Post
by doctorx » Fri Jun 24, 2011 1:16 pm
doctorx wrote:
.~-= Josiane the Guided, the Vagabond Knight =-~.
Biology : Human maiden
Alignment : Lawful
Class & Levels : Templar 3
Experience Points : 4 064
XP Bonus : +6%
Hit Dice : 3+2 (3 for 3rd level Templar, +2 for 9 constitution)
Hit Points : 12
Armour Class : 5/7 (Front AC5: leather(7), dex, shield. Rear AC7: leather)
Saving Throw : 13, +2 vs Poison/Death.
She knows the Illiberal and Empyrean tongues.
Story
A foundling child, abandoned at the Well of Tamarae, a Saint of the Guardian Path, (although some claim she was a Goddess of Healing in her own right in olden times). Found by Sir Jehan the Venturous, Knight of the Guardian Path, who considered her a sign from his God (ignoring the local chatter that €˜unexpected€™ babes were often abandoned at the Well €˜in the protection of the Saint.€™) He placed her in the care of a convent to be raised as a healer. He was more than a little surprised when some twelve years later the teenage Josiane appeared (having been asked to leave the convent after discomfiting the Mother Superior in a discussion about faith, poverty and why exactly an institution meant to serve the poor tithed them so heavily for their services). She claimed that in a dream €˜her white lady€™ had told her to seek him out and serve as his squire. This she did for five years, learning martial skills to complement her healing arts. When Sir Jehan finally fell in battle with a terrible winged serpent, his last wish was that his foster-daughter be admitted to the Order of the Guardian Path. This the Knight Marshal scornfully refused, citing her sex and her (probably) dubious birth. With naught but the meanest of equipment and her adopted father€™s sword, she was told to take to the road €œas befitting the vagabond thou art.€Â
Josiane showed no discomfort, seemingly listening to another voice no-one else could hear.
€œI came here to be a knight. I leave as a vagabond. So be it €“ the Vagabond Knight I shall be...€Â
Josiane, for all her humble appearance, is committed to upholding the ideals of knighthood, doing good deeds and giving succour to those in need. However, she champions the poor in a decidedly un-knightly way and takes no joy in combat, fighting defensively where she can and trying patiently to persuade her opponents to see the error of their ways. (Unless the enemy is clearly of demonic/Undead origin €“ then she fights to kill and fiercely so). She is also convinced that her actions and fate are being guided and directed by €˜her white lady€™ who speaks to her in her dreams. She spends a fair amount of time looking for portends/signs in any given situation, seeking divine guidance, and frequently gives the impression of being only partly aware of events at hand, a part of her in communion with an unseen world of spirits and angels that few are privileged (if you call it that) to share...
Abilities
STR : 13 (-0) (3 in 6)
INT : 11 (-0) (2 in 6)
WIS : 14 (+1) (3 in 6)
DEX : 15 (+1) (3 in 6)
CON : 09 (-0) (2 in 6)
CHA : 14 (+1) (3 in 6)
Gear
Boon: Josiane's boon is a curious silver coin of an unknown minting. Upon one side is printed a balance scale, upon the other the face of an owl. Sir Jehan, her mentor, occasionally trusted it in making choices, and made weight of its supposed "powers" to her before in untimely demise.
Leather (Light Hide).
Wooden Shield.(Painted plain white, no symbol €“ she is waiting for the Saint to show her the emblem she is to carry in her name).
Sword. (The fair blade of her stepfather, Sir Jehan the Venturous, bequeathed to her on his death).
Holy Symbol. (The Enigma of Thuul, but suspended in a crystal vial of water from the well of St. Tamarae).
Bedroll.
Backpack.
Water skin.
Clothing.
Coin purse.
A garlic bud.
The Empyrean Scriptures.
Wealth
0 cp
SPELLS:
I The Supplication of Medicant Requite : Restore 1d6 hp +1 hp per two caster levels. This spell takes a full turn to administer and requires the recipient to imbibe a draft of the purest water or finest wine.
I The Fiat Libation: Causes 1d6 +1 Hit Dice per level of lawful creatures to obey the caster's abrupt (one word) fiat for one turn. Those of neutral alignment are allowed a save, while those of chaotic alignment are allowed a save at +4.
I The Sacrosanct Soliloquy: Creatures of diabolical evil (demons, the undead, and so on) must make a successful saving throw to attack or even approach within 10ft. If failed they cannot approach for a full turn, unless provoked. The spell continues for so long as the caster continues to utter the soliloquy and brandish a Holy symbol.
I The Inviolable Tranquillity: A volume of space approximately 10ft in radius about a touched object or point is deadened to all sound so that conversation is impossible, spells cannot be cast, command words cannot be spoken, and no noise can escape. The tranquillity lasts for a turn per level of the caster, or until dismissed.
I The Righteous Evangelist: Causes a normal-sized weapon (such as a mace or sword, or quiver of arrows) to be considered "magical" for the purposes of whether certain supernatural creatures can be harmed. The blessing will affect up to one weapon for every two experience levels of the caster and lasts for an hour.
II The Succor of Anathema Demurred: The onset of any one poison is delayed by one full day per level of the caster, up to at most one day for each point of constitution the subject has.