Solsyr the Sun-touched

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Sir Solsyr the Sun-touched
Solsyr.jpg Solsyr is a young, Church-trained Paladin who originally hails from an Alakar village located deep within the Wildlands near Farwatch. Born in 3098 during the month of Eternal Sun, he first exhibited signs of his calling during a vicious Necromancer-led raid when he instinctively unleashed a searing ray of light at an undead Zombie in self-defense. Surprised by the unknown Light-bearer in their midst, the Grey Rangers who had arrived to defend the village ended up sponsoring him for admittance into the Order at Archanaya for guidance and instruction.

Still grateful for everything that the Grey Rangers did for him that fateful day years ago, Solsyr has come full circle and currently seeks to repay their altruism by giving back what he can through voluntary service to their organization. As a powerful wielder of Light, he hopes to prove to be an invaluable ally against the forces of Darkness and Flame.

Character Details
Race: Alakar Gender: Male
Height: 6'0" Weight: 170 lbs.
Hair Color: Blond Eye Color: Amber
Age: 24 Essence: 10
Advancement & Resources
Rank: Novice XP: 0
Bennies: 3 Resource Die: d6
Agility: d6 Smarts: d4
Spirit: d8 Strength: d6
Vigor: d8
Faith: d8 Fighting: d8
Intimidation: d6 Knowledge (Cosmology): d4
Knowledge (Magic): d4 Notice: d6 (+2 Sight)
Persuasion: d6 Riding: d4
Survival: d4
Derived Stats
Charisma: +1 Pace: 6
Parry: 8 (2) Toughness: 9 (3) or 11 (5) vs. Ranged Damage
Racial Advantages & Disadvantages
Fae Beauty (+1 Charisma) Fae Heritage (Agility d6 or Spirit d6)
Fae Senses (Notice d6 w/ +2 to Sight-based Notice Checks) Low-light Vision (Ignore Penalties for Dim and Dark Lighting)
Enemy (All Creatures of Darkness and Flame) Weakness (+2 Damage from Black Iron and Blood Steel)
Defining Interests
Church of Light Geography (Wildlands)
Fae (Native Tongue) Galean
Paladin of Light (Champion) Priest of Light (Arcane Background [Miracles])
Heroic Loyal
Obligations (Major) (Church of Light) Obligations (Minor) (Grayson's Grey Rangers)
Special Abilities
Champion (+2 Damage vs. Darkness and Flame, +2 Toughness vs. Darkness and Flame)
Detect Arcana (At-will Using Spirit w/ +2 to Identify Powers of Light)
Detect Darkness and Flame (At-will Using Spirit w/ Radius Equal to Spirit)
Miracles Essence Range Duration
Bolt 1 per Missile 12/24/48 Instant
Healing 3 Touch Instant
Full Chain (+3 Armor, -4 Coverage)
Large Shield (+2 Parry, +2 Armor vs. Ranged Damage)
Dagger (Str+d4 Damage, 3/6/12 Range)
Long Sword (Str+d8 Damage)
Backpack Bedroll Belt Pouch Clothing (Ranger) (+)
Cooking Pot Fishing Line & Hook Flint & Steel Game Snares
Grooming Kit Ranger's Kit (+) Torches (3) Travel Rations (1 Week)
Waterskin Whetstone