Master Soan

Juid lan Déguîs's page

138 posts. Alias of GermanyDM.


Full Name

Juid lan Déguîs

Race

Human

Classes/Levels

Cleric 2 | AC 11 T 9 F 11 | HP 13/13 | F +3 R -1 W +7 | Init -1 | Perc +5

Gender

Male

Size

Medium

Age

35 (50)

Alignment

NG

Deity

Sarenrae

Languages

Celestial, Common, Kelish, Sylvan

Strength 7
Dexterity 9
Constitution 11
Intelligence 15
Wisdom 19
Charisma 15

About Juid lan Déguîs

Juid lan Déguîs
Male Human (Keleshite) Cleric of Sarenrae 1
NG Medium humanoid (human)
Init -1; Senses Perception +4
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 13 (2d8)
Fort +3, Ref -1, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar -1 (1d6-2/18-20) and
unarmed strike -2 (1d3-1 nonlethal)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2ndt; concentration +6)
7/day—fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +5):
1st—bless, burning handsD (DC 15), inflict light wounds (DC 15), summon monster I,
0 (at will)— guidance, light, purify food and drink (DC 14), stabilize
D Domain spell; Domains Fire, Sun
--------------------
Statistics
--------------------
Str 7, Dex 9, Con 11, Int 15, Wis 19, Cha 15
Base Atk +1; CMB -1; CMD 8
Feats Persuasive, Sacred Summons UM
Traits ambassador, ease of faith
Skills Diplomacy +11, Handle Animal +3, Heal +8, Intimidate +4, Knowledge (history) +7, Knowledge (nature) +3, Knowledge
(religion) +7, Sense Motive +9
Languages Celestial, Common, Kelish, Sylvan
SQ aura, hero points, variant channeling (fire variant channeling)
Gear lamellar cuirass, scimitar, backpack, belt pouch, cleric's vestments, iron holy symbol (Sarenrae), signal whistle, spell component pouch, waterskin, 8 gp, 4 sp, 6 cp
--------------------

Special Abilities:

--------------------
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Fire Bolt 1d6 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Fire Variant Channeling Enhanced healing/damage for fire/cold creatures
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action

--------------------
Background:

Juid lan Déguîs Introduction:
When Juid first joined the caravan to Korvosa, he was seen as an odd bird. Something between hermit and beggar, the unpretentious acolyte wasn’t exactly welcome among the merchant families, whose lives revolved around calculating their costs to the nearest quarter penny, especially as the old man didn’t look like he’d bring much in the way of protection, either. In the five weeks it took to move the cargo through the rough terrain and narrow passes, however, he had won them over with his gentle, good-humored nature, patient ear, and sound advice. The fear of bandits also seemed less threatening, and the one time bandits did arrive, they seemed to have more fear of him than vice versa. The old man even had a way with young children, entertaining them for an hour with funny stories and giving their parents opportunity to take care of other tasks. In exchange, most families of means were only too glad to share the small portion of food the ascetic humbly requested. They even pressed the extra coin into his hands now and then in appreciation, surprised at their own generosity and not fully comprehending that the way of the ascetic was chosen willingly and that the coin would only be passed on to someone more needy.
Juid's Faith:
But Juid’s charm seemed different than the quick-witted, smooth-talking, slippery-fingered, often strikingly handsome minnesingers that they occasionally watched in Korvosa. One would have said that his
charisma had an almost earthy quality, because of his calm in emergencies and his ability to be a rock in the storm. However, those who were open to learning more about this curious man could see that his
inner glow came from the ember of faith that burned within him, and was the object and symbol of his adoration. Juid espoused the faith of Sarenrae's fire, its ability to burn away evil and cleanse the soul.
Unlike many of his brethren in the faith, however, Juid did not focus on the destructive/regenerative aspect of fire, enabling new life to spring from the ashes of destruction like a phoenix. Rather, his was...
The Path of the Healing Flame.
The Path of the Healing Flame rejoices in heat’s ability to cauterize the wound and drive out the chill. Followers of Sarenrae's Path have a three-fingered flame branded on their arm, and often bear a holy
symbol of Sarenrae whereby the wings and body look like stylized flames. Wounds healed by followers of the Path of the Healing Flame often leave a scar like a single finger of flame. Followers of the Path see it as their duty to heal the wounds of the world, whether that means actually healing wounded creatures or removing some festering problem, like unseating a corrupt leader or rooting out the mole in an
organization. It is not unusual to find followers of the path manning clinics for humanoids or those specialized in animals. A warming fire is always burning in the fireplace at these clinics. Given the flame-shaped scars, it doesn’t take long to see whether the Path has a presence in a certain community. Followers tend to urge their ‘patients’ to become “part of the solution and not the problem”.
Cyamalaera and the hyanda:
Had an elven family been in the group of travelers, they would likely have seen that Juid’s elemental quality came from more than his faith. There is something of the ancient people about him, the supernatural ones, the fey. He doesn’t seem to be part fey himself, no slightly pointed ears or elemental taint to his skin. But his eyes tell the story of one familiar with the Others and their changeable nature.
Indeed, Juid spends one month every solar orbit with Cyamalaera, the nymph of the Capalinda Vale, and Nerneht, her latest satyr lover.
Juid first met Cyamalaera more than fifteen years ago, when, as a younger man, he chose to follow in the footsteps of the great Neafar and wander the wilderness, meditating and searching within for the
cosmic balance. At one point, he wandered unknowingly into Cyamalaera’s revere to bathe himself and the nymph, normally shy of contact with humans, was curious about his aura of calm. Upon beholding the nymph, Juid was more than curious, he was fascinated and every further insight into the world of the fey only pulled his attention further. The same cannot be said for the quixotic fey, who normally tire of human contact after hours or days at the most. In this remarkably rare instance, however, the less than ordinary human had met a less than ordinary fey. Cyamalaera, the dark beauty, was curious of the world beyond her vale, especially as seen through the eyes of this optimistic, good-natured man. Her occasional satyr mate also welcomed the interruption, as unthreatening yet charismatic as the visitor was. The pact was made, and every year Juid returns to Capalinda Vale to spend one month. The month can best be described as a sharing in every way, as Juid, Cyamalaera and her occasional mates exchange learning and insight, and give of their bodies and minds. Indeed, the month has come to be known by the participants as hyanda, the sharing. It comes during the month when the sun is furthest from the continent. It goes without saying that, if anything were to threaten Cyamalaera’s spring or Capalinda Vale around it, Juid would come to her aid.
Juid's Beginning
Of Juid’s early life, he speaks little. Both of his parents died with many other villagers during a random forest fire presumably caused by lightning striking at the end of a drought. Juid inexplicably survived without a burn. After that, he grew up in an orphanage run by the acolytes of the Order of the Chivalrous Sun.
One day, when Juid was in his thirties, the Order was attacked by followers of the Path of the Healing Flame, who believed they were carrying out a sacred mission to cleanse the region of false preaching. Several believers on both sides fell before the acolyte, Juid, stepped forward to do the unthinkable or sacrifice himself in the attempt. With his powerful voice, Juid was able to pierce the confusion, summon the attention of the combatants and break off the fighting, before he shocked his superiors by offering to convert if the attackers called off their assault. More astonishing to everyone, including the followers of the Healing Flame, was that they agreed.
For the following four years, Juid studied with headmaster Aryadnä, learning the precepts and tenets of the Flame. His former brothers tried on several occasions to ‘save’ him, but they were always sent back with a polite word of thanks and some doubt about who was ‘saving’ whom. On one occasion, his former superior, Brother Piordan Mischel, was so frustrated at his inability to persuade Juid and enraged at the latter’s hubris to try to convert him that he delivered a fell blow that knocked Juid down the stairs and broke his back, causing Mischel to panic and flee from his loss of control. It took months for Juid’s spine to heal, but he was otherwise hale and eventually regained most of his strength and dexterity, though not all.
At one point, Mischel, overcome with guilt at what he had done, managed to speak with Juid during one of the latter’s wanderings, and offered to use his budding divine magic to cure the acolyte’s damaged spine. To his dismay, Juid declined, feeling that he was partially responsible for the accident by handling the situation badly and indelicately declaring that, if the Path of the Flame felt he needed his full abilities back, it would surely see it done. The double rejection – of his offer of aid and his faith – was the last straw for Piordan. Sensing that Juid was not just his personal failure but a threat to his order as well, he vowed that one day Juid would beg for Piordan’s forgiveness of his sins and his pride, and Piordan would see that it was sooner rather than later.
From that day on, Brother Mischel has been a formidable foe of the Path of the Healing Flame and a considerable threat to Juid himself. In their last encounter, Brother Mischel’s obsession with Juid showed signs of escalating madness and he placed a vile curse upon him – a curse that caused him to wake up the next morning in the body of someone fifteen years his senior. The effect on Piordan of casting a vile curse is unknown, though his order will likely force him to atone or leave if it comes to light.
Juid is not actively seeking a cure for his curse, but he does keep his eyes, ears, and heart open for signs that it might be possible.

-------------------
Pîsim my faithful donkey:

Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start), Perception +5
Gear bedroll, bit and bridle, blanket, flint and steel, grappling hook, healer's kit, hooded lantern, journal, pack saddle, hemp rope (100 ft.), sack, saddlebags (2), scroll case, sealing wax,
soap, twine (50'), whetstone
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.