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Sir Constantine GodAlming.

Posted by DeveloperFor group 0
Developer
GM, 19 posts
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Sun 17 Nov 2019
at 01:16
  • msg #1

Sir Constantine GodAlming

Full Name:  Sir Constantine Godalming
Race:  Half orc
Classes/Levels Paladin 1 (redeemer archetype)
Gender Male
Size M
Age 19

Special Abilities : Darkvision, ferocity, smite evil (merciful)
Alignment: Lawful Good
Deity:  Abadar (pronounced AH-bah-dar)
Languages: Common, Orc, Dwarf,
Occupation:  Redeemer

Strength 14.  (+2)
Dexterity 14.   (+2)
Constitution 13.  (+1)
Intelligence 12.   (+1)
Wisdom 13.  (+1)
Charisma 17.    (+3)
25 point buy (+2 race CHA)

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.

Stolen by fey from the wilds from his orcish parents, (actually he was abandoned for appearing too human and left to die as an infant). He was raised into childhood by precocious fey once he reached about 6 years old the fey returned him to the world of mortals.    He was given to the mighty city.
He was taken in by Dwarven parents and most of his years spent with the fey is like a hazy surreal dreamscape of vivid sights and sounds.

It was only later when he was knighted by Adabar that he became a "Sir" that he was allowed to take a Sir Name 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 never wanted to speak of orcs. 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.
Such as telling his archery instructor that the maximum range of a long bow was "The distance at which I can be certain of my target and confident in obtaining it."
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)

Half-orc traits
Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Offense Racial Traits
•Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
•Weapon Familiarity: (replaced with city raised)
Senses Racial Traits
•Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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.
Class Features
A redeemer has the following class features:
Merciful Smite (Su)
At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).
This ability otherwise works like and replaces the standard paladin's smite evil.
Monstrous Rapport (Ex)
At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to “monstrous” races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters.
This ability replaces detect evil.

Pact of Peace (Sp)
At 8th level, a redeemer can force a defeated creature to accept a binding pact of peace as a condition of its surrender, as if using lesser geas. Her caster level for this ability is equal to her paladin level. Rather than assigning a mission or task, the redeemer gives the creature a simple set of prohibitions to protect others. Example geas include “Leave this city and do not return” or “Do not attack caravans.” The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per paladin level.
This ability replaces aura of resolve.

Aura of Mercy (Su)
At 11th level, a redeemer can expend two uses of her merciful smite ability to grant the merciful smite ability to all allies within 10 feet, using her bonuses. Allies must use this merciful smite ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
This ability replaces aura of justice.

Code of Conduct
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.

Initiative 1d20+2
Perception 1d20+
Current hit points*    11/11
Speed 20'

AC 1
Unshielded 1
Flat footed 1
shielded 1
-(smiting + cha bonus) 2
-(shield spell) 2
(smiting and shield spell) 2

Armored coat +4 +3 -2 20% 20 ft.20 lbs.
Armored Kilt +1 +6 0 0% 30 ft. 10 lbs. AA
Dex +2
Quickdraw steel shield +1

BAB +1
CMB +3 (BAB + STR)
CMD +15 (10+BAB+STR+DEX)
FORT +3
REF + 2
WILL + 3

Sword and Board
Longsword Attack 1d20+3
Damage 1d8+2

Smiting! 1/day (+ cha bonus / + level)
+6/+3
Morningstar cold iron and Board
Morningstar (cold iron) Attack  1d20+3
Damage 1d8+2

Smiting! 1/day
Morningstar (cold iron)Attack 1d20+6
Damage1d8+3

Archery longbow
Attack 1d20+3
Damage 1d8+1

Smiting 1/day
Archery longbow
Attack 1d20+6
Damage 1d8+2

Whip Attack 1d20+3
Damage (non-lethal) 1d3+2
Disarm, reach, trip

Smiting! 1/day
Whip Attack  1d20+6
Damage 1d3+3

Philopsophy:
Believes most Paladins talk too much and work too hard at getting along with or trying to change others too quickly...as redemption is a path that takes time.
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.

Quotes:
"I do not answer to you!"
"I am confused!"
"Explain yourself!"
"What is the meaning of this!"
"I do not recognize the legitamacy of your authority!"

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.....
"To weep, is to make less the depth of grief; Tears, then, for babes; blows and revenge for me.”

Q: How then can they be redeemed?
By choice and opportunity....
“I’ll redeem myself by paying that which is owed when men think least I will”

Justice is bringing the sword to the oppressors.....
Saving the oppressed and blocking the way of the wicked.
Redemption is offering the oppressors a new path to atone for their past.....

Though the oath against fiends is passingly familiar to SCG, he can not follow that oath and stead fast to being a redeemer.....
A paladin who takes an oath against demons, devils, daemons, and other evil outsiders is constantly on the lookout for malicious fiendish insurgence into the world, and faces it with swift and unwavering defiance. Often she works closely with inquisitors, searching for signs of outsider manipulation and possession.....

Signs he looks for
Blame, guilt, shame, worthlessness, discouragement, despair....or one attempting to make others feel such.
VS. Hope, encouragement, redemption, righteousness

Skills: (2+ int ) = 3 ranks
Climb 2 strength
*Diplomacy 7 / 9 (+1 rank, +2 situational redeemer, +3 cha, +3 class)
*Handle Animal  (+0 rank, +3 class, +0 wis)
*Heal
Intimidate 6 (1 rank, +2 race, + 3 cha)
Knowledge (arcana)
Knowledge (dungoeneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local) +2 bonus
Knowledge (nature)
*Knowledge (nobility)
Knowledge (planes)
*knowledge (religion)
*Perception.   6    (1 rank, +1 trait +1 wis +3 class)
*Ride
*Sense Motive  (0 rank, +3 class, + 0 wis)
*Spellcraft
stealth
survival
swim 3

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)
Longsword - 15 gold
Morningstar (cold iron) 16 gold
Whip 1 gold
Shield heavy steel -20 gold
Greatclub 5 gold
longbow - 75 gold
arrows 80 - 4 gold (all sharpened)
Armored coat- 50 gold
Armored Kilt* 20 gold
Backpack - 2 gold
Chainbelt* (15 gold)
Winter blanket
Bedroll
Outfit (free):  Winter cloak, winter gear, leather boots, etc

Water skin
flint & steel (1)
Rations Wandermeal** (50 servings) 25lbs, 5 silver
holy symbol (wooden) 4
Weapon cords (2)
Whetstone
Chainbelt*
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.
Wandermeal**
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.
Experience Points:

Current Wealth (2 gold from character creation)
Gold -
Silver - 10
Copper - 100
Gems -
other:

Feat: Fey Foundling
You were found in the wilds as a child.
Prerequisites: You may only select this feat at 1st level.
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Drawback: Fey taken
As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions.
Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Traits:
1. Almost Human (Half-Orc)
You have enough human features that it's easy for you to pass for a pureblooded human.
Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

2. Eyes and Ears of the City
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

3. Campaign trait: Touched by Divinity
As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can’t explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity.

Benefit You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).   Abadar, defense domain; shield spell

The paladins code
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

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:
#1. Respect legitimate authority ie follow those placed above him/her in the paladin heiarchy. Often the paladin is the legitimate authority and conducts himself as judge, jury and punisher (executioner if needed). Though the orders should never endanger lives.

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
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.
Becoming Good
Each character has her own unique path to good. Many creatures are set in their ways and don't vacillate between distinct ethical philosophies, making such a fundamental change in thinking and acting an arduous road. The notion of good is as much about intention as it is about action. Simply committing a series of good acts is not enough to change a creature's alignment—it must want deep down within itself to be good. As such, finding true redemption involves the creature passing through a number of stages on its path to goodness.

Intention
Determining a creature's intention is largely a roleplaying task. Creatures that truly seek redemption should display genuine remorse over evil acts they've committed and must be willing to embark on the difficult road to becoming good. If you are actively seeking to redeem a creature, there is no guarantee of success, but by offering it examples of mercy and decency you might spark a desire to do good in its heart. Many times, confessing one's past sins and evil deeds is the first step toward redemption. Purposefully completing at least one penance (see below) and succeeding at a Will save as outlined in the following rules should prove a creature is ready to begin its journey.
Calculating the Path to Good
To alter its alignment toward good, a creature must pass through a number of stages, depending on its starting alignment. A creature with an evil alignment must first shift its alignment to neutral before shifting its alignment to good. To make this shift, the creature must perform a number of penances equal to double its total Hit Dice. This number of penances must be completed for each stage of shift in alignment, from evil to neutral and again from neutral to good. If the creature seeking to become good gains additional Hit Dice or levels during the course of its redemption, the number of penances to be completed should reflect its new total Hit Dice. For example, if a creature with a total of 7 Hit Dice completes 14 penances to shift from evil to neutral, but gains a level before completing its path from neutral to good, its total Hit Dice rise to 8 and it must now complete 16 penances in order to complete its path of redemption.

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.

Penances
To pass through each stage of its path to good, a creature must perform a number of good deeds equal to double its total Hit Dice. The GM decides exactly which penances are appropriate, but examples of such acts are included below. When a creature completes the penances required for a stage, it must succeed at a Will save to overcome its nature. The DC of this save is equal to 10 + 1/2 the creature's total Hit Dice + its Charisma modifier. If this save is successful, the penances have taken hold and the creature has completed another step toward becoming good. If the creature fails this save, it must complete another deed in order to gain a chance to attempt another save. It can continue to complete additional deeds after each failed save until it succeeds.

Sponsorship
It is far easier for a creature to change its alignment with the tutelage and support of another. Someone who wishes to become good can seek out the support of a good creature to improve its own chances of success. At each stage, a creature may enlist the help of a number of sponsors up to its Charisma modifier. Each sponsor aiding a creature on its path to redemption provides a +1 bonus on the creature's Will save (or saves, if the first save is unsuccessful) to complete that stage of its redemption.

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.

Relapse
Each minor evil act a creature performs (casting spells with the evil descriptor, praying to an evil deity, using an evil magic device, mind controlling good creatures to commit evil acts, and so on) counts against whatever penances the character has already performed, effectively canceling one out. Any major evil act (knowingly slaying an innocent creature, spreading a disease among a community, inflicting pain on an innocent subject, or animating the dead) undoes all of the good work done for the current stage, and the creature must begin that stage anew. A GM may rule that a particularly heinous act reverses all work done, and shifts the creature back to its original evil alignment.

Example Penances
The list that follows represents examples of penances that you can use to pursue redemption or assign to a penitent that you're sponsoring, with your GM's permission. Your GM should avoid presenting too may options for redemption at once, as doing so would allow you to choose the easiest penance over the one most appropriate to the situation—those who truly seek to repent shouldn't shy away from a good deed because it is difficult, expensive, or not their idea of fun. It is equally important, however, to work with your GM to ensure that penances are achievable, relevant, and available at a sufficient pace, so that the process of redemption doesn't interfere with the adventure and group dynamics. Getting this balance right may be tricky, particularly if you are in a rush to become good.

Confessing your past sins or evil acts to an appropriate good-aligned agent.
Healing a creature you don't know from a disease, affliction, or poison when doing so gives you no personal advantage.
Willingly submitting to a geas/quest, mark of justice, or similar spell to show you are committed enough to the process of redemption to risk harm if you fail.
Casting a spell with the good descriptor. This penance can be completed only once per stage.
Donating at least 50 gp to a good organization or faith. Each time you do so, the amount needed for the donation to qualify as a penance doubles.
Sacrificing belongings gained through evil means.
Freeing an oppressed, enslaved, or abused creature.

Preaching a sermon of no less than 1 hour on the virtues of good behavior. This penance can only be completed once per week.
Turning a creature that has committed a crime over to a good-aligned authority.
Completing a task or quest for a good faith or organization without accepting payment. A GM may decide that a particularly challenging encounter may count as two or more penances.
Fasting and praying for 12 hours (leading to fatigue).
Creating a good item and giving it away for free.
Showing mercy to a vanquished foe.
Completing a task for a stranger and accepting no reward.
Refraining from blasphemy or bad language in private or in conversation with others.
Instructing other characters or NPCs in pure courses of action.
Ignoring or not responding to insults or challenges from foes.
Attempting a Diplomacy check to try and resolve a situation peaceably instead of resorting to combat.
Refraining from lying or deception for an entire week.

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.

Holy water
splash weapon, ranged touch attack
hit deals 2d4 splash = 1 point of damage

Alchemists fire
splash weapon, ranged touch attack
hit deals 1d6 splash = 1 point of damage
Extinguished DC 15 reflex save or another 1d6
This message was last edited by the GM at 18:54, Tue 19 Nov 2019.
Developer
GM, 20 posts
Not here
Not now
Sun 17 Nov 2019
at 18:13
  • msg #2

Sir Constantine GodAlming

Gear max gold 300 gold (used
Longsword (cold iron) - 30 gold
Morningstar (cold iron) 16 gold
Whip 1 gold
Quickdraw steel shield -59 gold
Greatclub 5 gold
longbow - 75 gold
arrows cold iron 80 - 8 gold (all sharpened)
Armored coat- 50 gold
Armored Kilt* 20 gold
Backpack - 2 gold
Chainbelt* (15 gold)
Winter blanket
Bedroll
Outfit (free):  Winter cloak, winter gear, leather boots, etc

Water skin
flint & steel (1)
Rations Wandermeal** (50 servings) 25lbs, 5 silver
holy symbol (wooden) 4
Weapon cords (2)
Whetstone


Chainbelt*
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.
Wandermeal**
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.
Experience Points:

Current Wealth (2 gold from character creation)
Gold -
Silver - 10
Copper - 100
Gems -
other:
This message was last edited by the GM at 13:55, Mon 18 Nov 2019.
Developer
GM, 61 posts
Not here
Not now
Fri 16 Dec 2022
at 19:04
  • msg #3

Sir Constantine GodAlming

As an Oradin:

Apsu
Divine barrier feat

Fey taken drawback
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