Abilities:
Poison resistance. - Can resist venoms from snakes or other toxic creatures. (+3 Poison Resistance)
Blood consumption. - Can heal from immediate wounds. (-1 Wound per cup of blood. +10 Stamina per half cup.)
Night vision - Can see clearly in very low light darkness.
Air walking - Angelic blessing to step on air like a platform. (-5 Stamina per use.)
Halo light - The light of a halo unavoidably lightens the dark above the head. (-5 Stamina per 5 minutes to brighten or darken light.)
Soul detection - Can detect the presence of living beings with an average or higher aura up to 20 feet in radius.
Ability 1 - Heavenly siphon: When Alaric deals a wound to an enemy, he drains 5 points from their soul and gains said points until the end of combat. If no soul is available, stamina is drained. (Can only be used 3 times per day while holding the wounding weapon.)
Ability 2 - Rend: Healing spells or effects on wounds caused by Alaric are halved in their effectiveness. (-3 Soul -3 Stamina per activation and lasts for 3 minutes.)
Spells:
Sureiya Minor Flame - (Enchantment/ Divine) Coats a weapon in an aura that reduces Dragon Blood enemy resistances by 3 when attacking. (-6 Soul per activation)
Minor Weapon Conjuring - (Conjuration/ Divine) Conjure small weapons of Steel typing. Daggers, Knives or other small weapons. (-5 Soul per activation)
Soul: 19 Stamina: 28
Max Wounds: 7
Items:
Item 1 - Swansong A dancing blade that may be controlled independently of the user within a 3-meter radius. (-8 Soul per activation for 1 minute.)
Item 2 - Wit's end Another finely made magical sword that may either shrink or extend its blade at the user's discretion. A max length of 7 feet, a minimum size of a letter opener, or a small charm. (When held -10 Soul per activation.)
20 Bronze
30 Gold
1 Ruby
Copper Sureiya necklace - Given to those with some ties to the Sureiya. (+5 Steel ER)
Free night pass at an Inn.
Fotian Elixir x2 - Recovers stamina +15 per use.
Basic Travel/Camping Supplies, (Including Map, Rope, flint, etc.)
Fire: 15
Water: 0
Wind: 0
Earth: 0
Light: 17
Dark: 25
Divine: 30
Chaos: 0
Insect: 0
Electric: 0
Striking: 40
Spirit: 10
Telepathy: 0
Plant: 0
Ice: 0
Blunt: 32
Poison: 13
Steel: 46 (+5)
Alaric Manducare
Element: Dark / Divine
Divine Schools: Abjuration 4, Divination 4, Enchantment 5, Conjuration 6, Necromancy 6, Illusion 3, Evocation 1
Weakness- Chaos 4/ Soul Damage, Dark 1/ Silence, Striking 6/ Bone Break, Blunt 3/ Daze, Ice 2/ Debilitation, Electricity 4/ Stun, Fire 3/ Burn, Earth 3/ Bury
Resistance- Divine 2, Spirit 5, Light 5, Plant 4, Insect 3, Telepathy 5, Wind 2, Water 3