Difference between revisions of "5e Forsaken Gods: Knight-Errant Saul Ahriman"

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:Oil, 4  
 
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:Bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch
 
:Bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch
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:Half of a floorplan for a temple. The half-finished plan for a temple of learning that Saul has been dreaming about for a few years. He's never had the money to pay the architect to finish the plans, but he still holds out hope it will one day be built. It will be a building that brings together hall of worship, seminary, and library of philosophy.
  
 
:184gp
 
:184gp

Revision as of 16:51, 24 February 2024

Knight-Errant Saul Ahriman

Saul Ahriman.jpeg

  • Personality Trait: I am careful and considered - and like to be perceived that way. I want others to think of me as a philosopher, not a soldier.
  • Ideal: Knowledge. The path to power and self-improvement is through knowledge.
  • Bond: If you engage me in honest debate, and I learn something from you, I will defend you.
  • Flaw: I am too adept at abstracting out the suffering of others into the hypothetical.

Background

  • Human Fighter (Rune Knight) Level 5
  • Alignment: Lawful Neutral
  • Background: Sage

Attributes

Abilities

  • STR: 18 (+4)
  • DEX: 10 (+0)
  • CON: 16 (+3)
  • INT: 12 (+1)
  • WIS: 14 (+2)
  • CHA: 10 (+0)

Skills and Proficiencies

  • Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons
  • Saving Throws: Strength, Constitution, Wisdom
  • Skills: Arcana, Athletics, History, Perception
  • Tool Proficiencies: Smiths' Tools
  • Languages: Common, Elven, Dwarven, Draconic, Giant

Feats

  • Resilient (Wisdom) - Wisdom saving throw proficiency, +1 Wisdom (included)

Combat Details

  • AC: 20 (plate, shield)
  • HP: 49
  • Speed: 30’
  • Proficiency: +3

Attacks

Shatterspike +8 melee (1d8+7 slashing)
Javelin +7 melee or 30/120 thrown (1d6+6 piercing)
Dagger +7 melee or 20/60 thrown (1d4+6 piercing)

Saving Throws

  • Strength +7
  • Dexterity +0
  • Constitution +6
  • Intelligence +1
  • Wisdom +5
  • Charisma +0

Skills

Arcana +4
Athletics +7
History +4
Perception +5
Religion +4

Traits and Features

Researcher
Fighting Style: Dueling
Second Wind (1d10+5)
Action Surge
Rune Carver: Stone Rune and Fire Rune
Giant's Might 3/LR
Extra Attack

Equipment

Shatterspike
Gleaming Plate Armour (Common)
Shield
Javelins, 4
Priest's Pack - 10 candles, an alms box, 2 blocks of incense, a censer, vestments
Scholar's Pack - a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife
Potion of Healing
Healer's Kit
Smiths' Tools
Dagger
Antitoxin
Holy Water
Holy Symbol (amulet)
Bullseye Lantern
Grappling Hook
Block and tackle
Scroll case, 3
Oil, 4
Bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch
Half of a floorplan for a temple. The half-finished plan for a temple of learning that Saul has been dreaming about for a few years. He's never had the money to pay the architect to finish the plans, but he still holds out hope it will one day be built. It will be a building that brings together hall of worship, seminary, and library of philosophy.
184gp
8sp

Background

The Storm Titans are a specialised unit of very tall elite soldiers famed for their use of electromechanikal weaponry. Torgul joined the military at a young age and showed the right qualities (tremendous height, strength, and the judiciousness to use it well) to be permitted to audition to join their ranks, where he excelled. The Titans have been part of many of the sallies made from time to time to scout the surface world. Torgul has fought on the surface, and brought back a shattered sword taken from a walking corpse he destroyed. Many of his unit were slain in that excursion, and when Torgul returned he took an extended leave of absence that seemed to stretch indefinitely. He eventually began to take work as a mercenary, embarking on forays to counter the occasional things that bubbled up from the depths or to travel dangerous lands offering protection for those searching for something, above or below.

Person

How do your fellow clergy members view you? You would be well acquainted with one another being high ranking members of the church. Name one thing people like about you and one thing people dislike about you.

I suppose there are two main reactions to Saul. The first is to be impressed that a man of the sword is so learned. The second is to be amused - or perhaps insulted - that an intellect as limited as Saul's dares to think it can enter debate with the real masters.

Once you get to know him, you find that he is by and large interested in what is best for people; but he is committed to his pursuit of philosophy, which sometimes can seem to amount to little more than pointless hypothesising. On the other hand, he is not brash nor rash; a quality that is surely to be applauded in all warriors.


Why are you in the church? How does your commitment to your faith influence your decisions?

The Knights of the Church are a long-standing tradition. Saul was tapped at an early age for the life of knighthood, being chosen to be a squire from a family working in the city. He inherited the diligence of a scribe from his father, but his newly elevated station gave him access to libraries and experts, and that ignited in Saul an unquenchable desire to be amongst them. So it was that he served and trained as a squire by day, and burned the midnight oil reading tracts and treatises by the realm's greatest philosophers.

He finally graduated into knighthood when his master became too old to ride out any longer. Rather than seek a domain of his own, Saul decided to take on the mantle of Knight-Errant, the role of which is act as a sort of wandering sheriff to the people in the protection of the Church's interests.

He is steeped in the dogma of the faith and his philosophy resolves around it. Philosopher's ask, "what is good?" - and God has the answer. Philsophers ask, "what is real?" - and God has the answer. That doesn't mean the answers are obvious, or without need of analysis; but God remains the centre of all things.


Describe one portion of your duties to the church - this could be daily tasks, personal ritual, etc.

Ahriman is a Knight-Errant. This means that, instead of having a dominion over which he has lordship and to which he must give protection, he is engaged indeterminably on a quest. Typically for the Church, his quest is to travel the land, smite darkness and evil and root out the Church's enemies, and resolve any conflicts between the faithful which may need the sharp edge of reason.

In truth he has been a while in the city; this last of his duties seems to have kept him quite busy, and he has found himself lodged in debate between merchants on the proper way to resolve spoiled goods; supporting the local Watch in hunting down murderers and bandits; and passing summary judgement for minor infractions.