Theldrick

John Johanna's page

10 posts. Alias of Andrew Van Werkhoven.


Full Name

John Johanna

Race

Aasimar

Classes/Levels

Inquisitor

Gender

male

Size

6'0"

Age

60

Special Abilities

Touch of Good

Alignment

NG

Deity

Torag / Good Domain

Strength 16
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 15
Charisma 12

About John Johanna

Base Stats
AC:17
Touch:11
Flat Footed:16
HP:10
Fort:3 Ref:1 Will:4
BAB:0
CMB:4
CMD:14
Acid,Cold,Electricity 5

Attack
1 handed attack and shield
Warhammer + 3 (1d8+3 x 3)

2 handed attack, no shield
Warhammer + 3 (1d8+4 x 3)

Light throwing hammer
Light Hammer + 1 (1d4+3 x 2)

Teamwork Feats

Feats
Martial Weapon Proficiency(Light Hammer)

Equipment
Armored Coat (AC+4)
Heavy Steel Shield (AC+2)
Light Hammer x 5
Warhammer
Mwk Backpack(Waterskin, 14/d Trail Rations, Bedroll, Tent, Hemp Rope (50'))
84.9GP spare

Skills
Diplomacy 3; Intimidate 5; Knowledge(Religion 5; Planes 5; Arcana 5); Perception 8; Sense Motive 7; Survival 6; Perform(Oratory) 5

Spells
Daylight/1 day
0 Level:
Daze
Guidance
Light
Create Water

1st Level
Cure Light Wounds
Sanctuary

Description:

John is an older looking man, 6' tall and muscular build. He has crew-cut hair, balding on top, but what stands out is what little hair he has is not grey, but pure silver.
He carries himself with total confidence, and his face is etched into a stern look that doesn't often change.

Personality:

He is a quiet person, but when he does speak his voice has a slightly crazed tinge. His actions are often seen as cold-blooded, whatever he does he does completely and totally for his god, having no qualms in ending a life to serve his deity.

(note, I am playing him hearing a voice in his head he claims to be his god, telling him what to do. But I am leaving that open to individual interpretation as to weather he actually hears a voice in his head, if he hears it that voice is actually his god, or he's just stir crazy.]

History:

John Johanna was found abandoned on the steps of a monastery, an unusual child with silver hair, which they took as a sign. They were a strict order, who instilled in him a fanatical obedience to his god. As time went on he became somewhat of a recluse, people avoided him as he claimed his god talked to him directly.

In Johns earlier years he would often stand in the market square, reciting old prophecy's about the end of days, preaching judgement on the wicked. On more then one occasion this lead to him being run out of town by the fed up townsfolk.

As time went on he became more reclusive, and the voice in his head started convincing him he was chosen to bring the righteous wrath of his god down on his enemies. One day, when preaching, a particularly vocal heckler started to slam his god as a false god. without even blinking he walked over to the nearby smithy, grabbed his hammer and crushed the mans skull in one blow. snapping out of it he realized he was in danger and fled to the monastery where he pleaded for his life.

The Monks took pity on him, and in the dead of night (for they knew his life was forfeit) sent him away with a few meager scraps of food to perhaps find better fortune out in the world.

Still dragging behind him the blacksmiths hammer he still clutched with a deathgrip he departed to forge a life elsewhere, for now the voice in his head silenced with shock of what had happened...

Party Role:

In combat John exclusively wields hammers, favouring a warhammer and throwing hammers. He has teamwork feats which allies can take advantage of if they take the same feats. He also has some healing and buffing ability.

Out of combat John spent many years with the monks, who taught him a lot of things, so he will be able to assist the party with knowledge related matters.

He is part of the Party because he has been convinced this is the best way to go about his mission, but he is a very suspicious person, and likely to watch his companions as closely as his enemies. That being said he is only interested in weeding out and destroying evil-doers, so his interactions to his allies will soften as he is convinced of their innocence.