Eldran Tesh

Charlemange's page

528 posts. Alias of Patrick Bailey.


Full Name

Charlemange

Race

Human Priest/Paladin/Healer

Classes/Levels

Level 8, / S 14, A 10, I 11, W 14, / Health: 47 (41: W/Crown: -6 ), Damage: 0, Perception: 11 (Crown: +2 Boons) Def: 10 (18), Move 10, Insanity 0, Corruption: 0, Fortune: (Yes), Boons (1), + Holy Symbol Boon 1 minute, Status: (Normal)

Gender

Male

Size

(1) Medium

Age

22 (58)

Deity

The New God (+Astrid)

Languages

Common (Literate), Goblin(elvish), Dwarfish (Literate),

Occupation

Paladin of the New God

About Charlemange

Name: Charlemange
Ancestry:
Gender: Male
Age: 22 (58) years old.
Level: 7
Lifestyle:
(Current): You spent the last six months working. You have been slightly successful in your work. Purchasing himself the Comfortable style. You live well and make enough that you can save a little.

Traits:
Positive - Empathetic.
Negative - Sarcastic.
Interesting Thing: Fear and Loathing.
Background: Due to affects from the war and familial ties, Charlemange was forced to travel the country extensively, mostly heading northward, learning all sorts of new things and living in cultures outside of his own. (Extra background language.)
Religion: Follower of the cult of the new God.

(Add or remove as needed for specific Ancestry)

Primary Stats:
Strength: 14 +4
Agility: 10 -
Intellect: 11 +1
Will: 14 +4 (+1 boon vs. Frightening/Horrifying monster traits.)

Derived Stats
Perception: 11 (+2 boons with the crown.)
Defense: 10 (18 in armor/Shield)
Health: 47 (41 with the crown.)
Healing Rate: 11 (10 with the crown)
Holding Breath: 1/4 strength score. 3 minutes, every round of vigorous activity you must make a strength challenge or lose 1 minute of breath.

Size: 1
Speed: 10
Power: 4

Damage: 0
Insanity: 0
Corruption: 1 (Gained from watching a tower burn and hearing the screams of those who died within.)

Class Abilities:
- Improved Shared Recovery (Action) 2/2 Per rest.
- Prayer/Divine Strike. (Triggered Action) 1/round.
- Divine Smite. (During Successful attack) Use Based on remaining spells.
- Divine Cause. (During Challenge roll vs. Enemy attack) Use Based on remaining spells.
- Faith Healing. (Action) Use based on remaining Spells.
- Divine Vigor: (Passive) Immune vs. Poison & Disease.
- Sense Enemies: (Action/Triggered Action) 2/4 per rest.
- Far Healing: (Passive/ activated when casting Life spells.) Can cast touch Life Spells at short range instead.
- Inspiring Prayer: (Reactive with Prayer/Divine Strike) When you use Prayer on a creature other than yourself, you make attack rolls and challenge rolls with 1 boon for 1 round.

Enchanted Weapon/Armor abilities:

Icy Shortsword: Icy to the touch, glows a faint blue.
On a successful hit: 1d6+2 ice damage

The Crown: (Passive)
- All around vision.
- Dark Sight.
- See through any illusions.
- (-6 health),
- +2 boons on perception rolls.

Obsidian Shield with an ember glow: (Action)
(At will) the wielder may make a 1-yard area of obscurement made of smoke surround themselves. This moves with the wearer.
(1/1 per day) The wielder may use the spell fire blast. (3d6 fire damage in a 3 yard burst.

Golden Kunzite embedded ring: (Passive) (Damaged: Uses remaining- 6)
- Begins to glow with a purple light when lies are spoken within 5 yards of its wearer.

Languages spoken: All

Understood Languages: Common, Goblin, Dwarven,

Written Languages: Common, Dwarven.

Professions:
(Bonus)- Academic (Medicine): Learned after saving Paul from the mines. Qualified doctor who combines working as a specialist doctor with research and teaching responsibilities.

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.
Choose one attribute and increase it by 1.
Perception equals your Intellect score.
Defense equals your Agility score.
Health equals your Strength score
Healing Rate equals one-quarter your Health, round down.
Size 1, Speed 10, Power 0 Damage 0, Insanity 0, Corruption 0
Languages and Professions: You speak the Common Tongue, and Goblin.

Level 4 Expert Human
Characteristics: Health +5.
+1 spell: Flash

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
(1st level)
Attributes: +1 strength, +1 Will
Health: +4
Power: +1
Magic: You discover one tradition
associated with your religion
(see Religious Traditions).
Then make two choices. For each choice, either discover
a tradition associated with your religion or learn one
spell from a tradition you have discovered.

Shared Recovery: (1/1 per Rest)
You can use an action to heal damage equal to your
healing rate. Then,choose one creature other
than you that is within short range. The
target also heals damage equal to its healing rate.
Once you use this talent, you cannot use it again until after you complete a rest.

2nd level:
Health: +4
Magic:
- New tradition: Celestial
: Enduring Light (1st)

- Theurgy: Blessing (1st)

Prayer: When a creature within short range
of you makes an attack roll or challenge
roll, you can use a triggered action to grant
1 boon on the triggering roll.

5th level:
Health: +4
Power: +1
Magic: Learn one spell from your traditions.
Divine Strike: When you use Prayer to
grant a creature 1 boon on an attack roll,
the creature’s attacks with weapons deal 1d6 extra damage.

8th level
Health: +4
Magic: Learn one spell from your traditions. Anoint the Faithful (Theurgy 4th)
Spell Exchange: Flash for Altar of Faith.
Inspiring Prayer: When you use Prayer on a creature other than yourself, you make attack rolls and challenge rolls with 1 boon for 1 round.
Improved Shared Recovery: You can use Shared Recovery twice.

Expert Path: Paladin
3rd Level:
Attributes: +1 Strength, +1 Will.
Health: +4
Power: +1
Divine Smite: When you get a
success on an attack with a weapon, you can expend a
casting of a spell. The attack deals 1d6 extra damage per
rank of the spell whose casting you expended (minimum 1d6
extra damage). If the target is a demon, devil, faerie, spirit,
or undead, increase the extra damage by 1d6.

Divine Cause: When you would make a challenge
roll to resist an attack, you can expend the
casting of a spell. You make the roll with
a number of boons equal to the rank of
the spell whose casting you expended
(minimum 1 boon).

Faith Healing:
You can use an action to touch one living
creature you can reach that has 0 Corruption and
expend a casting of a spell. Choose one of the
following effects.
• The target heals 1d6 damage per rank of the spell
expended (minimum 1d6).
• If you expended a rank 2 or higher spell, you can
remove the diseased or poisoned affliction from
the target

Level 6 Paladin level up:
Health: +4
Magic: +1 spell- Dawn (Long range spell, Celestial 2nd level) 10 yard radius sphere of sunlight , dispels magical shadows or darkness of 2nd level or lower.

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:
Level 7 Master Path- Healer

Attributes: Strength +1, Agility +1, Will +1.
Health: +4
Power +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-
(E)Icy longsword 1d6+2 cold damage. (Finely crafted dwarven steel blade than emanates a mild aura of frost. Acquired from the forge in the mines)
Longbow + 17 arrows

Armor-

(E)Obsidian shield, with an ember glow.

Expendable items:
Healing potion: x8
Healing syringes: x3
Antitoxin: x1
Holy Water: x3
Fire resistance x1,
Healer's Kit (Uses: 5/6)
Incantations of Blessing x2

Magical Items:

(Relic) The Crown: A silver circlet with eye like designs spread evenly around it.
When you put on the crown, spikes inject themselves into your head. Take a 6 point reduction in max health until you remove the crown. You're unable to remove it while you are not incapacitated. In other words, you'll have to be physically knocked out through damage, and then someone else can take the crown off your head.
However, you discover that you can see in the dark perfectly well (you now have shadowsight and darkvision). Additionally, you can see in 360° around you. You make all sight based perception checks with 2 boons.
Unfortunately, you find it difficult to stop seeing. Closing your eyes does not prevent your crown from giving you sight. You'll be unable to divert your eyes from monster gaze attacks. And you will take at least one bane to avoid harmful effects based on sight

(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-
Backpack: (1 cp)
- bedroll (2 cp)
- A tent (5 cp)
- rope x40 yards (2 cp)
- Grapnel x2 (1 cp)
- New tinderbox (1 cp)
- A lantern & oil flasks x3, (1 ss)
- Medical Surgery Tool kit, (1 ss)
- A writing kit (ss)
a sack,(5 bits)
waterskin x3,
money pouch (1 cp)
- A deck of playing cards,

Clothing:
Fresh clothes (Basic) x3, belt and work gloves. (15 cp)
money pouch (1 cp)
Topcoat- Dark red leather (1 ss)
Vest- grey (3 cp)
Tailored suit- Black and white (4 ss)
- Desert Survival clothing/Gear (1/3 levels)

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
1st- 2/day
2nd- 2/day
3rd- 1/day
4th- 1/day

Challenge Save: DC. 14

Tradition: Celestial

Level 0:

Level 1:

Flash
Spell (2/2)
Target: One sighted creature in short range.
- A flash of brilliant light appears before the target. Make a Will attack roll against the target’s Perception. On a success, the target becomes blinded for 1 round.
Attack Roll 20+ The target instead becomes blinded for 1 minute

PERSISTENT LIGHT:
Spell (2/2)
Target: One object you can reach.
Duration 8 hours
You touch the target, and light shines from it in a 10-yard
radius for the duration.

2nd Level:
Dawn (1/2)
Target: One point within Long range,
Duration: 1 hour.
10 yard radius sphere of sunlight, dispels magical shadows or darkness of 2nd level or lower.

Tradition: Life

Level 0:
LIFE SENSE:
Spell (3/5): For one minute, you know the location of every living creature within 5 yards of you.

Minor Healing:
Spell (4/5): Touch a target to heal it damage equal to half its healing rate.

Level 1:
CURE:
Spell (2/2): Touch a target to grant them one of the following benefits:
• Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
• Remove 1 Insanity from the target.
• Remove any penalty to the target’s Health.
• The target heals damage equal to half its healing rate..

Level 2:
VITALITY BURST:
Spell (2/2):
Target Up to three living creatures within short range
Each target heals damage equal to its healing rate

Leve 4:
RESTORE BODY
Spell: (1/1) Target: One creature you can reach.
You touch the target, causing it to heal damage equal to
its healing rate. If you then concentrate for 1 minute and
maintain contact for the entire time, you restore one missing
extremity, organ, or limb to the target’s body.
- Sacrifice: You can use an action and expend a casting of this spell to cast the major healing spell.

Tradition: Theurgy

Level 0:

Level 1:
BLESSING
Spell (1/2): Theurgy,
Target Any number of creatures you can reach
Duration 1 minute
You touch each target and bestow your blessing. For the
duration, the target makes attack rolls and challenge rolls
with 1 boon and cannot be frightened.

Level 3:
Divine Aid: (0/1)
Target Each creature you choose within short range
Duration: 1 hour
- Each target has a +15 bonus to Health for the duration

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:
Avatar- 1 minute.
Spell: (0/1) Divine power flows into you. For the duration, you take half damage from all sources, make attack rolls with 1 boon, and deal 2d6 extra damage with weapon attacks.

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..
- Charlemange truly values his sense of identity as an individual and the freedom to choose what to do with your life. He could lose his familial ties entirely and be just fine with that.

3) What do you fear? What do you hate?
- Charlemange fears that the he will be the cause of others suffering if he gives into his desires. He hates his family and the blood that flows through his veins.

4) What do you desire? What do you love?
- Charlemange desires to make his own way in life. He feels an intense calling to help others come to actualize themselves.

5) You have (at least) one secret. What is it?
- Charlemange's good looks are part of strong genes. He is of an old noble bloodline.

6) Have you done something Notable? What was it?
- Charlemange challenged his father and other noble beliefs at court and was soundly defeated. Humiliated in all ways he chose self-exile by leaving his home and forsaking his noble lineage.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
- I'm in charge of my own actions. I take charge of the situation when there is no others to do so or others don't want to.

"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?
- Yes I follow through on promises. There are parts that absolutely must be upheld but I do no follow the laws of the land if I see them as unjust or wrong.
No, circumstances change too often and peoples minds are forgetful.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
- Evil and Good absolutely exist. He believes that wars begin when Evil takes hold and drives people within positions of power to do too many awful things and drag the entire country along. Charlemange believes himself to be more along the Good side of things. He helps people in the moment.

(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
who were never anywhere near the front lines. It can affect those who never wanted anything to do with it at all.

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.