Ridrik Dumerh

== Description ==
+1 LUCK, Vanguard of Aesir
---HEAVY WIP---
Brief Summary:
A short highlight that should give a 1-3 sentence overview of the character, intended for other players to read who might be interested in the character. It isn't necessary to cover every detail of the character in this portion.
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Appearance:
A description of the character's physical appearance; any details here should supersede those of any included images, if they disagree.
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Greatest Strength:
This can be from the character's perspective or not and can be tangible or abstract. There may be more than one listed.
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Greatest Weakness:
This can be from the character's perspective or not and can be tangible or abstract. There may be more than one listed.
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Distinguishing Features:
Not necessarily a physical description; this section is intended to give a brief explanation of what makes the character unique.
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Details:
A long description of the character's mindset, role, history, more, or less; physical descriptions should not be found here.
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== Spells/Abilities ==
[Child of Peace]
(Requires Level 1 Warrior)
Passive Effect - Peacekeeper
Increases the warrior's Fortitude by +1 at 10, 30, 50, 70, etc END.
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[Taunt]
(Requires Level 5 Warrior)
(Requires [Child of Peace])
Minor Action <Interrupt> - Peacekeeper
1 FP - Ranged Ability (8 Range)
<This ability can be used as an interrupt, when an enemy attacks; using this ability as an interrupt reserves a Major Action in the warrior's next turn.>
This ability costs an additional +1 FP, when used as an interrupt.
Adds a [Taunted] buff that forces the target enemy to {target the
 warrior with an attack in their next turn if possible, or to change 
targets to the warrior for their current attack, if used as an 
interrupt.}
This effect lasts for one turn; this effect doesn't stack.
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[Shield-bearer's Stance]
(Requires Level 1 Warrior) (Requires an equipped or placed shield)
Minor Action - Combat Stance
3 FP - Self-Targeting Ability
Puts the warrior into the Shield-bearer's Stance combat stance.
While in this combat stance, the warrior receives +2 DR and +1 Fortitude.
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[Heavy Armor Mastery]
(Requires Level 1 Warrior)
Passive Effect - Battle Mastery
Allows the warrior to use Heavy Armor.
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[Hero's Stamina]
(Requires Level 1 Warrior)
Rank 1+ 
Passive Effect - Battle Mastery
Increases the warrior's maximum Fatigue by +3 points.
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[Half-Guard]
(Requires Level 1 Warrior)
Major Action <Interrupt> - Martial Arts
2 FP - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving damage; using this ability as an interrupt reserves a Major Action in 
the warrior's next turn.>
Make a roll of 1d8, add the value of the roll to the warrior's AC against all attacks received this round.
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[Full-Guard]
(Requires Level 5 Warrior)
(Requires [Half-Guard])
Major + Minor Action <Interrupt> - Martial Arts
3 FP - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving 
damage; using this ability as an interrupt reserves a Major + Minor 
Action in the warrior's next turn.>
Make a roll of 2d8, add the value of the roll to the warrior's AC against all attacks received this round.
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[Bash]
(Requires Level 1 Warrior)
Major Action - Martial Arts
1 FP - Attack Ability
Make an attack roll.
{Receives no bonuses to damage, if not unarmed, or using a fist or blunt weapon, or shield.}
Deals damage to the target's fatigue.
If a critical is rolled on this attack, the target receives a 
[Disabled] buff that {reduces the number of Minor Abilities they can use
 in their next turn of combat by -1.}
This effect lasts for 1 turn, this effect can be stacked.
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[Defender]
(Requires Level 5 Warrior) (Requires an equipped shield)
(Requires [Child of Peace])
Minor Action - Combat Stance
3 FP - Self-Targeting Ability
Puts the warrior into the Defender combat stance.
While in this combat stance, the warrior can take any damage that would normally be dealt to up to one ally per turn within melee range of the warrior.
If the warrior has learned [Shield-bearer's Stance] they may add the effects of that ability to the effects of this stance.
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[Meditation]
Major Action - Warrior
No Cost - Self-Targeting Ability
This ability can only be used immediately after combat resolves; this ability can only be used per combat resolution.
Restores 1d3 fatigue or mana, plus an additional 1d3 fatigue or mana at 10, 30, 50, 70 etc INT.
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[Opened Mind]
(Requires Level 5 Warrior)
(Requires [Unlocked Mana])
Passive Effect - Warrior
Allows the casting of spells from all the schools of a single Gamut of magic; the warrior may not select a different Gamut than was previously chosen with [Unlocked Mana].
The warrior may learn a spell in addition to this ability when it is learned.
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[Unlocked Mana]
(Requires Level 1 Warrior)
Passive Effect - Warrior
Grants the warrior with a pool of mana; allows the casting of spells from a single school of magic; the warrior must declare a specific school of magic from one of the Gamuts to learn spells from.
This ability may be considered either [Primal Mana] or [Divine Mana] for unlocking spells, but not both.
Regenerates +1 MP every turn of combat.
The warrior may learn a spell in addition to this ability when it is learned.
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[Sacrificial Flesh]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Blood Magic
3 HP - Self-targeting Summoning Spell Ability
Conjures a corpse from the black mage's own flesh at their current location.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Blood Debt]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Passive Effect - Necromancer
Allows the black mage to cast any black gamut spell by spending HP rather than MP.
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[Blood Boil]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Blood Magic
3 MP - Ranged Spell Ability (10 Range)
Adds a [Blood Boil] spell buff to the target that adds +1 to MP 
Regeneration but {causes +1 FP damage to the target, ignoring AC and MR,
 every turn.}
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Head Trauma]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana], [Blood Boil])
Major Action - Blood Magic
3 HP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing unholy damage to HP or FP.
Receives an additional level of advantage when dealing damage to HP.
This effect requires a target under the effects of [Blood Boil].
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[Festering Wound]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Head Trauma])
Major Action - Blood Magic
6 HP - Ranged Spell Attack (7 Range)
Adds a [Festering Wound] spell buff that causes a spell attack as
 unholy damage every round to the target; the additional level of 
advantage caused by this spell also applies to this effect.
Receives an additional level of advantage.
This effect requires a target under the effects of [Blood Boil].
Lasts for two rounds; this effect stacks.
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[Sprint]
Major Action - Warrior
1 FP - Movement Ability
Moves 2 spaces, plus an additional space at 10, 30, 50, 70, etc DEX.
This ability costs an additional +1 FP for each turn it is used after being used in the previous turn; this effect stacks.
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[Stealth]
Minor Action - Warrior
1 FP - Self-Targeting Ability
Make a Subterfuge roll to determine the the warrior's 
stealthiness, to successfully become or maintain stealth the warrior 
must roll higher than a Perception roll from any enemies or suspecting 
targets within 5 range; this roll must be passed each turn the warrior 
is within 5 range of any enemies or suspecting targets.
While in stealth, the warrior may not be targeted by abilities if the abilities' users can't perceive the stealth warrior.
When making an attack from stealth, the warrior gains an additional level of advantage.
An attack may not be made on the same turn as a warrior becomes stealth.
{This ability can't be used on the same turn damage is taken, 
after being the target of an offensive skill, while in melee range of an
 enemy, or on a turn after breaking stealth.}
{Making any action or being targeted by the action of another 
character breaks stealth}, unless explicitly stated; the only exceptions
 to this rule are basic movement, changing equipment, and using items.
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[Grapple]
Major Action - Warrior
No Cost - Melee Ability
Make an Athletics roll against a Fortitude roll from the target; 
if the warrior's roll is higher than that of their target, they 
successfully grapple them and the target receives a [Restrained] buff 
that {prevents all movement, [Sprint], [Charge], [Roll Into Cover] 
actions and any other actions or effects that would move the target by 
non-magical means, the buff also prevents the target from communicating 
through normal means, adds advantage to any attacks made against the 
target and adds overwhelming disadvantage to all attacks made by the 
target. While grappling, the warrior receives overwhelming disadvantage 
to all attacks made against a target other than the [Restrained] 
target.} 
This ability does not break [Stealth], if the target is successfully grappled.
This effect lasts for one turn; this effect doesn't stack.
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[Combat Kick]
Major Action - Warrior
No Cost - Melee Attack Ability
Make an attack roll.
Deals unarmed blunt damage to health or fatigue but {receives no damage bonuses from equipped weapons.}
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[Sentry]
Major+Minor Action - Warrior
No Cost - Attack Ability
Make an attack roll against the first hostile target that enters 
attack range of the warrior before the warrior's next turn; this ability
 may only be used if no hostile targets are already in attack range.
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== Inventory ==
[Health Potion] 
Consumable - 5 Flasks 
12 Florins - Common Rarity 
Restores +15 HP when used; one flask is consumed when used. - 
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[Minor Health Potion]
Consumable - 3 Flasks 
3 Florins - Common Rarity
Restores +10 HP when used; one flask is consumed when used.
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[Stamina Potion] 
Consumable - 2 Flasks
12 Florins - Common Rarity 
Restores -15 FP when used; one flask is consumed when used.
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[Minor Mana Potion]
Consumable - 2 Flasks 3 Florins - Common Rarity
Restores +10 MP when used; one flask is consumed when used.
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[Mint Soap]
Miscellaneous - Left/Right Hand or Other Equip
20 Florins - 1 Itemslot - Uncommon Rarity 
May be used to clean or slick a surface; smells extra fancy. 
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[Oil Lamp]
Miscellaneous -Left/Right Hand or Other Equip 
12 Florins - 1 Itemslot - Common Rarity May be used to provide vision in the dark up to 3 range in all directions, may safely be placed on burnable objects or may be broken to ignite them; requires a source of fire to light. Deals fire damage; breaks on attack, coating the target in burning oil.
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[Self-Sparking Torch] x 3 
Miscellaneous -Left/Right Hand or Other Equip 
27 Florins - 1 Itemslot - Common Rarity 
May be used to provide vision in the dark up to 3 range in all directions or to ignite a flammable object. Deals fire damage.
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[Dried Peaches] 2 lb 
15 florins 
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[Bacon] 1 lb 
10 florins 
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[Dried Liver] 1 lb 
18 florins 
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[Mint Tea] 1 lb
15 florins
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[Mini Keg of Water]
5 Florins - Common? Rarity
Large, portable container of water
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[Brass Scimitar] 
(Requires 12 DEX) 
1H Blade Weapon - Left/Right Hand 
40 Florins - 1 Itemslot - Common Rarity 
+3 Damage 
Deals slashing damage.
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[Camping Gear] 
Miscellaneous 
45 Florins - 3 Itemslots - Common Rarity
Includes a simple tent, blanket, and bedroll.
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[Special Goose Pillow]
30 florins 
Extra fancy 
Adds +1 Intimidation against Swanfolk 
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[Poncho] 
5 florins 
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[Map to Venilae] 
100 florins 
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[Carpentry Kit] 
40 florins 
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[Washboard] 
6 Florins 
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[Extra Large Canvas Tent] 
40 florins 
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[Iron Ingot] 
5 florins 
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[Spyglass] 
10 florins 
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[Sewing Kit] 
30 florins 
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[Wooden Chair] 
5 florins 
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[Lumber Axe] 
7 florins 
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[Wooden Barrel] 
14 florins 
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[Fishing Rod] 
9 florins 
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[Ridrik the Red's Fireball] x 17
? Florins
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[10 Feet of Rope]  
20 ƒlorins  
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[4 Wooden Stakes] 
5 ƒlorins  
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[Extra Wheel Axle]   
60 ƒlorins  
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[Extra Horse Harness] x 5 
200 ƒlorins  
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[Extra Wheel] x 2   
100 ƒlorins 
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[Reflective Mirror Shield]
(Requires 9 STR) .5H Shield - Left/Right Hand or Other Equip 
Florins - 1 Itemslot - Rare Rarity 
Reflects 50% of damage (and some effects) back at targeting spellcaster.
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[Day Elf Berries] x 7
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[Ivory White Horn]
Call the cavalry of day elves
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[Iron Skullcap]
(Requires 20 STR or DEX)
Heavy Armor - Helmet
100 Florins - 1 Itemslot - Common Rarity
+1 AC
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[Unidentified Elvish Crown]
Unarmored - Helmet
?? Florins - 1 Itemslot - Unique Rarity 
The crown is made of rose-gold, shimmering a warm pinkish hue in the light. There are 3 small emeralds in its face and it has several pointed horns.
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