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Jeggare Noble

Andrew the Hardy, Lord of Moray's page

761 posts. Alias of Freddy Honeycutt.

About Andrew the Hardy, Lord of Moray

“Andrew Moray” for short.

Clan : Salubri
Sire: Brian
Nature : loner: truth be told Andrew is an introvert with a rich internal life that is complex and unknown.
Demeanor : Architect/visionary : build and create ....such as a free country
Generation: 7th

Path: The path of Heaven....."I''ll not depart from it!"

Blood Pool Current 20 /20
Use up to 4 points/turn
1 blood point heals one health level
1 blood point can raise any physical attribute

Soak (stamina + fortitude)

Roll bank

Initiative pool is equal to your wits attribute plus your alertness talent = 6

Sword attack
Causes aggravated damage to any kindred with 6 or less humanity

Bow attack

Attributes: 7/5/3
Mental (7) Perception 0000 - Intelligence 000 - Wits 000

Physical (5) Strength 00 - Dexterity 000 - Stamina 00

Social (3) Charisma 00 – Manipulation 00 - Appearance 00

Abilities: 13/9/5

Talents (13): Alertness 000, Athletics 0, Brawl 000, Dodge 000, Empathy 00 , expression , intimidation, Leadership , Legerdemain , subterfuge

Skills (9): Animal Ken 00, Archery 00, Commerce 0, Crafts , Melee 00, Performance , Ride 0, Stealth 00, Survival 00

Knowledge (5): Academics 0, Hearth Wisdom 0, Investigation 0, Law 0, Medicine 00, Occult 00, Politics 0 , Seneschal, Theology 0

Linguistics merit: Languages of Scotland (Gaelic/Scots), English, Italian, French

True faith 000
5 XP points spent
....For dots 2-5 5x current rating. 6-10 7x current rating.
10 xp spent

Auspex 0
Fortitude 000
Obeah /Valerian 0
Necromancy - Grave's decay 0

O&V both have the same first two powers.
1.1 Sense Vitality
1.2 Anesthetic Touch

0 Sense Vitality
Cost 1 medicine retest takes 1 to 5 actions The user touches the subject and instantly knows if he subject is mortal, ghoul, revenant, kindrd or other. after expending a standard action the user knows how much damage the subject has suffered andhow much blood is in their system, after three actions the user knows any diseases or chronic medical conditions that affect the user. after four actions ay mental afflictions, derangements, or supernatural flaws that affect vitality (infertile vitae, flesh of the corpse, eat food) after 5 actions. The power can be used as a kind of aftersight, allowing the user to ask one question per additional action spent about how the subject came to be afflicted. Questions like, "Was he drugged?", or "Are these stab wounds or claw wounds?" are legal, "Who did this?" is not legal.
00Anesthetic Touch
Costs 1 medicine retest or one blood takes no action. Note, this does not work on kindred. the user touches the subject and makes an opposed mentals vs subject's physicals, if the user succeeds he can choose to do one of two things:
Spend a blood and the subject ignores wound penalties for one hour.
Spend a medicine retest and the subject falls asleep. the sleep is a deep peaceful slumber with no nightmares, the subject's derangements aresuspened for the duration of this sleep. the suject will sleep for 5-10 hours unless shaken or shouted at for a full turn. Taking a level of damage automatically wakes the subject.

000 Sword of the Righteous
Run your hand along your blade (only works on blades) coating it in vitae (costs one blood, causes one health level of lethal damage), spend a Willpower Trait, and your sword bursts into unearthly white flames. This activity takes an action. The brightness of the flames give the Salubri a one trait bonus when defending on challenges and converts the first up to two levels of damage the weapon does to aggravated damage. The Flames last for 15 minutes and cannot be quenched for that time.
0000 Burning Touch
Costs 1 willpower and at least one but perhaps much blood. takes no action but caster must touch subject. upon touching subject caster decides tospend a number of points of blood, at least one, for every blood point spent the subject suffers -2 trait penalty to all actions due to excruciating pain. if the subjectis brought to 0 or fewer traits in any category they cannot act but must instead writhe and scream.
00000 Vengance of Samael
Costs 1 willpower. takes no action but can only be used once per turn. The caster's next attack hits his target, there are no challenges, not tests, no dodging or blocking. fortitiude and other powers can still be used to soak the damage. this power does not work on ranged weapons only barehands or melee weapons. If the caster does not attack on his next action the power dissipates and the willpower is lost.

000 Corpore Sano
Costs a number of blood, takes variable time. The user touches the recipient. This requires a physical challenge if the recipient is not willing and spends blood to heal the recipient’s wounds. 1 blood will heal 2 bashing or 1 lethal. 2 blood will heal an ag. If the healer cannot spend enough blood in a round to heal the wound or wounds he must maintain contact with the subject until he has spent the requisite blood to heal the desired level of injury.
0000 Mens Sana
Cost 1 willpower Caster must spend 10 minutes in uninterrupted conversation with the subject. They then spend a willpower. The subject is then cured of all derangements. Malkavians will regain their derangements when they awaken the next sunset, all others are cured permanently. Caster cannot heal their own derangements.
00000 Peacemaker
Spend two Willpower Traits. The Salubri spreads an aura of calm and peace throughout the scene. Third eye opens, bathing the area in light. While under the effects of the power, everyone in the scene who wishes to insult or assault another, or otherwise give in to bad temper must spend a Willpower Trait *and* succeed in a Mental Challenge with the Salubri. They are considered the defender in this challenge, and so may spend Willpower for a Willpower Tier retest. If they fail, they may not attempt the challenge again for the duration of the scene. Like Majesty, this makes violence very, very difficult. Unlike Majesty, no one is particularly more beholden to the Salubri than to anyone else. Anyone who is frenzying automatically gets new virtue challenge to recover as soon as they are affected.

Necromancy - Path of the Grave's Decay:

The dark hand of fate is a real force in the Dark Medieval
world. The Path of the Grave’s Decay allows the
necromancer to harness the dark powers of decay, ruin,
and entropy that await all creatures, living and unliving.

*Ashes to Ashes

While some Cainites slaughter indiscriminately and
fear no consequences for their actions, other Cainites feel
the need to be a bit more discreet. The Dark Medieval is a violent place, and even some of the most devout
adherents of the Road of Heaven might have the need to
dispose of a body quickly. Use of this power turns a human
corpse into a pile of unremarkable ash roughly one-fifth
the weight of the original body.

System: The player spends one blood point as the
vampire drips her vitae onto the corpse. The player rolls
Intelligence + Medicine (difficulty 6). The corpse disintegrates
in a number of turns equal to five minus the number
of successes rolled. These ashes are utterly unrecognizable
via mundane means, though use of supernatural powers
might be able to uncover the identity of the former corpse.
On a botch, the corpse putrefies, but loses none of
its integrity. The vampire may not use Ashes to Ashes on
that corpse again.

Backgrounds: 5
Influence: 000 Diplomatic envoy from Scotland to Italy
Resources: 00 Landowner in Scotland

Virtues: (7)(all start at 1)

Conscience 000, Self Control 0000, Courage 000
Humanity 0000000000- Willpower 00000
Freebie Points: (7) –, willpower (2), humanity (3), languages (2)

After one of the battles absolution was granted upon the fallen, Andrew having studied a basic Latin in his education committed the information to memory....

Dominus noster Jesus Christus te absolvat; et ego auctoritate ipsius te absolvo ab omni vinculo excommunicationis (suspensionis) et interdicti in quantum possum et tu indiges. Deinde, ego te absolvo a peccatis tuis in nomine Patris, et Filii, + et Spiritus Sancti. Amen.

May our Lord Jesus Christ absolve you; and by His authority I absolve you from every bond of excommunication (suspension) and interdict, so far as my power allows and your needs require. [making the Sign of the Cross:] Thereupon, I absolve you from your sins in the name of the Father, and of the Son, and of the Holy Ghost. Amen.



Withered Leg (3)
For whatever reason, one of your legs does not work as well as the other. You move at half normal speed.

Laughingstock: (5) (GC)
Somehow you've drawn the scorn of the local harpies, who make you their favorite and reflexive target. It's harder to deal with and use Dominate on anyone who has heard the stories mocking you.

Odd Eye: (2) (Cbk Salubri)
Your third eye looks strikingly different from your other two. For one point, the third eyes is merely a different color, while for two points it's something rather disturbing (ie violet, red, slitted like a cat's eye). Needless to say, this inhuman feature is not going to help your reputation. The third eye opens as a crucifix.



True Faith (7-pt Merit – VtM Core)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of True Faith; this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.

Unbondable (3-pt Merit – VtM Core)
You are immune to being blood bound.
* Houserule is that can only be blood bound to another with true faith, due to the clan method of creation...the blood of Christ

Once embraced.....

Stubborn: (3) (Cbk Salubri)
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change you're opinion short of a catastrophe. For three points, you'll not only defend your conviction to Hell's door, you'll kick it in and argue with the Devil. This Flaw is most taken by Salubri warriors.

Medium (2) (VPG2, BOS): You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.
Green Thumb (1) (M3): Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.

XP points: 15 (-5 points raise faith from 1 to 2)
+1 pm
-3 points theology & occult & commerce
(2/27/14) +3 XP
8/16/14.....+4 xp
-10 xp to raise faith from 2 to 3
7 XP 7 freebie points (to spend at embrace)
+1 xp
+5 xp
-10 new path Necromancy
-8 for one to two Medicine; survival; animal ken; occult
=0 xp
+2 xp 2016
+2 xp 2/27/16

Although his homeland has been in turmoil Andrew was raised with tutors and had an extensive education, it was breadth over depth so he has yet to set his attention on any one subject of inquiry. He fought alongside Sir William Wallace as a young lieutenant. He suffered a horrible injury to his leg, and spent some more years studying once he was recuperated to this point he was then selected to learn the trade of an Envoy to Italy. Andrew is determined to learn as much and be privy to knowledge of all sorts.

Envoy (draft) consisting of:
Aodhan "serious down to business sort" . Diplomate, soft-spoken .landowner

In line to receive lands/titles

Donnach . "enjoys a good jest". Solidier . advisor . trusted friend .
Parted via a letter In Gaelic "Greetings Andrew. I have been in discussions with the Giovanni regarding assistance for the cause. A cousin of Pietro, Ambrogino Giovanni, has agreed to travel to our ancestral home and evaluate whether his family will have a viable means to recover their investment. Based on how negotiations are going, I may well be back with a full clan of my own before these damnable Venetian politicians crack their doors to the sunlight! Godspeed my friend".

Luag -"The strong silent type" . Soldier . bodyguard - servant

Name . personality . social class . role . relationship

@ The Way of Kings Inn

"The cup must pass but to who?"
"to the Order of the Third Eye"

True Faith
Complex version


"The importance of faith to the very existence of a religious tradition is without question. It provides sustenance to the tradition through centuries of intellectual challenge, political struggle and cultural change. It can inspire, it can motivate, it can breathe life into the ailing soul. Of course, faith in the hands of the narrow-minded can be dangerous; for these individuals, faith seems to also compel judgmental and even destructive behavior. Faith can create and destroy equally.

True Faith is a rare commodity even among the religious. Faith is more than just a deeply held conviction in God (in whatever form one would revere the Almighty) that is both higher than and deeper than conventional belief; it is at the core of a believer's soul. It is the flowering of the Divine in the heart of humanity, the whisper of God in the believer's soul, the very axis of a believer's life.

Note that True Faith does not imply orthodoxy, nor is it even mere piety. We are discussing Faith in the divine, not in the Holy Office or the teachings of a particular church. Faith is an individual relationship with God, uninhibited by dogma, liturgy or hierachy. While many with Faith will be full believers of all that the Church (or any religious tradition) has to offer, one with Faith can be equally guided by her own religious conviction or inclination." -The Inquisition, WW 2020, page 63-71

The effects of Faith

Faith has a multitude of effects at even the lowest of levels. At its minimum, it can be added to a character's Willpower and Virtue rolls. In times of great need, if a character is entirely out of Willpower points, then she may call upon her Faith: Faith points can be substituted for Willpower points. When her Faith points are all gone, then she is entirely out of luck.

Faith points that are lost in this manner are regained by acts of devotion. If the use of Faith as Willpower was successful, then lost faith should be returned almost as easily as lost Willpower. If the use of Faith as Willpower was a failure, then it should require more acts of devotion on the part of the character.

Dominus Vobiscum

Mortals with a Faith rating may bless another character. Ordination is not a necessity if the mortal has Faith. Depending upon the tradition, the form a blessing takes may vary. In the Roman Catholic tradition, the blessing usually consists of a priest making the sign of the cross (gesturing with his right hand in a cruciform gesture in the air before him) above the person being blessed, while making a short prayer - as short as "the Lord be with you."

The results of a blessing may vary from the contextual, just adding a touch of atmosphere to a game, to the 'mechanics' aspect. Roll Faith (diff 8). The number of successes determine possible effects, which are up to the Storyteller. The following list is not meant to be decisive.

1 Beneficiary "feels" better, but nothing else happens.

2 Beneficiary gains a temporary Willpower point (for one scene).

3 Beneficiary gains a temporary Willpower point plus one additional die on any one Ability roll made

4 Beneficiary gains a temporary Willpower point and two additional dice on the next Dodge or Soak (players choice) that must be made.

5 Beneficiary gains a temporary Willpower point plus three additional dice on the next Dodge or Soak (players choice) that must be made.

Blessing should not be a routine event treated with mechanistic dispassion. ("Check my ammo, gas up the jeep, bless my allies.") It should be done at a dramatic and appropriate time. If it becomes routine, then Storytellers may increase difficulty, or simply ignore this rule altogether.

Blessed Items

Items that are blessed may be used by those without Faith as though they do have it, but usually for a limited duration. A mortal may drive off a vampire, have limited countermagick, etc.; the items carries a temporary Faith rating of one.

1 One round (whenever necessary)
2 One turn
3 One story
4 One chronicle
5 Permanent

Faith Healing

Those with True Faith may attempt to heal another's wounds by "laying on hands" and praying. The power of Heaven is fickle, though, and not every wound will be healed every time.

Roll a character's Faith rating (diff 8), the number of successes indicates the number of wound levels restored. The presence of any aggravated damage automatically brings the difficulty to 9.

Characters may also voluntarily offer up their own health in return for another's health as part of their prayer: each wound level that the healer sacrifices is one wound restored in another, regardless of the wound level; aggravated damage cannot be healed in this fashion. This is in addition to any other health levels restored through prayer.

Faith healing (including sacrificial) requires the expenditure of one Willpower point.

Holy Days

The Faithful will find that it is much easier to draw upon their Faith on holy days: these are the days that bear some special importance to the members of the faith, typically marking a significant event in the history of the faith, where Heaven and Earth were joined. On these days, the difficulty of Faith-based rolls are lessened by 1.

Such days vary according to tradition and even country. There are a number of significant days, but be careful not to go overboard: don't expect your Inquisitor's Faith rolls to be any easier on the Feast Day of Saint Romuald! (If your character's name is Romuald, then it is another matter entirely... )

The most important day in the Christian calendar isn't Christmas. It's Easter, the center of the liturgical year; on Easter, Faith-based rolls find their difficulty lessened by 2.

Faith against Supernaturals

Faith is particularly valuable against the supernaturals. Its effects vary from the subtle to the splendid. In some cases it is predictable, but it is never mundane and never taken for granted.


Vampires are among the supernaturals who show the most visible reaction to a Faith-wielding Inquisitor. Faith can ward against a vampire, repel her or even damage her.

A mortal trying to hold a vampire at bay must extend her holy symbol toward the vampire(s). The mortal rolls her Faith rating (diff of the vampire's Willpower). The number of successes rolled determines the number of steps backward that the vampire must make. If five successes are rolled, then the vampire either flees, or if impossible, takes a (non-aggravated) level of Health damage: the pain is so great that the vampire's entire body is wracked in agony. This option differs somewhat from the one presented in Hunters Hunted; the Storyteller can determine which method she prefers.

If the mortal places his holy symbol against the vampire's body (splashes holy water, presses a crucifix, etc.), the vampire actually receives damage: the number of successes determines non-aggravated damage levels received. As an option, Storytellers may decide that five successes causes one level of aggravated damage.

Note that in standard Vampire chronicles, the vampire rolls his Willpower against the mortal's Faith, and the number of successes determines the number of steps forward that may be taken. In a fame with combined mortals/vampire players, then Faith and Willpower are opposing rolls; the combatant with the most successes wins the conflict.

Ghouls, incidentally, have no problems entering holy ground other that perhaps a slight shiver of apprehension.

Werewolves (Garou/Bete)

Faith, when wielded against werewolves, has less dramatic an effect than against vampires. Instead of causing them physical damage, or even holding them at bay, it seems to check the might of their bestial powers. A werewolf who wishes to kill an Inquisitor may simply walk forward and do so, but any of its Rage-driven powers may be hampered.

When a mortal with Faith is confronting a werewolf, the mortal must make a Faith roll (diff of the werewolf's Rage). Each success adds tot he difficulty of the werewolf's Rage roll.

Likewise, a mortal with Faith may bring a werewolf out of frenzy. A successful Faith roll (diff werewolf's Rage) and the expenditure of a Willpower point will calm a frenzied werewolf.


Witches, warlocks and cabals of sorcerors have long infested mortal society. At times, their magick is subtle, like a whisper; other times, it is harsh, like a vulgar shout. Regardless, those with Faith are protected from those sorceries.

Inquisitors and other mortals may use Faith as a form of countermagick: each point of Faith grants the mortal one die of countermagick.


The Society of Leopold is split on the nature of wraiths: some Inquisitors feel that they are truly human spirits, while others feel that they are merely demon spirits that require the facade of a dead human. Regardless of their true origin and nature, wraiths are known to use one truly insidious ability: possession.

Mortals may be protected from such attempts at possession. A wraith attempting to possess a mortal in any fashion must roll against the mortal's Willpower. (For more information, see Wraith: the Oblivion, pp. 167-169.) If the mortal possesses Faith, then her Faith is added to her Willpower.

Mortals who are attempting to Ward a wraith may add their Faith score to their Willpower for the purpose of the Warding roll. A minimum Rites 2 score may take place of the Occult 3 that is usually required.

Exorcists who wish to drive out a possessing wraith must roll their Faith rating (diff wraith's Willpower); some form of holy symbol is necessary for a true exorcism. If a ritual is used (which will, like holy symbols, vary in nature according to the exorcist's tradition), then the Exorcist's Rites skill may be added to their Faith rating. An Exorcism will dissolve any Consort link that has been built by a wraith, which then has to repeat the process again.

The Infernal

Demons and other infernal creatures may be held at bay or injured in the same manner as vampires. Likewise, they may be exorcised in the same manner as wraiths.

Holy Symbols

The use of holy symbols against vampires, witches, the possessed, ghosts and other supernaturals is pervasive in hunter lore. Unfortunately, little of it is based in truth.

Ultimately, no use of Faith truly requires the presence of a holy symbol. However, most mortals, including Inquisitors, are handicapped by their belief that a symbol must be present and in use. For such mortals, holy symbols are actually a dangerous crutch. Using Faith requires that some holy symbol be present on the believer's person; if not in his hand, then around his neck, in his pocket, etc. Some uses of Faith, e.g., repelling vampires, actually requires that the holy symbol be in hand.

The actual form of a holy symbol is, of course, dependent upon one's religion.

Prayers and Rites

Spoken prayer is a sonorous Holy Symbol, the exclamation of the believer's faith in the divine. As such, prayer may be used as a holy symbol in times of need. Typically, short invocations work best: recitation of the name of Christ, Mary, the names of Allah, etc. Many Rites are so designed to be uttered repeatedly, and so are ideal for this purpose.

A mortal must make a successful Intelligence + Rites rolls to concentrate upon their prayers (diff varies - at the minimum 6, but in times of stress 7 or even 8 may be required). It makes no difference whether Rites have been committed to memory or are being recited from a breviary - unless, of course, an Inquisitor relies upon a breviary and suddenly finds it missing.

While Society records and other witch-hunter accounts refer to cases in which a supernatural was driven off without use of a holy symbol, the idea that reliance upon a symbol may be a crutch that has not yet been realized. Some hunters, throughout history, have attempted schemes as absurd as engraving miniature cruciforms on weapons, but such hunters tend to be short lived.
\Pooling Faith

What happens when more than one Inquisitor with Faith operate together? Two options are possible: individual rolls and pooled Faith. Individual rolls are the most common; each individual makes his own Faith roll. However, these rolls, even if done in the same turn, are not cumulative. For example, 4 Inquisitors are combating a vampire; one Inquisitor has a Faith rating of three, and the other three Inquisitors have a Faith of one. Each Inquisitor successfully rolls against their Faith, producing among them a total of six successes. Only five would normally drive a Kindred away, or even harm them; however, because these came from different sources, they do not stack.

The Faithful may choose to act in concert and pool their Faith. This requires that all participants be members of the same religious tradition, even if they are from different denominations.

Generally, those who "pool" their Faith operate under the leadership of the member with the highest Faith, adding up all Faith rating up to double the rating of the leader.


Individuals who are particularly strong in Faith (anyone with a rating of six or more) are literally beacons in the World of Darkness and stand a step apart from other humans. They are called by many names: friends of God, the Beatifix, saints, holy men; their titles matter not - they are the advocates of Heaven on Earth, and are powerful allies in the war against the Enemy. They are living vessels of Numina.

The Beatific automatically gain the Merit Holy Aura: their aura burns brightly for anyone who can see auras. Even those who are aura-blind sense something more about these people.

The Beatific find that their very presence disrupts supernatural activity, and they have a number of powerful benefits when contending with the supernatural:

The Beatific no longer rely upon holy symbols when contending with the powers of darkness; they realize that the power of Heaven flows freely in spite of any wooden artifact.

The Beatific, on a Faith roll, can automatically sense the presence of the supernatural; by extending a Willpower point, they can determine the source, but not the exact nature.

The Beatific can see through all Levels of Kindred Obfuscate, Chimerstry and other related Disciplines or Gifts with a Perception + Alertness roll (diff level of power +3).

Vampires, wraiths and demons cannot stand to be in the presence of the Beatific. They cannot approach any closer then one foot per level of Faith that the Beatific possesses, without making a Willpower roll and expending a Willpower point, unless the Beatific specifically invites them to approach. If a Beatific approaches, then they are forced to back away.

Demons and other conjured spirits recoil from the touch of the Beatific, and refuse to touch them.

Kindred touching the Beatific with malicious intent receive aggravated damage, rolled against the Beatific's Faith Rating. However, a Beatific can though them without any difficulty, or causing them automatic damage.

Scribers Note: Faith of higher then 6 is extremely rare, and does allow some to manage miracles. While some miracles might be added later, it is suggested that the Storyteller/Room Controller determine just what miracles someone might be capable of, and what is permissible in their room.

Vampire: the Masquerade, WW2300, page 301

True Faith (7-pt. merit)

"You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of True Faith (see p. 272 [see below]); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller."

True faith short version


Level One: Any character with Faith may attempt to ward off vampires by brandishing a holy symbol or uttering prayers. (This is the Hollywood cliche of the vampire being held back by a crucifix.) The person who rolls Faith against a difficulty equal to the vampire's Willpower. The number of successes indicates how many steps backward the vampire is forced to take. If no successes are scored, the vampire need not step back but may not advance. A botch indicates that the vampire may advance unhindered. Further, if the cross, Bible or other holy symbol is placed against the vampire's body, each success causes an Aggravated health level of damage, burning into the flesh.

Level Two: A mortal with a Faith rating of 2 or more may resist vampiric Dominate by spending Willpower (one point typically protects for a few turns).

Level Three: A person with a Faith of 3 or more may sense the presence of a vampire. She need not consciously try to sense a vampire's presence, but must be in peaceful, quiet surroundings - perhaps alone in thought, praying, reading Torah, meditating on the Bible, etc. The person will not sense the vampire's presence if she is preoccupied (e.g., arguing) or in a crowded, noisy place (jostled by a mob, in the midst of a raucous banquet, etc.). This ability need not be infallible; the Storyteller should let the person sense the vampire only when it is dramatically convenient. Note that the person cannot know exactly what she sense through her Faith; all that she will know is that something unclean or evil is nearby.

Level Four: The mortal may not be turned into a ghoul and is unaffected by any mind-altering Disciplines like Presence and Obfuscate.

Level Five: The person is so pure, so holy, that she can fill a vampire with self-loathing, disgust, terror, even physical pain. Any vampire hearing the person pray, preach or recite psalms, or being touched by the person, may be forced to flee immediately by any available means. A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing or begging forgiveness. To avoid fleeing, the vampire must either expend one Willpower point per turn or must make a Stamina roll each turn (diff 5 + their own Intelligence). That's right - the higher the vampire's Intelligence, the higher the difficulty, because the more tortured and guilty she will feel.

Road of Heaven, commonly called the Road of Heaven and known as Tariq el-Sama' to Islamic Cainites, is one of the major Roads that vampires may choose to follow in Vampire: The Dark Ages and Dark Ages: Vampire. Followers of Via Caeli attempt to control their Beast through religious devotion. They are frequently referred to as Noddists or the Faithful.

Although the primary examples of the Road of Heaven come from Christianity, any Cainite devoted to their religious beliefs can follow the Road. Islamic kindred who follow Via Caeli are usually members of the Ashirra; especially devoted Jewish and pagan kindred are also commonly on this Road.

Contents 1 History2 Rules and Practices3 Paths4 Holy Sites

According to the Gospel of Laodice, a Cainite holy text, the principles of Via Caeli stem from Caine himself. Although Caine was cursed by God, he was also closer to God than any other kindred who has existed. The most faithful Cainite to the Lord who has since existed is Saulot, who is considered the founder of Via Caeli. Saulot and his progeny exemplified the way a holy Cainite was to live, and are held in high regard by all Noddists. Saulot is in fact a martyr and saint for the Cainites on this Road, as are his childe Samiel and the Toreador Michael who dreamed of creating an earthly heaven in Constantinople.

Rules and Practices
To follow the Road of Heaven basically means that any Noddist will love and serve God, follow and obey the rules already laid out by Him (the Ten Commandments being a prime example), and will not act in ways that empower the Devil. Other rules (and gods), depending on the religion, may be substituted for the above, but the general idea is the same.

The rituals and hierarchy of the Road also closely mirror religious beliefs. Christian Noddists are usually inducted onto the Road by way of the Confirmation of Blood. Communion and confession are also expected of Via Caeli's followers, as are acts of contrition. Caniites may join a congregation or become a priest, confessor, or even a respected paragon of the Road. Likewise, a kindred who falls from the Road can be excommunicated and ostericised by his fellow Noddists.

Several groups have been created from Via Caeli. Many orders of knights who fight for holy and just causes, including the Leper Knights, the Order of Chanticleer, and the Unblooded are prime examples. In a similar vein, the Mahgrib is a secret division of the Ashirra that seeks out and destroy the corrupt Cainites hidden within the sect.

The four optional Paths of Via Caeli are:

Via Divinitatis (The Path of Divinity) - Considering themselves favored by God rather than cursed by Him, the Divinity followers seek control over mortals and to appeal to as many Cainites as possible to join Via Caeli. This Path is considered by many to be the most devient of the four.

Via Penaculum (The Path of Penitence) - The opposite of Via Divinitatis, Faithful who follow this path consider themselves unworthy of God, the lowest of lowly creatures in his eyes. No path takes acts of contrition as seriously, for this is the only way these Cainites see to gain enlightenment and favor in the eyes of God.

Via Vindicta (The Path of Retribution) - The zealots of the Noddists, these kindred are the wrathful Hand of God, destroying those who have offended him. Any who are considered evil or unfaithful to God must be destroyed; this unfortunately includes non-Via Caeli Cainites.

Via Dolorosa (The Path of Tears) - The martyrs of Via Caeli, these Noddists offer themselves as undead sacrifices so others do not have to suffer. They will willingly sacrifice themselves to stop any corruption caused by anything considered unholy, especially demons or other Cainites. This Path is called Tariq El-Alaam' by the Islamic kindred.

Legerdemain is the ability to perform feats of manual dexterity, ranging from picking a purse from a belt, to juggling and feats of trickery such as palming objects. It encompasses the stealth and concealment involved in using that dexterity without being noticed, such as when palming an object or performing a conjuring trick.
* Novice: You've sometimes taken very small items when nobody was looking and gotten away with it
** Practiced: You can rob alms and steal from blind beggars with impunity, and you are good enough at sleigh-of-hand to entertain local gatherings
*** Competent: You can gracefully make off with nearly anything that isn't nailed down, and you have the polished manner of a professional entertainer, even if that's not your chosen livelihood
**** Expert: When you perform your tricks, they seem genuinely supernatural to most observers
***** Master: People wonder if perhaps supernatural powers are performing the thefts you commit, thanks to your audacity and the lack of clues left behind

Archery is the ability to use bows, the more common ranged weapons of the era. Experienced archers also know how to maintain and repair their weapons, and even how to make them. Archery covers crossbows and other related weapons. It does not cover spears or other thrown weapons.
* Novice: You can shoot adequately as long as the situation isn't too distracting. You can maintain a bow but not repair it
** Practiced: You can hunt and fight competently with the bow. You can maintain and repair a bow, but not craft a new one
*** Competent: You use a bow with grace and style, and you can make weapons that are respected for their craftsmanship
**** Expert: Warlords and others who need superior archers seek you out
***** Master: Neither distance, darkness nor anything else seems capable of stopping your arrows from going precisely where you want them to

Commerce is the ability to sucessfully bring your goods to market, with all that entails. It includes the ability to evaluate goods and to identify who would want them, a knowledge of trade routes and fairs and skill at negotiating prices. Commerce is a catch-all Ability, and you should choose one class of goods as a field of expertise when you first purchase it. You can use Commerce outside your field of expertise to identify potential markets and experts in the field and to negotiate and haggle over just about everything. Evaluating an item or a trade route with which you have no experience is beyond you.
* Novice: You can get a fair price when you bring the harvest to market
Practiced: You can broker exchanges in your field of expertise and know who in the vicinity deals in what trades, legitimate or not
*** Competent: You can make a good living as a merchant or moneylender. You can draw on the expertise of those in other trades without difficulty
**** Expert: You are one of the preeminent experts in your field, and you are rarely (if ever) taken advantage of. No market is closed to you
***** You are a master merchant, expert in commerce spanning the continent

Ride is the ability to travel astride a horse or other riding animal, keeping it under control in varying circumstances. Experienced riders can fight from horseback, tend horses' common ailments and evaluate the quality of their mounts and related gear.
* Novice: You can get around on a good mount as long as things don't get complicated
**Practiced: You can hunt, chase and sustain long rides safely, if not always comfortably
*** Competent: Horses hold very few surprises for you, and you can fight from horseback without penalty.
**** Expert: You can engage in fancy stunts and keep your horse calm and healthy in the midst of dangerous, rapidly changing situations. You're the one that gets called on when most people fall and fail
***** Master: Alexander the Great and his Bucephelas were no closer than you are with your favored steeds, as troubadours routinely remind their audiences

Hearth Wisdom
This is the lore of the people, as opposed to the academy. It's unsystematic, but in its haphazard way, it covers the body of knowledge accumlated by peasants, traders and other people who do not benefit from servants or live in isolation. It includes mundane matters such as which plants and animals are safe to eat in the area, which herbs are good for cooking and for medicinal purposes, signs of impending bad (or good) weather, rules of thumb for resolving domestic disputes and the folk wisdom regarding the dangers (supernatural or otherwise) of the night. Despite its diversity of topics, Hearth Wisdom is not a catch-all Ability with fields of expertise.
* Dabbler: You know all the common fireside tales of your home and you can recall them at need
** Student: You know the obscure and traditional lore of your region, and very little--even if it's strange and dangerous--takes you by surprise within the fields you know
*** Learned: You quickly acquire the lore of any area you pass through, and others know that when the unseen world makes itself visible, you're the one who most likely knows what to do about it
****Scholar: You are famous for your knowledge of mysterious affairs, and some fear you because of the potential for pacts with dark forces that your explorations afford
***** Master: Your supreme insights into strange matters make you the target of pleas from individuals both high and low who suffer mysterious depredations

Seneschal is the ability to administer holdings, from households to kingdoms. It covers the knowledge of physical assets and their needs, from crop harvesting to the maintenance of buildings, and the social skills to coordinate others' labor, resolve disputes, keep those who must be paid satisfied and so on. A skilled seneschal can evaluate the state of others' holdings based on personal experience and theoretical knowledge, too.

* Dabbler: You can keep your family's household going smoothly and manage a few other resources as long as there's no intense pressure or stress
** Student: You can manage a business or manor and keep almost everyone involved reasonably happy
*** Learned: You successfully oversee multiple properties over an extended area, even in times of war, famine and other calamity.
**** Scholar: Rulers know that they can give you custody of their lands and goods and get them back in better condition than you received them
***** Master: Preachers illustrate the contemporary significance of the parable of talents with stories of your accomplishments

Theology is the lore of the queen of sciences, the study of God's will in all things. It combines historical scholarship with logic and a measure of artistic expression. Theology by itself does not make a character articulate, but it can provide the information necessary for effective persuasion, and it's crucial in evaluating many social matters. Nothing human or physical lies outside the scope of God's commandments, as heretics and orthodox agree, and there is a theological dimension to political, economic, and other disagreements. Keep in mind that, for medieval people, this is not a matter of unfounded supposition susceptible to reasoned analysis. It is as rigorous a matter as medicine or ballistics
* Dabbler: You know the major tenets of whatever faith prevails in your home, and you grasp the essential spirit of commmon doctrines even when you're unclear on details
** Student: You know holy writ and important teachings, past and present
*** Learned: You can debate the technical points of right belief, as you understand it, and readily understand the beliefs of others even when you disagree with them
**** Scholar: Heretics and infidels fear to contest with you, and you're a pillar of the community of faith wherever you are
***** Master: You are a latter-day Saint Paul or Saint Peter, depending on whether you turn your attention primarily to winning unbelievers' hearts or ministering to the needs of those who already believe

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