Hooded Man

The Scarlet Knight's page

127 posts. Alias of Dumb Paladin.


Full Name

"The Scarlet Knight"

Race

Human (versatile)

Classes/Levels

Champion 2 (of Arazni) | HP 34/34 | AC 19* w/ shield raised | F +9 / R +4* / W +8 | Perception +6 | Speed 30' | Focus Points 2/2 | Shield HP 17/20

Gender

Male

Size

Medium

Age

27

Special Abilities

champion's aura, holy aura, kinetic aura

Deity

Arazni, the Unyielding

Location

The Stolen Lands

Languages

Common, Skald

Occupation

* = clumsy 1

Strength 3
Dexterity 1
Constitution 3
Intelligence 0
Wisdom 2
Charisma 0

About The Scarlet Knight

“The Scarlet Knight”, Proud Champion
Perception +6 (trained); AC 19 current (18 or 20 w/ shield raised); Move 30.
Saves Fort +9 / Reflex +5 / Will +8
HP: 34
Background: Brevic Noble – Medvyed

Current Appearance:

The Scarlet Knight is wearing scale mail with a red-colored helmet with two short (4") stag horns atop it, sweeping back. He wears red boots. The rest of his armor is of a basic color, and his cloak is nondescript and battered. He is 6'3" and on the thin side, but when seen without his armor on, his arms and legs are powerfully muscular. He is never seen without his helmet or a cloth hood and mask on (both red). He carries a steel shield, shortbow, and a quiver of arrows as well.

When he eats, he wears a red hood/cowl to continue to hide his face somewhat, but a red goatee can be seen.

Personality:

The Scarlet Knight is something of an enigma. So far, he has spoken almost exclusively in some form of poetry -- rhyming couplets, limericks, sonnets, or haiku. He occasionally forgoes this rule during the heat of combat.

He is open in his devotion to Arazni. The Scarlet Knight -- who goes by 'Sir Scarlet' or 'Bucky' depending on the speaker -- has revealed to the party that he is a noble-born member of Brevoy lineage, but not which House. While not sharing the reasons why, he's stated that his former life as an aristocrat is no longer available to him and a part of his past, and that he feels shame regarding his carefree and idle youth, seeing his younger self as little more than a spoilt noble.

The Scarlet Knight shares a connection to the woodlands in particular that he's not been able to fully master, nor explain. He feels more comfortable in forests than in other geographical regions, and at times almost feels like he can 'hear' what the woods might be whispering. Specifically, his connection to the woods manifests itself in the appearance of a thin Japanese maple tree whose coloring is a fiery red or dark crimson. When summoned, the tree grows behind The Scarlet Knight almost protectively, and maple leaves flutter about him within a 10' radius. This tree has proven unusually useful, once providing a small branch from itself for the Knight to use as a weapon during a fight.

(This space will be filled in as time goes on.)

Attacks:
shortsword, +7/+2/-3, 1d6+3 S or P dmg (versatile) and holy trait
shortbow, +5/+0/-5, 1d6 P dmg, deadly d10 and holy trait
melee elemental blast (◆◆), +7/+2, 1d8+6 dmg (B or vitality)
melee elemental blast (◆), +7/+2, 1d8+3 dmg (B or vitality)
ranged elemental blast (◆◆), +7/+2, 1d8+3 dmg (B or vitality), range 30'
ranged elemental blast (◆), +7/+2, 1d8 dmg (B or vitality), range 30'

Other Equipment: Scale mail, steel shield, 20 arrows; backpack containing: thieves’ toolkit with replacement picks, bedroll, 5 pieces of chalk, flint and steel, rope, soap, 2 weeks of rations, 5 torches, waterskin.

Trained Skills
+7 | Athletics, Survival (in forest only)
+6 | Nature, Religion, Survival (all other terrains)
+5 | Stealth
+4 | Intimidation, Lore: Hunting

The Scarlet Knight has Assurance in Survival. His Assurance check result at level 2 is 14.

Untrained Skills
+2 | Medicine
+1 | Acrobatics, Thievery
+0 | Arcana, Crafting, Deception, Diplomacy, Occultism, Performance, Society

All Feats:

Versatile Human (gained Fleet)
Natural Ambition (gained Defensive Advance)
Deity's Domain (gained Protection domain spell)
Terrain Expertise (plains)
Champion Cause: Grandeur
Champion's Aura, Holy Aura
Deific Weapon (no effect), Deific Skill (gained Intimidation)
Shield Block
Brilliant Flash
Free Dedication: Kineticist Dedication
Assurance: Survival
Kinetic Aura
Channel Elements
Elemental Blast

Defensive Advance (◆◆) With the protection of your shield, you dive into battle! You Raise your Shield and Stride (30 ft). If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. (An elemental blast is not a Strike.)

Shield Block (↩) You snap your shield in place to ward off a blow. Your shield prevents you from taking 5 damage. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Champion's Aura, Holy Aura: You're surrounded by an aura in a 15-foot emanation. It has the aura and divine and holy traits. Within the aura, any follower of Arazni immediately knows you're a champion of that deity. Your strikes gain the Holy trait.

Flash of Grandeur(↩)
Trigger: An enemy damages your ally; both are in your champion’s aura. Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is off-guard and affected by revealing light (see below).

Revealing Light
You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If it was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.

Devotion Spells (2 Focus Points):
lay on hands, protector's sacrifice

Lay on Hands (◆) (Range: Touch)
Choose One:
• Willing Living Creature regains 6 Hit Points. If the target isn't you, it also gains a +2 status bonus to AC for 1 round.
• Undead Creature takes 1d6 vitality damage with a basic Fortitude save; on a failure, target also takes –2 status penalty to AC for 1 round.

Protector's Sacrifice (↩) (Range: 30')
Trigger: An ally within 30' takes damage
You protect your ally by suffering in their stead. Reduce the damage the ally would take by 3. You redirect this damage to yourself. Your immunities, weaknesses, resistances etc. do not apply.

You aren't subject to any conditions/other effects of whatever damaged your ally (such as poison).

Refocus Action
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your pool. You regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. These deeds can usually overlap with other tasks that relate to the source of your focus spells.

==== KINETICIST DEDICATION ====
Channel Elements / Kinetic Aura (◆)
You tap into your kinetic gate to make elements flow around you, and your kinetic aura activates. Through your kinetic gate, elements flow from an elemental plane to orbit your person. The aura is a 10-foot emanation where pieces of wood (and tree parts, etc.) flow around you, but the aura can't damage anything nor affect the environment around you. The form and appearance of this kinetic aura are unique to you.

Your kinetic aura automatically deactivates if you're knocked out, you use an Overflow impulse, or you Dismiss it. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained.

Elemental Blast (◆ or ◆◆; see text)
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose bludgeoning or vitality damage, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your CON modifier.
• Wood 1d8 bludgeoning or vitality, 30 feet

Critical Success The target takes double damage.
Success The target takes full damage.

==== OTHER ====
Edicts: { Act with dignity } { Do whatever it takes to survive } { Despise & never forgive those who have hurt you } { provide a shining example for others } { enjoy and share the beauty around you }
{ keep yourself tidy and well groomed } { Don't knowingly harm innocents or fail to prevent harm to innocents if your direct intervention could save them }

Anathema: | Commit murder | insult Arazni | create unwilling undead | despoil yourself by associating with fiends and unholy forces.