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About CharlemangeName: Charlemange
Traits:
(Add or remove as needed for specific Ancestry) Primary Stats:
Derived Stats
Size: 1
Damage: 0
Class Abilities:
Enchanted Weapon/Armor abilities: Icy Shortsword: Icy to the touch, glows a faint blue.
The Crown: (Passive)
Obsidian Shield with an ember glow: (Action)
Golden Kunzite embedded ring: (Passive) (Damaged: Uses remaining- 6)
Languages spoken: All Understood Languages: Common, Goblin, Dwarven, Written Languages: Common, Dwarven. Professions:
Street Preacher of the New God. You preach on street corners, beseeching people to seek redemption as the end is near. Wilderness (Gatherer) searching for wild food resources. Common (Valet)The butler in a second or third rate establishment takes on the duties of the house steward, valet, and footman as well. He is likely to pay market bills, assist his master in dressing, serve at table and oversee the wine and silver, and superintend other male servants. Ancestry Traits and Abilities:
Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10.
Level 4 Expert Human
Quirks and Marks of Darkness:
(Write in these if you ever gain a quirk or mark of Darkness) Paths and Path Abilities:
Novice Path: Priest
Shared Recovery: (1/1 per Rest)
2nd level:
- Theurgy: Blessing (1st) Prayer: When a creature within short range
5th level:
8th level
Expert Path: Paladin
Divine Cause: When you would make a challenge
Faith Healing:
Level 6 Paladin level up:
Divine Vigor: You cannot become diseased or Poisoned. You never take damage from disease or poison. Sense Enemies: You can use an action or a triggered action on your turn to find your foes. For 1 minute, no creatures within medium range can hide from you and your attack rolls against creatures within medium range ignore the effects of obscurement. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest. Master Path:
Attributes: Strength +1, Agility +1, Will +1.
Magic Learn one life spell. (Restore Body) Far Healing: When you cast a Life spell that targets a creature you can reach, you can instead target a creature within short range. Equipment:
Wealth: Bits: 2 Copper Pennies: 10 Silver Shillings: 37 Gold Crowns: 4 Weapons-
Armor- (E)Obsidian shield, with an ember glow. Expendable items:
Magical Items: (Relic) The Crown: A silver circlet with eye like designs spread evenly around it.
(Enchanted: Damaged)A gold ring with a light purple kunzite gemstone bedded in it. The gem emits a soft glow when someone within five yards knowingly speaks a lie. Gear-
Clothing:
A Rose with thorns that never withers. Random Treasure::
Rune-inscribed leather hand wraps. You make all Strength and Agility attack and challenge rolls with 1 boon for 1 minute. This object has one use per Rest. You cannot wear gauntlets or gloves with it. A clay tablet with magical writing on it. This incantation will create a field of force around you for one minute. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately. A helmet fitted with a rhinoceros horn. This single horned helmet allows the user to make a triggered attack to an adjacent foe other than the target of your regular attack. A successful attack will render 1d6 damage. You receive a +1 bonus to your Perception checks. If you charge a foe, you may also push them two yards beyond where they were last standing. Test Strength vs. target’s Agility or Strength (whichever is lower). Spellcasting:
Power level: (4) 0th- 5/day
Challenge Save: DC. 14 Tradition: Celestial Level 0: Level 1: Flash
PERSISTENT LIGHT:
2nd Level:
Tradition: Life Level 0:
Minor Healing:
Level 1:
Level 2:
Leve 4:
Tradition: Theurgy Level 0: Level 1:
Level 3:
For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description. Level 4:
Questionnaire:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that. - In general people are in need of help. I don't seek the center stage, how could I? But I do enjoy helping people out with their problems. 2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..
3) What do you fear? What do you hate?
4) What do you desire? What do you love?
5) You have (at least) one secret. What is it?
6) Have you done something Notable? What was it?
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
"Authority" from others, especially the Nobles is what allows otherwise decent men to do horrible things. All in the name of "authority". 8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
(Copy and paste the questions and answers from character generation here.) My Story:
(How do all the random rolls fit together?) War. War never changes. But like a stone cast into a still pond its effects ripple out so far that it can change even the lives of those
Charlemange was born the 4th son of the Pelleron noble family. As he was extraneous in nearly all ways, he was free from heir duties but still nobility, he was sheltered and well taken care of initially. He was raised to be healthy but free of formal education and was given free reign to do so as he pleased, until he was given the care of one of his father's man-at-arms, Art. As he aged he took up the task of being Art's valet and he took to it well enough at first. As such he was brought with the man as he traveled the countryside, Charlemange was introduced to a variety of cultures among several of the other races and lifestyles of the less fortunate. He was never allowed to indulge himself for long on food or other niceties of court. Although he was nothing obviously special and in an unimportant position, he lingered at the edge of the court, watching but never acting. As he aged, he saw the way those in power, particularly his father, Alabaster Pelleron, acted to those who did not have any power or proper voice of their own and grew upset at the behavior. When he questioned it, he was told by Art that it was the birthright of the nobility to act that way should they choose and it was not the place of others to challenge this. This didn't sit well with Charlemange, it bothered him greatly. For years he watched as this growing disgust festered within him, growing until, when he was 14 years of age, it eventually turned into an angry shout within the court. He argued with those who's birthright it was to decide the fate of others. He argued but was mocked for committing such faux pas. For he was an unimportant son. He was poorly educated and he had little knowledge of courtly affairs or proper social conduct. He challenged Alabaster in a trial by combat in order for his voice to be heard. Instead of being shamed with such a lowly fight, however, Alabaster ordered his man-at-arms to do it. Charlemange was flabbergasted when it came to fighting Art, the man who had practically raised him. Despite being prodded and mocked in all ways he couldn't bring himself to fight properly and was soundly defeated. But Art, who was his guardian was forced to pay a price for not training the boy in proper etiquette and harming a noble, even if a disgraced one. His left hand was taken. He was then tasked with heading off to a battle after battle to the north. Publicly humiliated, Charlemange vowed to renounce his family name, his titles and any inheritance that may ever come his way then left. Furious, Art returned home and demanded he undo his childish behavior. When Charlemange refused, Art left him behind in a huff, declaring his charge a free man to challenge the world as he saw fit however foolishly and left him as a guest of his estate. It wasn't long until Charlemange he received news that Art, the man who had in fact raised him, died on the battlefield. In swift succession, Charlemange's father came and seized Art's property. With few possessions of his own, Charlemange knew he had little choice. He had to leave. Fear of his old life and anger at his family ruled him for a time. Dry humor and sarcasm became his way of dealing with life. One day while wandering the streets of a strange village, having nearly died from starvation, he passed out and there Charlmange would have died, had fate not intervened. He awoke later to meet a young woman who offered him food and asked if he was willing to hear tell of her religion. He gratefully accepted and listened to her. At first he was unsure of what to make of her words, although they were of the Cult worshiping the New God which he had heard of, it had never been something Art had taken the time to personally teach him of or confide in overly much. Seeing he was unconvinced, she asked him to follow her for a time. Shortly after, she asked him what his name was. He hesitated, unsure of how she would respond if she ever found out he was of noble lineage. He'd hidden his ring as he couldn't seem to throw it away but he couldn't take the risk of her learning his name. So right then and there, he abandoned his old name, and told her his name was simply Charles. She looked at him discerningly for a time and finally smiled, introducing herself as Astrid. As they traveled he saw that her words reached people and that she did not discriminate between race. Eventually he found some truth in her words and began to take what she taught seriously. As Charles learned more, he learned of the Martyr, Astrid. He pointed out that was her name and she chuckled, saying that was the name her parents had given her and it was probably not coincidence she'd been given the name many associated as the Martyr. The two of them traveled together for nearly 2 years after that, Charles learning how to survive in the wilderness and of the ways of the New God and of the Martyr. One night around a campfire, a distant baying of hounds occurred and Astrid suddenly told him that he had to travel to a nearby church to learn the faith more directly. She gave him instructions and insisted he would be readily accepted there, given how much he knew of the religion now. Though he questioned her as to why he had to go there alone, she told him so simply have some faith and asked if he would do as she said. He told her he would consider it but the mood around the campfire turned awkward after that. Finally he decided to turn in for the evening and she said she would keep watch. However, when he'd woken the next morning, he found she'd promptly disappeared. With little else to do, he listened to her advice. But while within the church, the head priests teachings and new cult church activities rang false and far too many nobles were involved. Fearing discovery Charles could not keep himself there. Although the words from the religion itself stayed in his mind, he struck out on his own. Charles was determined to help those in need. Such is the story of Charlemange.
http://paizo.com/threads/rzs42axw?Bookrats-Demon-Lord-Game-2-new-players Cult of the new God:
The Cult of the New God has become the most powerful religion in the Empire. The cult began with one person, Astrid, who was born in the late second century. A philosopher, theologian, and priest of one of the Empire’s mystery cults, she proposed the Four Truths that have become the central tenets of the faith. • The mortal soul is eternal. Death is a door to the next life. • Cruelty, selfishness, and greed stain the soul, dooming it to the torments of Hell. To avoid the horrors of the afterlife, mortals should lead good lives, and be kind and virtuous in all things. • The divine depends on mortals, not the other way around. • Anything circumventing the migration of the soul is an abomination. Undead, spirits loosed from the Underworld, efforts to extend mortal life through magic, and the like draw the hateful eye of the Demon Lord. Astrid disappeared in the third century after many years of persecution. Legend holds she ascended to Paradise. Some believe this ascension transformed her into a god, but many believe she was always a god in mortal form. Critics of the cult, however, claim she never ascended and was in fact stabbed to death, her corpse torn apart by wild dogs. All across the Empire, one can find the bones of wild dogs for sale in response; the faithful wear them as signs of their devotion and to gain the blessing of the New God. Astrid is separate from the New God, but the common-folk have elevated the prophet to divine status. The cult leaders reconcile the heresy by claiming Astrid is yet another aspect of the greater deity. The symbol of the New God is a circle, usually depicting a snake or dragon eating its own tail. The prophet, Astrid, is shown as a robed woman with knives thrust into her body.
Chapter 2 My Story, continued:
Year 1: A year gone by. Over the last year since the incident, Charles has gained a new level of belief and understanding with the Cult of the New God. His desire to help others has caused his power to develop into healing magic. To supplement this he has continued his trade as a gatherer of herbs and medicinal plants. As the drought began to grow as a problem and more and more people came to Asylum he found himself gaining a reputation as a healer. As his reputation has grown, he has since began to earn the patronage of those who come to him for healing, although his bedside manner leaves something to be desired as he has a dry sense of humor and often gives biting remarks. He has sense found that a decent set of clothing makes a great deal of difference when dealing with people. While treating others he continues to to extol his belief in the worship of the New God and has found this to be a solid conversation piece for many of the refugees coming to Asylum as a great number already believe. As his reputation grew and he needed to spend more time tending to oncoming and returning refugees he has since began hiring on several Goblins to help him collect various herbs and plants. During the recent months: After having met the Clockwork, Regulus, at Walter's and learning of his profession; With the increasing necessity of trade transportation, he has spoken with Regulus to begin a shipping arrangement for various supplies and other herbs out of the area to help treat patients. In return for the medical supplies, he offers his services to the teamsters and their families for free. Asylum had become his temporary home, but after the defeat of the desolation demon and the sudden inexplicable rains which had led to an end of the drought but the beginnings of a deluge, all were forced to eventually abandon the small town. Regulus and Walter journeyed elsewhere. Charles followed a new path to a mountain settlement called Tomoal, where the townsfolk believed primarily in the old ways and gods. Undeterred however, he settled down to become a new voice in the community spreading the word of the New God. Along with him came the stoic but practical dwarf, Big Gronder. Not to mention the mouthy and ever deft-handed, Tesswyn. She had proven surprisingly better at dealing with the move than he had and moved into her role of living among the druids easily enough, although Charles had tried to convince her otherwise. Lastly, Drot'ook, the increasingly odd and reclusive orc. Although Charles had seen what the Orc could do, he was still of the opinion it did not sit right with him. Chapter 3, Underground a Dwarven Mine and a volcano:
Demon eggs. Journal of Arir Gorn. Gold works. Salamander Demons. A strange portal, the way out. Chapter 4, A New Home, Balrog Flamebeard, Bleake's Faste, the Silent Fort:
New town. Settling in. Fort in the Woods. Formor, beast men. A Silent fort. The Fire. Chapter 5, Months gone and the Hag's Swamp:
Depression. Arguments. A new beginning. House. https://paizo.com/campaigns/v5748p75ivjux/gameplay&page=22 The disease. Into the swamps. A new companion. The Hag. Discovery. Hag's spirit. Chapter 6, Northward to Westhold:
An opportunity. A train ride. The Borderlands. A librarian. Missing children. The living cave. Return. Chapter 7, The Wastes, Oasis, the Tomb of Anak'Hainumen:
Journey through the Wastes. The Skiff. A sunken tower. Oasis. The Sheikh. Return through the Wastes. Kahtia. The Tomb. Lemuel. A return. Disaster. Chapter 8, Changes:
It was all for nothing. |