Harsk

Gärwin Gildenbeard's page

220 posts. Alias of Origami Dog.


Race

Male Dwarf Warrior/Knight Level 6 | S12, A10, I10, W12 | HP 27/47 (+15)| D18 | Move: 8 | Insanity: 6 | Corruption: 1 | Fortune: No | Status: Voided

About Gärwin Gildenbeard

Name:Gärwin Gildenbeard
Ancestry:Dwarf
Gender:Male
Age:44
Level: 6
Lifestyle:Comfortable
Appearance:A typical dwarf, hairy and portly, but well groomed. Likes to keep his beard gilded and shiny. Short, even for dwarves.
Personality:His honor is His life. He would never do anything to bring shame to his people. Except maybe make a deal with a devil, whoops. Stubborn as heck. Fair and Short-Sighted
Background:He sold his soul to a demon to gain wealth. The demon betrayed him and left him penniless. He starts the game with 1 Corruption.

Strength: 12
Agility: 10
Intellect: 9
Will: 12

Perception: 10
Defense: 11 (18 with armor and shield)
Health: 47
Healing Rate: 11

Size:1/2
Speed:8
Power:0

Damage:0
Insanity:3
Corruption:1

Spoken Languages:Common, Dwarven

Written Languages:Common, Dwarven

Professions: Wilderness (Outlaw), Martial (Militia Member), Martial (Guard)

Ancestry Traits and Abilities:

Darksight. You can see in areas obscured by shadows or darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.

Hated Creature: Demons. Your hatred grants 1 boon on attack rolls made against creatures you hate.

Robust Constitution: You take half damage from poison. You make challenge rolls with 1 boon to avoid or remove the poisoned affliction.

Shake it Off: You can use an action to heal damage equal to your healing rate and remove one of the following afflictions: fatigued, impaired, or poisoned. Once you use this talent, you cannot use it again until after you complete a rest.

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

Novice Path: Warrior
Catch your Breath: Can use an action or triggered action to heal equal to his healing rate, once till complete rest.
Weapon Training: Make weapon attacks with 1 Boon.
Combat Prowess: Weapon attacks deal 1d6 extra damage.
Forceful Strike: When the total attack roll is 20 or more and beats the target value by 5 deal an extra 1d6.
Combat Expertise: Whenever Gärwin takes and attack action he may make a second attack for free or add an additional 1d6 damage.
Expert Path: Knight
Armor Specialization: While wearing medium or heavy armor +1 to defense.
Devastating Charge: charging attacks deal 1d6 extra damage or 2d6 if mounted.
Warding Shield: If armed with a shield, may use a triggered action to inflict a bane on a creature attacking another in reach.
Chivalry: Can halve damage done to those adjacent to him.
Inspiring Courage: Resist and recover from fear with one boon and aid those nearby similarly

Master Path:


Equipment:

You have a map, adventurer’s pack, tabard (vest), basic clothing, Tent; 2-person, light Dwarven chainmail, a tinderbox, a medal of distinguishment and a pouch containing 4gc 7ss 15c, scroll Case, lantern, cutlery, bedroll, manacles

Spellcasting:

Tradition:
Tradition Special:
Level 0:
Spell (2/2): Description.

Level 1:
Spell (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:

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

Suspicious, it’s hard raising a child, especially a cambrion. Used to be friends with, or at least respected by his militia allies, but not so much anymore.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

Gärwin’s child is the most important thing to him, it’s likely the only thing of his line or at least he thinks so. He’s willing to sever ties with the other dwarves, is most likely exiled.

3) What do you fear? What do you hate?

Our Dwarf fears discovery, but hates lying and liars.

4) What do you desire? What do you love?

Gärwin wishes for the respect of his peers. The thing he loves most is dearly departed wife, Drosva.

5) You have (at least) one secret. What is it?

May have lain with a devil, but let’s go deeper. He was covering for a scandal involving one of his superiors.

6) Have you done something Notable? What was it? How do you feel about it? Do you tell others or keep it to yourself?

Fought off a Fomor warband, with only a few men under his command. Prideful. He lets the others spread the word for him, might mention it in passing.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

Gärwin is in charge, he’s an officer after all, but he will knuckle to greater authority. He welcomes any authority, and more importantly the respect it commands.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

He’s a man of honor! Of course he follows his word! Feels very guilty if he can’t uphold his bond.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Good and evil definitely exist. Devils are evil, and Gärwin sees himself as good, for the most part.

My Story:

Gärwin was once a young, but well respected member of the Bleak’s Fast militia, protecting the local farms from Formor. He was distinguished for fighting off a warband of them with only a few men and because of his leadership was given the rank of sergeant. With his wife, Drosva, things were looking great for Gärwin.

Then out of nowhere, his wife suddenly commit suicide. As the devil approached him that night, he knew what he would wish for. The devil took his soul and Drosva was returned to him. But it was all a trick, He awoke the next day to find a twisted baby and a taunting note lying beside him. He tore at his beard trying to figure out what to do with the child, almost killing it several times. At last, though, he relented and decided to give this child what he could for a life.

Eventually, the others found out about about his spawn and forced him out of town. He lives life now as a vagabond doing what he can to survive, but he still has friends in the militia who will help him out. Maybe point out an opportunity?