Cayden Cailean

Algund Neithan's page

124 posts. Alias of Gaurwaith.


Full Name

Algund Neithan

Race

Human

Classes/Levels

Paladin 2 | AC 18 T 10 FF 18 | HP 26/26 | Fort +8 R +4 W +6 | Init +0 | Perc +0 | Smite 1/1 Lay on Hands 4/4 Harrow Points 4/4

Gender

Male

Size

Medium

Age

20

Alignment

LG

Deity

Shelyn

Location

Korvosa

Languages

Common, Varisian, Celestial

Occupation

Paladin based in the temple of Shelyn

Strength 18
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Algund Neithan

Physical Description:

Algund looks vaguely like a gentleman. He wears a white shirt with a red scarf, curved sword occasionally clinking against his dark pants. One hand often rests at the hilt of that sword, and when Algund comes to rest he's often slightly sideways, sword arm forward. His clothes are often a bit loose around the waist and tight on his thighs and chest, his shoulders a bit broader and his limbs a bit thicker than most. And he's tall, tall enough that his dark, hooded cloak rarely brushes the ground as he walks. People have always told Algund he looks like his grandfather. He's also been told that he's very handsome. His hair is dark and normally kept short, although it's getting to be about time for a trimming. A beard or moustache would only mask Algund's beautiful features, so he stays clean shaven.

A canny observer might notice that he often smiles, and sometimes talks to himself in a vaguely mysterious way.

Armor as follows, with images:
Mail hauberk going to about knee length, with riding slit, sleeveless
Splinted arm harness with a floating metal cowter
No gauntlets
Sallet and Gorget
Floating poleyn and gambeson greaves (note that there shouldn't be cuises, as in the image)
No sabatons

Oh, and the cowters have spikes, I guess.

Family History and Childhood:

The Neithans have always had money. They married into it many generations ago, and since then they've been a rich elite, owning a very substantial estate to the east of the Sanos forest. Algund's grandparents moved to Korvosa after getting married, but still spent a lot of time out in the country, where Algund's father was born. He spent about a third of his time on the estate, the rest in the city, where he met Algund's mother.

Algund was thus the first Neithan in a very long time to be born in the city. Many of his earliest memories are of wandering through the trees of Sanos, and he always felt like the dense buildings and crowds of people were somehow wrong. While in the city, fights between Algund's mother and father were common. They never became violent, but were often intensely emotional affairs which lasted for several hours. Algund was always a little bit afraid of his father. What's more, Algund was smart. He often felt that he was treated as younger and less intelligent than he actually was, and often wished his parents would listen to him more. Nevertheless, he still loved and relied on his family.

Growing Older:

Money meant school. Every day in the city, excepting weekends and holidays, from sunrise to sunset, Algund followed a path through Korvosa, visiting first the Pantheon of the Many, then journeying out to North Point to the Bank of Abadar. His parents hired a bodyguard for the young boy, who accompanied him on his daily journey. Algund was a strange boy, very different from what the priests were used to. When they asked him to read about the history of the city, they found he was intelligent and hard working, but when they gave him an exercise in Celestial he was a terrible truant. Still, he was smart, and every year he worked harder and longer, often returning home with a stack of books. Algund showed some aptitude for magic, but ultimately was not interested in the arcane arts. Like the city, there was something stifling and altogether unlovely about wizardry.

Algund spent his free time working hard. He liked people, and always wished that he spent more time with other kids his age, but had difficulty approaching people without a reason. No, Algund didn't go home to play with other children. His parents thought he would grow lonely, and sent him to Castle Korvosa, to be trained in swordplay. Algund liked this well enough, he had always wanted to know how to fight. But it is difficult, learning to fight, and the instructor who trained Algund always asked for more, always demanded improvement. Whenever Algund seemed to show good progress with one weapon, they would switch to another, so that he had to start again. No matter what he did, he could never quite escape the sense that he wasn't good enough, never as good with a sword as he ought to be, unable to carry on a conversation in three languages, he was decidedly above average, but never as good as they told him he could be. Within Algund, a sea of negative emotions began to swirl.

Adolescence:

At home, Algund began to feel increasingly distant from his parents. They still treated him like he was a child, though by now he was at least as intelligent as they were, and far more in control of himself. Every time they lied or deceived him, or changed their minds, he remembered. His rage grew with each passing month. He began to harm himself, which he found relieved his anger. And besides, it would help him get tougher, help him be the best he could be. Besides, what would it get him, to be angry at others? His parents were often angry at each other, but that never helped them. He had never felt as though they listened to him, so why would they care if he were angry? He began to grow apart from his family.

At this time Algund began his first romantic relationship. He met the girl out at the family estate, and it wasn't long before they were practically inseparable. He would often find himself, facing her and a cousin, locked in conversation. Though it might look like his words were addressed to both of them, in fact they meant entirely different things to both listeners. Even when they were about himself. "Nah," he would say, "that's definitely not me at all, that's the sort of person who would go home and cut themselves each night, come on man, that's just not me." And he would shake his head at his cousin, and they would know that wasn't him, but when he shook his head at her, the knowing smile was entirely different.

Algund often wondered what that might mean. He woke up one day, next to that same girl, and found that she hadn't been sleeping. She had simply been staring at his beautiful face, and telling him that he was the most wonderful person she had ever met. But that couldn't be the answer, he couldn't be the most wonderful person ever. How could he, when he had never been the best he could be? When his parents and teachers had pushed him his whole life? No, he thought to himself, I'm not the most wonderful person ever, but I could be. He returned to Korvosa wishing he were someone else, without a clear sense of identity.

Separation:

Lonely were the days of Algund. It wasn't that he didn't like the people he met while in the city, it was simply that he didn't have the energy to interact with them. Living with his parents was draining. He found that all his thoughts were directed inwards, but they were no longer so negative. Now Algund was strong and smart. The various priests who were his teachers were impressed by his ability to learn, and when he sparred with others, Algund started winning. It was thrilling, watching himself move through life. Just a few years ago he had been younger and more timid, afraid of authority and somewhat socially awkward, but now he was better than most people at many things. His parents no longer pushed him. Perhaps it was because he had grown so strong, so good at pleasing his professors and at sparring with the sword, or perhaps instead it was simply that they now felt he was old enough and disciplined enough to push himself. Nevertheless, without such strong external pressure, Algund stated to like who he was. But he was still angry, and alone.

He knew he had to get away from his parents. And he found the place that was most willing to accept him was the temple of Shelyn. He had first visited the temple as a young boy, learning to appreciate the fine arts. Then, when he was a little older, Algund visited again, still as a student, this time to learn poetry. He had loved it, and as he grew older he began to spend more and more time with the priests there. There was never a schedule to be kept to, no way to be late, and no real expectation that he work hard. It was the one place he felt he was accepted without having to prove himself worthy.

Living in the Temple:

Algund told his parents before he left. The priests had agreed to take him on, though he would not become one of them. Algund's parents still loved him, in their way, though it had been rare for them to have a conversation with him over the past few years, and gave him a large sum of money to live on. Algund made it last.

Living in the temple was nice. There were a few duties for Algund, but none more difficult than learning to read and speak celestial had been, none more exhausting than hours spent sparring. Algund had thought they would put him to work, but they didn't ask nearly so much as he had thought. Freedom he found in true measure. And now, too, he had the energy to enjoy himself. Algund met a lot of girls. He met a lot of everyone in fact, living in the house of Shelyn, and saw a lot of wonderful things. His became a life full of beauty.

It nagged on him, his happiness. He had been unhappy for much of his life, and had always had a strong sense of duty. Of course he had, he had been told to be dutiful his whole life, and now he felt he was in debt. To who? To the temple, to Shelyn, who had taken him in, and to the priests, who had accepted him without tests and without hard questions. And to the people of the city, who he had lived over his whole life. He had always felt, when he was younger, that they couldn't possibly be any less happy than he was. He felt that no longer.

Repaying his Debts:

There were others at the temple who wanted to help, they proved quite welcoming. A friend of the temple, a friend of Shelyn, was a friend of theirs, and under their protection. Now Algund protected them too. Those at the temple liked him, and found him skilled at directing others. Those on the street liked him, and found him skilled with a blade. Shelyn liked him, too.

She spoke to him, just a few, brief words. The strength of the gods is with you. But there was immense power in them, and the world lit up. The world seemed sweeter, colors seemed brighter, everything altogether more joyous. It made Algund's skin tingle, the voice, but it was soothing at the same time, like a breath of cool air on a drowsy summer night, or the delicate pattering of rain just before falling asleep. He found magic, delicate as gossamer, shimmering at his fingertips, surrounding him with an imperceivable aura of strength and safety. And he knew, that same night, that his debt to Shelyn could never be repaid.

Algund set his sights higher. He no longer took orders from those at the temple and followed them to the best of his ability, no, now he knew that he could do better. The poets, the writers, those with influence and ability, Algund called on them to galvanized the poor to action. When a man published a flier about how the guard in his neighborhood was corrupt, and how the local thieves could get away with almost anything, it was Algund who stood beside him. And when the same thieves broke into the man's house later that night, it was Algund who stopped them from escaping. The populace of the city, slowly but surely, in little bands in the street, at dinners and gatherings, began to band together for the greater good. Algund knew, now, that though the city was dark and grim the sun would rise the next day, and it would burn brilliantly and beautifully.

Then the real burning began. Algund left the temple, armor shining in the fiery shadows, glaive held high, friends at his back. He did what he could.

Quotes:

No, you can't have any of my candy. It's mine. If you take any I can't do anything about it, but...I don't want you to.
-Said to a cousin who wanted some candy.

I used to think that the path to strength was self denial and self sacrifice. That's why I put some marks on my legs, to make me stronger. I used to try to bear the weight of the world on my shoulders...but now I know that the path to strength is through beauty, for it is only through beauty and love that we can truly motivate ourselves.
-To his first love.

I am a hopeless romantic. Still smart enough to not be an idiot sometimes...and tough enough for times like this.
-To his mirror, alone.

I'm becoming increasingly lonely. I started working out daily a few months ago, which is doing okay to keep away the despair. Still, I'm going to write here if I need it.
-The only entry in his journal.

I am a very angry person. I can't remember ever not feeling intense rage directed at my parents. Not that they ever did anything abusive, well...yeah, nothing too abusive. It's just a fact of life. I know that when I was younger I didn't feel this way, and when I'm older I might not either, but for now there's nothing anyone can do about it. Got a lot of self control though.
-Said to the priest who let him stay.

I was never allowed to be angry. A boat ride out to the country: I was a young kid, got into a fight with my mother. Never could remember what that fight was about, probably just being on a boat, can't get away from each other, monotonous, anyway...I was a little kid, and I was angry, so I tore out some of her hair. She hit me a few times, and I cried, and we both ran away. But then the next day, I still had the bit of hair and scalp, and I wanted to keep it, to remind me not to forgive her, but she tossed it into the sea. I don't think I ever really forgot.
-To a lover who asked for his worst memory from childhood.

The law is interesting. In the early days we had easy laws, they'd have a separate punishment for cutting off someone's ear and cutting off their nose. These days, laws are a lot more vague. They require interpretation and implementation, which results in a lot of variance. Judges disagree with one another about what the law means, and guards in one part of the city end up behaving dramatically differently from those in another. In the end, the law is a guide, but good intentions are more important. I respect authority, but what can I do when gods and kings disagree?
-To an off duty guard member.

I could hurt you a lot for that. It's a thing that I'd really like to do. Instead I'm going to smile and tell you that you need to sober up. I guess if you hurt me again then I'll break your fingers or something so uh, please don't do that.
-After being struck by a drunk at a bar.

Good art reaches everyone, even people who didn't think they got to live a life with beauty in it.
-Written on a sign outside the temple.

Shelyn teaches the path of peace, but to practice peace one must be strong enough to endure others.
-Said while sparring at the temple.

Nah, I got absolutely no concept of my own mortality. Actually, I've been blessed by a god, so I guess that means I cannot die. If it ever looks like I'm going to die, I'm actually just building suspense so that I can uh, surprise you...yeah, that sounds right.
-To a man under his protection.

Mechanics:

Init +0; Perception +0
Defense

AC 18; Touch 10; Flat-Footed 18; (+8 Armor)
HP 26 (2d10+6)
Fort +8; Ref +4; Will +6

Offense

Speed 30 ft, 20 ft in armor
Space 5 ft; Reach 5 ft
Melee: +6 Cold Iron Glaive (1d10+6 x3), +6 Scimitar (1d6+6 18-20), +6 Spiked Armor (1d6+4), +6 Dagger (1d4+4 19-20)
Ranged: +2 Sling (1d4+4) (10 bullets)

Activated Abilities
Detect Evil, At Will
Smite Evil, 1/day
Lay on Hands, 4/day

Statistics

Str 18, Dex 10, Con 14, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +6; CMD 16
Traits: Pride (Drawback), Rich Parents, Affable, Friends in Low Places
Feat: Power Attack, Combat Expertise
Skills:
2 (Background) Artistry (Literature) +7
1 (Background) Perform (Oratory) +7
1 (Background) Craft (Woodcarving) +6
1 Knowledge (Religion) +6
2 Knowledge (Local) +7
2 Diplomacy +8 (+2 trait bonus to gather information, can gather information in half time and quarter time in poor districts, -2 involving creatures that threatened, accused, or challenged)
2 Sense Motive +5 (-2 involving creatures that threatened, accused, or challenged)
2 Spellcraft +7
1 Heal +4

Equipment:

Total money spent: 831 gp
Remaining money: 69 gp
Carrying capacity: 76 lbs to light load, 153 lbs to medium load
Weight carried in armor with non-combat gear: 97.18 lbs
Weight carried with non-combat gear and scimitar: 21.18 lbs

Combat Gear, typically either all or just the scimitar is carried: 80 lbs, 680.1 gp
Spiked Half Plate Armor, 60 lbs, 650 gp
Scimitar, 4 lbs, 20 gp
Glaive, 10 lbs, 8 gp
Dagger, 1 lb, 2 gp
Sling, negligible, free
Sling Bullets, 5 lbs, 1 sp

Non-Combat Gear, typically carried: 15 lbs, 29.2 gp:
Backpack, 2 lbs, 2 gp;
Mess Kit, 1 lb, 2 sp
Half-Filled waterskin, 4 lb, 1 gp;
Holy Symbol, Iron, 1 lbs, 5 gp
Traveler’s outfit, 5 lbs, free;
Journal, 1 lb, 10 gp;
Ink, negligible, 8 gp;
Inkpen, negligible, 1 sp;
Signal Whistle, negligible, 8 sp;
Flint and steel, negligible, 1 gp;
Lamp, 1 lb, 1 sp
Tindertwig, negligible, 1 gp
Wooden Business Card, negligible, free
0 gp, 0 lbs

Other items owned: 48 lb, 111.2 gp
Changes of Clothing
Shaving kit, .5 lbs, 15 sp;
Grooming kit, 2 lbs, 1 gp,
String, .5 lbs, 1 cp;
Chalk, 3, negligible, 3 cp;
Charcoal, negligible, 5 sp;
Candles, 10, negligible, 1 sp;
Bells, 3, negligible, 3 gp;
Earplugs, negligible, 3 cp;
Gear Maintenance kit, 2 lbs, 5 gp,
Vial, negligible, 1 gp;
Dice, negligible, 1 sp;
Cheap Cards, 1 lb, 1 sp,
Puzzle Boxes, 4, 1 unsolved, 10 lbs, 17.1 gp,
Expensive Dominos, 1 lb, 10 gp,
Soap, 1/2 lb, 1 cp,
Perfume, 2, negligible, 2 gp
Ring, Signet, negligible, 5 gp
Paper, rice, 11 sheets, negligible, 6 sp;
Sealing Wax, 1 lb, 1 gp,
Rope, Hemp, 50 ft, 10 lbs, 1 gp,
Tea, 1/2 lb, 2 cp,
Kit, Cooking, 16 lbs, 3 gp,
Kit, Healers, 1 lb, 50 gp,
Holy Symbols of Irori and Kurgess, iron, 2 lbs, 10 gp

Banknotes, negligible, 60 gp

Rules Text:

Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Rich Parents: Your starting wealth increases to 900 gp.

Affable: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Friends in Low Places: Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.