Alaric Sand

Human, Soldier, Ranger

Neutral Good

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 [+2] 16 [+3] 14 [+2] 10 [+0] 12 [+1] 8 [-1]
Ranger.png

13 [5], 15 [9], 14 [7], 10 [2], 12 [4], 8 [0].
+1 to Dex and Str

Dimensions: 5’9” 162lb
HP: 44 [+D10+Con per level]
Experience: 10747 [Level 5- Next 6 at ?]
Saving Throws: Strength, Dexterity.
AC: 18.

Traits:

  • Human Traits:
    • 30ft Move. Medium size.
  • Favoured Enemy: [Undead]
    • Advantage to track, Speak Nehekharan.
  • Natural Environment: [Desert]
    • Difficult terrain doesn’t slow you down. Remain alert while travelling. Move stealthily at normal pace. Forage twice as much food. Can learn size, number etc from tracks.
  • Military Rank:
    • Soldiers from your former organisation recognise your authority. Gain access to friendly military encampments and fortresses.
  • Primeaval Awareness:
    • Engage with nature. For one 1 minute per spell slot find out if any undead, abberations, celestials, dragons, elementals, fey or fiends are within 1 mile of you.
  • Horribly Scarred:
    • Disadvantage on Persuasion tests, Advantage on Intimidation.

Proficiencies: [+3]
Weapon: Simple Weapons, Martial Weapons.
Armour: Light Armour, Medium Armour, Shields.
Tools: Dice Set, Vehicles (Land).
Languages: Araby, Nehekharan, Reikspiel.

Skills: Animal Handling, Athletics, Intimidation, Perception, Stealth, Survival.

Feats and Abilities:

  • Medium Armour Master:
    • Maximum Dex Bonus in medium armour is now 3.
    • No disadvantage to stealth in medium armour.
  • Fighting Style:
    • Archery: +2 to hit with ranged attacks.
  • Hunter:
    • Horde Breaker: When you make a weapon attack, you can make an additional weapon attack against another creature within 5ft.
  • Crossbow Expert:
    • Ignore 'Loading' for Crossbows.
    • No Disadvantage to using ranged weapons in melee.
    • Hand Crossbow attack as Bonus Action on offhand.
  • Multi-Attack:
    • Make two attacks as a single action.

Equipment:

  • Falcon Company Light Crossbow: Dark wood and adorned with silver, this is a fine crossbow traded with a marksman of the Falcon Mercenary Company.
    • [+9]; Range 80/320; D8+1; Pierce
  • Heavy Crossbow: Unadorned and entirely functional, taken from the bodies of Estalian bandits in Tilea.
    • [+8 to hit]; Range 100/400; D10+Dex Pierce; Heavy, Loading).
  • Bloodbeard's Armour: Blue-tinted steel scale mail forged by humans long ago, this armour is unnaturally light and is worked with sigils of serpents.
    • 14+Dex [Max 3] +1.
  • Battleaxe: Side weapon given to the members of Alaric's regiment in the desert campaign, features bronze sunburst filigree.
    • [+5 to hit]; D8+Str Slash; Versatile [D10]
  • Shield: A simple shield purchased from the quartermaster in Martek. Bears the Von Solidor crest.
    • +2 AC.
  • Backpack:
    • Bedroll, Mess Kit, Tinderbox, 3x Rations, Waterskin, 50 feet of hempen rope, Nehekharan Amulet, Bone Dice, Piece of Crystal that faintly glows in the moonlight, Shovel, Gaming Set (Marjong).
  • Travelling Clothes, Insignia of Rank.
  • Hunting Trap:
    • DC14 Dexterity test or take D4 Piercing damage. Can only move 3ft from this point. DC13 Strength to escape, fail takes 1 Piercing damage.
  • 3x Light Crossbow Ammo Pouches [20, 20, 10].
  • 2x Heavy Crossbow Ammo Pouches [20, 5]
  • Cold One Cloak: Taken from a cold one slain within the jungles of Sartosa.
    • Advantage against wet weather effects.
  • Belt Pouch.
  • Map Case:
    • Map of Al Haikk Region
    • Map of Sartosa
    • Compass
  • Dwarven Glowstone Torch: A gift from the dwarven runner Bruni, a steel pole contains a glowing blue crystal that casts off white light.

0 Platinum
0 Gold
4 Tilean Ducas
0 Silver
0 Copper


Mounts and Followers

Astrum: Tilean bred Warhorse

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 12 [+1] 13 [+1] 2 [-4] 12 [+1] 7 [-2]

AC: 14
HP: 19
Speed: 60ft
Passive Perception: 11

  • Attacks: Hooves: +4 to hit, 2D6+4 Bludgeoning
    • Trample Attack: After a successful hit on the charge an enemy of Medium of smaller must make a successful DC 14 Strength saving throw or be knocked prone. If knocked prone the horse may make another attack.
  • Items:
    • Saddlebags
    • Military Saddle
    • Chainshirt Barding (13 AC)

Medea: Stray cat found in the town of Toscania

Strength Dexterity Constitution Intelligence Wisdom Charisma
3 [-4] 15 [+2] 10 [+0] 3 [-4] 12 [+1] 7 [-2]

AC: 12
HP: 2
Speed: 40ft
Passive Perception: 13

  • Attacks: Claws: 1 Slashing

Magic:

Spell Save DC: 12

1st:

  • Alarm
    • VSM (silver bell and wire).
    • Action. 30ft. 8 hours.
    • You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    • A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    • An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
  • Hunter's Mark
    • V.
    • Bonus Action. 90ft. Concentration, up to 1 hour.
    • Choose a creature within range and sight. Deal an extra D6 damage to the target, and have Advantage on any Wisdom (Perception) or Wisdom (Survival). If they drop to 0 points, can use a bonus action on a subsequent turn of yours to mark a new creature.
    • At higher levels maintain concentration for 8 hours. At 5 level and above maintain for 24 hours.
  • Hail of Thorns
    • V.
    • Bonus Action. Self. Concentration, up to 1 minute.
    • Activates next time you hit with a ranged weapon attack. Weapon does normal damage, then target of the attack and each creature within 5ft must make a Dex saving throw or take D10 additional piercing damage. Half on passed save.
    • +D10 damage per slot above 1st level.

2nd:

  • Pass Without Trace
    • VSM.
    • Action. Self. Concentration, up to 1 hour.
    • Creatures you choose within 30ft gain +10 to Stealth (Dexterity) tests and leave no tracks or traces behind.

Slots:
1st: x4
2nd: x2


Reynard, Lord of the Von Solidor household in Araby was a crusading knight in his youth, like his father and his father before that. In his time abroad he met a Sigmarite priestess, and returned to his family home with a baby son. Alaric was a bastard, but treated well by his father even after Reynard married the Lady von Solidor. After the legitimate heir Balin was born Alaric served in his fathers military while his brother learnt what he needed to rule. Although the older illegitimate child, he did not resent the Heir and the two trained alongside one another in the knightly art of sword and horse. Alaric was raised in the light of Sigmar, as were all the younger siblings in the family.

When he came of age Alaric was enlisted in his father's military, and eventually served in the campaigns in the east against the undead hordes of the Nehekharans. After years of skirmishes the Crusading army marched into the very depths of the Nehekharan desert. Their arrogance cost them everything and when the dust storms of the desert cleared few had made it out of the dead sands. Alaric would not speak of what he saw in that ancient land when he returned to his family and reunited with his brothers. He slotted back into his role as a soldier in the house army, but could not shake the memories of what he had witnessed and the deaths of so many brothers-at-arms. Settling down and marrying, he thought his days of violence were passed.
When his brother announced his intentions to set out on a Crusade he requested Alaric accompany him, knowing the value of having a seasoned warrior by his side. Alaric retrieved his armour and crossbow and set out once more, eager to protect his brothers from the horrors he himself had witnessed.


Soldier:

After the fall of Balin Alaric became gripped with a singular purpose. He would resurrect his brother no matter the cost. He broke all previous oaths, betraying Reynard's trust and leaving his family in Araby to take a ship across the Southron sea to the Old World. But he knew that the Empire was the seat of mankind, and his duty to his brother and his homeland came before any others.

Mercenary:

Alaric felt ill at ease with the many jobs his companions and he would be forced to take to pay for their journey north. Working as a sell-sword was not honourable, but Alaric knew better than most that the best way was often that outside of a code of honour. He earned the coin that his quest needed, knowing the greater good would more than balance the lesser evils he performed along the way.

Crusader:

Arriving in Tilea the mercenary nature of the Crusaders began to give way to their inherent goodness. As the ill fortunes of the Tilean people became more and more obvious the Crusaders could no longer ignore their plight. They assisted in the rebuilding of the Crusaders road, and drove off the predatory forces of Estalia. Rocked by the news of his family's death, Alaric resolved to do what he could to help protect those who could not protect themselves.


Fluff [Soldier]
Personality- I can stare down a hellhound without flinching.
Ideal- It is my lot to lay down my life in the defence of others.
Bond- I’ll never forget the defeat my company suffered, or the enemy who caused it.
Flaw- I have little respect for anyone who is not a proven warrior.

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