of your professions. You worked in your profession and saved a little coin. Gain a +1 bonus to your Starting Lifestyle roll.
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Build: 3d6 ⇒ (2, 3, 4) = 9 = Average Height & Weight
Appearances: 3d6 ⇒ (4, 3, 4) = 11 = Neither Attractive Nor Unattractive
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Starting Lifestyle: 3d6 + 1 ⇒ (2, 6, 3) + 1 = 12 = Getting By
Starting Coins: 1d6 + 1 ⇒ (4) + 1 = 5cp
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Personality: 3d6 ⇒ (5, 4, 3) = 12 = Not Particularly Introvert or Extrovert
Relationships: 3d6 ⇒ (1, 3, 3) = 7 = You only value your friends and family. Dislike others.
Desire: 1d6 ⇒ 1 = StatusFear: 1d6 ⇒ 3 = Death
Obligations: 3d6 ⇒ (4, 2, 3) = 9 = Try to do what I can but I don't always succeed.
Morality: 3d6 ⇒ (6, 6, 6) = 18 = A paragon of virtue.
Religious Beliefs: 3d6 ⇒ (5, 1, 4) = 10 = New God
Piety: 3d6 ⇒ (3, 2, 3) = 8 = Skeptical