Pathfinder Chronicler

Alaire's page

138 posts. Alias of Aleron.


Full Name

Alaire Ravness

Race

Romandan Human

Classes/Levels

Templar 3

Gender

M

Size

Medium

Age

25

Special Abilities

Aura, Channel Energy 2d6, Repose & Archon Domains, Gentle Rest (5/day), Touch of Law (5/day), Spontaneous Casting (Positive Energy)

Alignment

LG

Deity

Adest, "The Spirit Lord"

Location

Romanda

Languages

Common (Trade Tongue), Common (Romanda), Celestial

Occupation

Temple Guardian, Adventurer, Healer, Cook

Strength 15
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 17
Charisma 15

About Alaire

Description:

This broad shouldered man is reminiscent of the knights of old. He stands just under six feet in height with a fair complexion and his long sandy-coloured hair laying over one shoulder bound in a neat ponytail. His eyes are a steely-grey in hue yet manage to usually reflect a warm, welcoming light. A rolled cigarette is often clasped between his lips, though he doesn't seem to actually light or smoke them very often.

He wears a hefty knight's sword sheathed on his hip and a heavy shield strapped to his back. His well maintained and shined breastplate is emblazoned with the crest of Adest upon the chest, done in a combination of grey metal with a silver trim. He also carries an additional assortment of gear favoured by those of the adventuring profession.

Biography and Background:

The Ravness family earned its nobility long ago in the annels of history. The patron of the family was, according to records, a historical figure and hero more befitting a fairy tale or legend. An iconic knight in every sense of the word, it was he who first swore his service to the Church of Adest which helped him through his grief and eventually aided him in avenging his beloved wife's life which was stolen by a necromancer. His remaining children also joined the church's ranks and the family has served onward throughout to this very date.

So was it that the family came to be closely allied with the Church of Adest. The family became especially proficient over the years in the study of white magic, healing, protection, the destruction of undead, and the rites of the temple including funerals and burials. Many were hailed as the most practised in their field in the past, with most of the family falling onto the roles as clergy, white magi, temple guardians, and knights. Exceptions certainly occurred and some were even forsaken by the family due to particularily dishonourable acts, though this was indeed rare and something of a taboo subject.

In more recent times, Zerig's family fell prey to some unfortunate circumstances after joining the losing side in an influential battle. Several members of the family sought out refuge in the temple of Adest at that time. Eventually, out of thanks, they became sort of vassals serving under the Ravness family. Zerig himself is one such vassal and considered one of Alaire's closest friends and allies.

Alaire is the second born of five siblings with three sisters and a brother. His elder sister serves as a priestess in the Church and is considered warm hearted and kind, in addition to being a talented healer. His younger brother is only a year younger and currently training to become a knight, both very strong and noble. His two youngest sisters are twins currently undergoing their schooling. It is believed both have some talent for magic. Their parents are senior ranked clergy within the church, with his elder sister a likely candidate for taking over once they are too old to continue with their duties.

Alaire was promising throughout his early schooling and life. Bright and talented with even the heavy bastard sword, he also showed a talent for white magic. Unable to decide which to study exclusively, he joined the templar which blended the two in ways a white magi or knight could never dream of.

Throughout his growing up, Alaire found himself often preparing meals (at first not by choice admittedly) for his siblings, family, and the rest of the temple. Eventually this task became a sort of hobby and he became quite proficient at it, enough so he could probably make a decent living off it were his interests not so focused perhaps.

During a rebellious phase in his youth he began smoking and has never been entirely capable of quitting. He generally keeps at least one rolled and at hand though only tends to light them while nervous, stressed, or otherwise upset.

For many years of his adult life he has stayed close to his home temple and aided how he can as a templar, both in defending from immediate threats and use of his magical capabilities. With his brother coming into his own now, he finds himself with a bit more freedom and a desire to go out and see the world and make right what he can to truly earn the namesake he has inheritted.

Personality & Beliefs:

Alaire is generally warm and friendly with those he meets. He is proud of his background and family, even to the point of sometimes being a little arrogant about it (something he was chided for when he was younger) though he does try to avoid it. Within and outside combat he tries to uphold his family's beliefs in chivalry and honour (meaning he generally will not be the first to begin a fight and refuses to strike helpless opponents or someone's back). He is immensely loyal and respectful to those that earn it from him, to the point of willing to lay down his life for a close friend or ally as a last ditch option (he would obviously prefer to keep everyone, including himself, alive if at all possible).

Alaire believes death should be graceful and something to be embraced when the time comes, not feared. For this reason he tries to administer as much as possible to put at ease those who are dying and those who have lost loved ones. He does all he can to avoid untimely deaths whether it be due to wounds, disease, or circumstance. The exception to that are those that willingly corrupt themselves with dark magic or create undead, who are beyond salvation in his eyes and have already lived past their time.

He has a close friendship with Zerig and cherishes him both as a friend and companion. Having been saved by him on several occasions due to his unique talents, he considers him a brother and stalwart companion.

Combat:
--- Combat ---
Hit Points: (27/27)
Init: +3 = 1(DEX) + 2 (Trait)

Sign: Leo
Brave: 10
Faith: 14

AC: 19 = 10 + 6(Armour) + 2(Shield) +1(Dex);
Touch: 11 = 10 + 1(Dex);
Flat: 18 = 10 + 6(Armour) + 2(Shield);

Fort: 5 = 3(base) + 2(CON);
Ref: 2 = 1(base) + 1(DEX);
Will: 6 = 3(base) + 3(WIS);
(+1 vs spells/spell-like (Trait), -2 vs spells/spell-like (Faith), +2 vs fear (Trait))

CMB: 4 = 2(base) + 2(STR);
CMD: 15 = 10 + 2(base) + 2(STR) + 1(DEX);

Melee: 5 = 2(base) + 2(STR) + 1(Weapon Focus);
Range: 3 = 2(base) + 1(DEX);
Bastard Sword 1d10 + 2, 19-20*2, S
Light Crossbow 1d8, 20*2, P

Traits, Skills, & Feats:

Regular Traits (2)
-Reactionary ~ Never first to draw blade or blood in combat but quick to react when it occurs
-Jaded ~ Years of work around the hurt and dead in the church have left him desensitized

Campaign Trait (2)
-Aspiring Knight ~ Dreams of becoming a fully fledged Holy Knight and has trained himself in this pursuit
-Ikkoku Noble ~ Member of a Noble Ikkoku Family closely allied with the Temple of Adest
-Nemesis ~ You have someone/thing that actively seeks to harm you at every turn and if he can end your life early. This negative trait goes away if your Nemesis is vanquished. Removing this negative trait grants 1,000 exp.
-Daredevil ~ You take incredible risks for many or no reason what so ever and can actually come out unscathed. You may add once per day 1d6 to any d20 roll that you have failed.

Region/Kingdom Trait (1)
-Glory of Old ~ Comes from a long line of Knights and Heroes in service to the Church

Skills:
Acrobatics -3 = 0 + 1(DEX) + 0 - 4(ACP)
*Appraise 1 = 0 + 1(INT) + 0
Bluff 2 = 0 + 2(CHA) + 0
Climb -2 = 0 + 2(STR) + 0 - 4(ACP)
*Craft 1 = 0 + 1(INT) + 0
*Diplomacy 6 = 1 + 2(CHA) + 3(CLS)
Disable Device N/A
Diguise 2 = 0 + 2(CHA) + 0
Escape Artist -3 = 0 + 1(DEX) + 0 - 4(ACP)
Handle Animal N/A
*Heal 7 = 1 + 3(WIS) + 3(CLS)
*Intimidate 8 = 2 + 2(CHA) + 3(CLS) + 1(Trait)
*Know (Arcana) N/A
*Know (Planes) 5 = 1 + 1(INT) + 3(CLS)
*Know (Religion) 7 = 3 + 1(INT) + 3(CLS)
*Know (Nobility) 6 = 1 + 1(INT) + 3(CLS) + 1(Trait)
*Know (History) 5 = 1 + 1(INT) + 3(CLS)
*Linguistics N/A
Perception 3 = 0 + 3(WIS) + 0
Perform 2 = 0 + 2(CHA) + 0
*Prof (Cook) 7 = 1 + 3(WIS) + 3(CLS)
Ride -3 = 0 + 1(DEX) + 0 - 4(ACP)
*Sense Motive 9 = 2 + 3(WIS) + 3(CLS) + 1(Trait)
Sleight of Hand N/A
*Spellcraft 5 = 1 + 1(INT) + 3(CLS)
Stealth -3 = 0 + 1(DEX) + 0 - 4(ACP)
Survival 3 = 0 + 3(WIS) + 0
Swim -2 = 0 + 2(STR) + 0 - 4(ACP)
Use Magic Dev N/A

ACP = -4 //Armour Check Penalty (While in Armour)

Feats: Selective Channeling, Heavy Armor Proficiency, Weapon Focus (Bastard Sword)

Spells:

DC = 10 + 3(WIS) + Spell Level + 2(Faith)

Orison: 4 Slots: Detect Magic, Light, Stabilize, Create Water
1st: 1+1+2 Slots: Magic Weapon, Shield of Faith, (D) Divine Favour, (D) Deathwatch
2nd: 1+2 Slots: Spiritual Weapon, (D) Gentle Repose, (D)Align Weapon {Law}

*Special* +2 when delivering touch attacks

Gear:

Clothing, Cold Weather Outfit 7 lbs (Free)
Clothing, Cleric's Vestments 6 lbs (5)

Bastard Sword 6 lbs (35)
Heavy Wooden Shield 10 lbs (7)
Breastplate 30 lbs (200)
Crossbow, Light 4 lbs (35)
Crossbow Bolts x30 3 lbs (3)

Shield Sconce 0.5 lbs (1)
Weapon Cord - (1 sp)
Whetstone x2 2 lbs (4 cp)

Holy Symbol, Wooden x2 - (2)
Signet Ring (Ravness) - (5)
Sealing Wax 1 lb (1)

Charcoal x5 - (25 sp)
Paper, Rice x 20 - (10 sp)
Chalk x10 - (10 cp)
Torches x5 5 lbs (5 cp)
Sunrod 1 lb (2)
Tindertwig x2 - (2)

Pouch, Spell Components x2 2 lbs (10)

Rations x10 days 10 lbs (50 sp)
Kit, Cooking 2 lbs (1)
Fishhook x2 - (10 sp)
Waterskin x1 4 lbs (1)

Winter Blanket 3 lbs (5 sp)
Backpack, Common 2 lbs (2)
Bedroll 5 lbs (1 sp)
Flint and Steel x2 - (2)
Waterproof Bags x2 1 lbs (10 sp)
Pouch, Belt 0.5 lbs (1)
Soap x2 1 lb (2 cp)
Candles x5` - (5 cp)
Tent, Medium 30 lbs (15)

11 Gold
87 Silver
94 Copper