Tar Aragorn "Elessar" II Telcontor
Age: 88
Titles: King of the Reunified Kingdom, Lord of Minis Tirath, and Annuminas.
Diplomacy: D25 => 14+2 +10 (Heir of Isildur*) +5 (Ring of Barihir)=21 (*31) (Inspiring, Faithful and courteous to all he knows he is above all an imposing benevolent figure) *He speaks with the Will of The Kings of old, ALL will LISTEN*
Martial: D25 => 25+2=27 (A Veteran of Wars, and a keen military commander, he is the first to make a plan to win the war, well before it begins)
Stewardship: D25 => 25+2=27 (Aragorn was born to rule, yes, but he was also raised with the realistic measures to RUN a Kingdom and care for its people)
Intrigue: D25 => 20+2=22 (One does not learn to hide in civilized places like a dark forest easily, nor see lies under flattery.
Learning: D25 => 15+2=17 (Well-versed in the Classics of the Second and Third Age, he can be more at home with the thinkers and philosophers should he choose.)
Piety: D25 => 23+2=25 (He is well aware of the Higher powers and the working of magic, though it comes to him less like a fire to burn his enemies and more a gentle breeze. Also as Ruler of the Reunited Kingdoms, he has significant spiritual responsibilities.)
Personal Combat: D25 => 15+2+10(Andurial)=27 (A Veteran of Wars with Evil, Few can hope to match his speed and ability in a brawl or a swordfight.)
Traits:
Blood of the Duenadain: Aragorn is the Blood of the Children of Nuemanor, the Dunedain of the Western lands. He is Faster, Stronger, Quicker and far more imposing the any man within this new world. (
Aragorn is a Dunedain, a magically blessed evolved human, He is capable of Feats and Powers beyond a normal man, His Base Stats are rolled using d25 and Add +2 to all of his Stats)
Aragorn Trait: Blood of the Faithful: Aragorn Telcontor is of the Blood of the Dunedain and the Blood of Elendil, the blood of the Faithful who fled Nuemanor during the Secound Age of Middle Earth. In spite of the Strength of Evil, the Faithful have always stood against the forces of Darkness. No matter if it is an army or a single man. (
Whenever in a action against a Force Unknown to him, he will gain a +5 to detecting their true motivations. When on Adventures he will (Somehow) gain a +20 to Intrigue rolls and finding like-minded individuals. When in a Land Similar to the Downfall of Nuemanor on an adventure, he must do a roll to not get himself into an altercation with the authorities. Should Aragorn fail this Roll, he will attempt to fight them.)
Aragorn Trait: Heir of Isildur: Aragorn is the last descendant of Isildur, the man who cut the One Ring from Sauron's hand and the last High King of Gondor and Arnor. As the Heir to this Legacy, Aragorn has the rightful claim to the Thrones of both Kingdoms and commands great respect and loyalty from those who recognize his Claim. But Arnor has been destroyed by the Forces of Evil, with only a Shadow of its former People remaining...and not everyone in Gondor believes that they should have a King again. In addition, Isildur was consumed by his weakness when he took the Ring for himself...who is to say that said weakness won't show in his Heir either?
A heavy burden of Legacy rests on Aragorn's shoulder, and it will be up to him if shouldering said burden leads him to glory...or doom. (+15 to all Diplomatic Interactions with everyone who is willing to recognize Aragorn's claim to the Thrones of Gondor and Arnor. -10 to Diplomatic Interactions with those who explicitly reject said claim. Multiple Special Options and Actions unlocked due to being the Heir of Isildur.
"He will lead the Age of Man to
greatness...or to
ruin.")
Equipment:
Aragorn Equipment: Andurial the Flame of the West: The Blade that was Broken and was reforged…It is a blade of holy and sacred power that can dispel evil and inspire wavering defenders to rally to the light it brings. (
Gain a Permanent +15 to all combat rolls against Evil Forces and magic. Chance for all magic to be deflected and absorbed by it. Against a regulat opponent, gain a +10 to all combat rolls)
Aragorn Equipment: Ring of Barahir, the Twin Serpents: The Ring of Barahir, a symbol of both his lineage and his faithfulness. It has an inborn power of protection for the wearer. (
In combat or against enemies gain five saving rolls. In diplomacy, showing the ring is enough to at least have others consider your words and lineage…as they instinctively recognized your words with a +5 to diplomacy to all first time encounters with Kings)
*Denotes Situational Nature
AN: Aragorn the Elfstone of Gondor/Arnor.