Gorthos

* Demon
* Kokiri
* Donu
* Hylian
* Skull

## Stats

—Gorthos, Session 1

**GORTHOS** is a player character in The Legend of ZelDARP. He is played by Paladin Black.

## Skills and abilities

### GORTHOS

* **Stal Possession:** GORTHOS may attempt to possess certain skeletons and gain power based on the bones that are connected to them. Most bones will disintegrate within one minute from when they are attached. When seeing a full Skeleton that GORTHOS can possess GORTHOS will be able to sense it beforehand. GORTHOS may then attempt to take it over, however if the skeleton has not been prepared then it would prove difficult. An ability check with disadvantage would be needed in that case with a DC of 18 to possess the skeleton fully.
* **Kokiri Hero Memories:** The Kokiri Hero died defending the Fairy Woods against a horde of enemies beneath their feet. Even in death, she remained on her feet. Never allowing herself to rest. In this skeleton, GORTHOS gains +1 Diligence, Finesse, and Spirit, as well as +1 damage with the Kokiri Sword.
* **Donu Hero Memories:** The Darknut Hero died protecting his people who had chosen a peaceful life. Because of his sacrifice his people were able to escape the bondage of their clans and choose their own lives. In this skeleton, GORTHOS gains +1 Physique.
* **Hylian Hero Memories:** The Hylian Hero died after a life devoted to fighting against the darkness from within. In death, he cursed himself for not being able to overlook his mistakes. In this skeleton, GORTHOS gains +3 Magic, -2 Health, and 3 spells (1 first level and 2 third level).
	+ **Dispel:** When another Magician casts a spell, the caster of this spell can use their reaction to expend uses of their own spells to attempt to interrupt and cancel out the magic. The user and the target must make opposing Magic checks. Each can put uses of their other spells into this check to gain bonuses equal to the level of spells they use. This can also be attempted when a spell-like effect lingers on a person or object. The caster makes a Magic check, with the DC equaling the spell level the caster is attempting to cancel out. Some spells are beyond canceling in this way, and spells with a physical presence such as ritual circles must be destroyed instead.
	+ **Lightning Burst:** The Magician is able to produce a magical bolt. This bolt can be manipulated in small ways to entertain or stun. In combat the user is able to send forth small jolts to strike an opponent. They must make a Magic roll against the target's AC to deal damage to them. On a hit, the Magician may expend a use of this card to force the target to make a Resilience save (DC 15), becoming stunned and taking 1 Stamina damage per turn on a failure. On their next turn they can make the roll once more, and if they fail again they retain the Stamina damage until the next time they rest.
	+ **Magic Shield:** When casting, the Magician chooses one of the elements they control to imbue their shield with. This shield adds defensive power to the caster and retaliates against the attacker with the chosen element if broken. As a reaction add 3 AC + 1 to the caster for every other spell usage spent until their next turn, which lasts until they are hit twice. The first hit releases damage against the attacker equal to 1d6 + Magic + 2 for every spell usage spent during the casting. The second hit breaks the shield. First level ranged spells and non-magical arrows are automatically blocked by this shield.

### Knight

* **Disarm:** A fighter with more training then their opponents uses their experience to their advantage. When against an opponent who is not a Knight they are able to use an action to attempt to disarm their opponents weapon with a Physique roll, DC 9+ Physique or Finesse [MAX 18]. When against another with this card they may attempt an opposed Physique roll instead of the DC by using their reaction. Whoever wins, disarms the other. Once disarmed more actions can be used to either retrieve the weapon, throw the weapon, or strike the weapon to move it further away from the disarmed opponent.
* **Martial Style:** A trained fighter understands how to use many weapons, each weapon has their own use in battle but most do not exploit the weapons and armors to their full potential. Depending on the weapons and armors used the Knight is able to gain some keywords from them where others do not. Some of these keywords are: Deflect, Thrust, Overwhelm, Bash, Shove, and many more. Normal weapons may have these properties as well but a Knight may spend time with a weapon to attempt to learn its keywords. These keywords obtained may normally only be exploited by the Knight.
* **Stand Down:** A Knight shows themselves as the ruling authority of the land. As such most cannot get through their lives without knowing how to talk themselves out of a situation through either diplomacy or intimidation. A Knight is able to attempt to convince those intelligent enough who stand before them to stand down and not risk a fight. This ability only works on creatures with fewer hearts then the Knight or after a show of strength, tenacity, or a bluff. Those who stand down will usually flee but if they are not allowed, they have a chance to respond violently if cornered.
* **Worldly Training:** A good Knight learns from his surroundings as well as their own training. At regular intervals, the Knight is able to rely on their allies' abilities and learn from them to make themselves grander. When given the chance, the Knight is able to take one of his allies non-racial or origin cards and take it for their own. All upgrades to the card after it is taken must be made by the Knight. CAUTION: Certain cards require other cards or certain items to be used.

### Craftsman

* **Armor Adjustment:** A craftsman needs to be able to make adjustments to crafts related to their specialties to keep their clients healthy and safe. When spending a day or more with an armor item related to the craftsman's talents and spending an amount of money and materials needed to preform the task they may add 1 AC to the item once. If the item was made by the craftsman the bonus can go up to +2 on a high roll or with enough time to and resources.
* **Crafting Expertise:** A Craftsman upon learning their main craft may also work on up to two other crafts as secondary professions. With these crafts they can also Use their cards on and learn recipes from.
	+ Enchanting
	+ Woodcrafting
* **Mastered Blacksmithing:** A craftsman who devotes their time to mastering a craft has special bonuses to their preferred art. When using Mending to repair or stabilize something connected to their mastered craft they may double their Diligence bonus for the roll. When materials relating to the mastered craft are inspected the craftsman may roll the check with advantage. Once a Craftsman attains a certain level of mastery they may be able to create mastered recipes to make unique items for their mastered craft.
* **Mending:** A Craftsman needs to be able to make small repairs to keep their tools ready or to keep themselves in business in times of peace. As a reaction a Craftsman may attempt to stop the damage to an object or item related to their specialty (Diligence check DC 13). Once this has happened the object in question cannot be mended again for 7 days. Some objects cannot be mended this way. If the Craftsman takes their time this mending can be more substantial. Any work completed in over 8 hours may regain 1d8 of its damage or is removed of imperfections.

### Other

* **Unique Downtime Activities:** GORTHOS is able to use his downtime activity to create Weapons or Armors that they have access to the recipes of or are very familiar with. He is also able to train with masters of his craft to learn more recipes. GORTHOS and one ally are also able to train with their weapons together. When training with and ally in a certain weapon GORTHIS is able to help that ally learn to use their weapon. When this happens both GORTHOS and the ally are able to learn a new keyword for the weapon if one is available. This can only be triggered once in a week.
* **Fighting Instinct+:** Depending on the Warriors method of attack, different effects are used:
	+ Gloved or Bare fists: a Warrior is able to make an extra basic attack when using an ability.
	+ One Handed Weapons: a Warrior is able to add 1d4 to the damage of one attack.
	+ Two Handed Weapons: a Warrior is able to hit up to 3 enemies in range with their basic attacks.
	+ Ranged Weapons: a Warrior is able to attack with half their Physique added to the hit.

## Gallery

* Tokens
* D.D.Tanis
* Fomal
* Misc

Kokiri Hero Official Art
(By PhantomMoonrise)Donu Hero Offcial Art
(By D.D.Tanis)Hylian Hero Offcial Art
(By FomalhautWasTaken)Demon Hero Official Art
(By LindoP)Skull Official Art
(By LindoP)Demon Hero (Armored)
(By PhantomMoonrise)Demon Hero (Armored)
(By PhantomMoonrise)

GorthosChikaneryGorthos ProteccGorthos Want AttaccDeep ContemplationFacepalmSinking ByLooming SelfFishingSeductionGORTHOdoxGroup EffortDeku Hydra'SupDonu TimeDon't Think About ItLegend of GORTHOSConfronting GomezGorthos SketchInktober Day 5

GORTHOS FunkGORTHOS UndertaleOutfit SwapOutfit Swap, AgainMeeting UpGORTHOS and the boysZeldarp CampEconomyClowneryCraftingNow Listen HereRelationship Chart

Holiday Party
(By Erda Enos)Cool Kids Club Fanart
(By PhantomMoonrise)Chibi GORTHOS
(By PhantomMoonrise)Fanart
(By WilliamDSullivan)They'll be Fine
(By NobleBrony445)Banner
(By NobleBrony445)