About Sir Constantine Godalming
Sir Constantine is of mixed blood, but the youth appears more human than orc. He was raised by his foster parents (dwarves) in a dwarven settlement. The dwarves thought he might make a good ranger or scout, but instead he was brought nearer the temple and became a paladin. As a second generation half-orc he appears more human than almost every half-orc anyone has seen, but he still retains much of his orcish blood. The traditional weapons of Orcs long abandoned to the weapons and influence of civilization.
His half-orc parents were from distant orc tribes, one near the dark woods and the influence of strange fey and his father from an equally dark place, where ancient cults and strange energies rampaged. They once answered the calls to the Orc hordes, but once finding each other fled to live in a more distant land.
Abandoned as a baby in the wilds by his orcish parents, probably for appearing human.
It was only later when he was knighted by Adabar that he became a "Sir" that he was allowed to take a SirName that would always remind him of his dependence upon the alms of God, thus he became Godalming.
As a youth Constantine was always into trouble and often out lurking in the darkness using his ability to see in the dark as an opportunity for mischief. Lessons and books and sitting still were always tasks he hated, though he was blessed enough to understand (just enough to get by). In a settlement he became acquantied with the sword and the whip not the fearsome weapons of full blooded orc, he heard stories like all the other boys, but his parents likely appeared fearsome. His dwarven kin told stories of good people trapped in the world below, he related in a way he wanted to run free and was trapped in the world of politeness and properness.
Again he was sharp enough to obtain the right answer in wisdom that lacked in intellectual accuracy.
Again it was just enough to get by, he then discovered that his clever quips served his ego, but silence better served his needs, then he discovered the power of silence and the power of patience.
During one of his first missions he encountered one of the monstrous humanoids, rather than fight, the group parlayed leading those encountered to Redemption. Sir Constantine was able to see beyond appearance and beyond former actions....(plot hook PC or NPC)
Feat and Skill Racial Traits
Offense Racial Traits
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Paladin Redeemer Archetype
As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers.
Merciful Smite (Su)
This ability otherwise works like and replaces the standard paladin's smite evil.
Monstrous Rapport (Ex)
This ability replaces detect evil.
Pact of Peace (Sp)
This ability replaces aura of resolve.
Aura of Mercy (Su)
This ability replaces aura of justice.
Code of Conduct
Initiative [dice] 1d20+1 [/dice]
Armored coat +4 +3 -2 20% 20 ft.20 lbs.
Sword and Board
Smiting! 1/day (+ cha bonus / + level)
Morningstar and Board
Whip Attack [dice] 1d20+3[/dice]
There is the hard way (intimidate) and the easy way (diplomacy), which he uses often.
Detecting evil is not the way to know whether or not one's strike is true. Redeemer paladins do not have the ability to detect evil.
Questions and answers with SCG:
Q: How do the monsterous races become so well monsterous?
A: Those of good heart and character are so hurt that they can not continue to live goodly lives in their own homes, in their tribes nor in their nations.....
Q: How then can they be redeemed?
Justice is bringing the sword to the oppressors.....
Though the oath against fiends is passingly familiar to SCG, he can not follow that oath and stead fast to being a redeemer.....
Signs he looks for
VS. Hope, encouragement, redemption, righteousness
Skills: (2+ int 3) = 5 ranks
Tales from his parents, and the church combined in his choice of initial gear he knew tales of the need for both silver, cold iron, and other tools.
Gear average 175 gold (used 173) (200 gold-13 steel shield upgrade -45 short to long bow upgrade)
Winter cloak, winter gear, leather boots, etc
flint & steel (1)
Rations Wandermeal** (50 servings) 25lbs, 5 silver
holy symbol (wooden) 4
Weapon cords (2)
Although typically worn by Undines, Sir CG keeps the 10 foot chain handy in case of an emergency in which a short length of rope or chain might be handy, attached to the chain are 4 hand/foot holds.
Source Adventurer's Armory
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten.
Current Wealth (2 gold from character creation)
Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
2. Eternal Understanding (religion)*
3. Bellis Honey Harvester (regional)
Benefit(s): You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to settle disputes or arbitrate laws. Once per day if you succeed at an Intimidate check to demoralize a foe who has repudiated or ignored a pronounced judgment you've made, you may choose to cause the creature to be sickened instead of shaken. The duration of the effect remains the same.
The paladins code
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.
A point by point perspective:
act with honor (not lying, not cheating, not using poison, and so forth)...in no way does this prevent the use of solid tactics such as sneaking/ambushing or creating distractions....nor does this mean that the paladin can not simply refuse to answer questions rather than lie.
help those in need....to provide for actual needs/necessities not just wants and desires. Safety being the foremost among those.
and punish .... or redeem (see above acting as judge)
Path to Redemption....from wrath of righteous AP
Changing alignment can be a tricky process, both in mechanical and roleplaying terms. Alignment shifts have little mechanical effect on characters of classes without alignment restrictions, so they can be as simple as the GM mentioning a drift one way or another. For some, though, redemption can be a driving force for character development or plots within a campaign. And for others, the desire to take a prestige or base class that requires characters to be good, or to use a good-aligned item, might encourage them to seek a purer path. This system presents guidelines for tracking a creature's path toward redemption. It allows for a great degree of customization and alteration to ensure it feels natural for players and fits comfortably into an ongoing campaign. But keep in mind that certain classes and other rules require a more demanding form of redemption, such as a paladin seeking atonement or a cleric or druid attempting to regain her spell powers. This system does not circumvent such requirements.
For exceptionally evil creatures, a GM may wish to increase the required number of penances to reflect a life of utter depravity. For creatures with the evil subtype, their alignment is ingrained into their very soul, and the GM may rule that they are beyond redemption of this sort or at the very least a difficult and exceptional series of tasks must be completed to facilitate the change in alignment.
To be a sponsor, a creature must absolutely believe in the penitent's ability and sincere intention to change its alignment. This certainty may arise from friendship, divine guidance, the application of divinations or mundane interrogation, or any other source that results in absolute conviction that the subject desires to be good.
Confessing your past sins or evil acts to an appropriate good-aligned agent.
Many other actions that may come up in play could be considered penances, and your GM should feel free to count such deeds when they occur. The process becomes much more natural and genuine if penitent characters seek out ways to be helpful and pure, rather than simply working their way through a set list.