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<blockquote data-quote="Scotley" data-source="post: 3853743" data-attributes="member: 11520"><p><strong>Alban Bastian</strong></p><p></p><p>Alban Bastian</p><p>NG Male Human Cleric 1/Divine Mind 6</p><p></p><p>Exp: <s>6000 base+3500 (first award on 1/11/08)+5000 (post battle 5/8/08)</s> New total after 3/09 reboot 26500 exp</p><p></p><p>Str 18 (+1 at 4th level) </p><p>Dex 12 </p><p>Con 15</p><p>Int 12</p><p>Wis 15</p><p>Cha 14</p><p></p><p>Hit Points 69 (8+6d10+14) <a href="http://invisiblecastle.com/find.py?id=1296822" target="_blank">Hit Points (3d10.minroll(7)=24)</a> <a href="http://invisiblecastle.com/roller/view/1958601/" target="_blank">hit points at 6th and 7th (2d10.minroll(7)=15, 2d10.minroll(7)=16)</a></p><p></p><p>AC 21 (+10 armor+1 dex), Touch 11, Flat 20 DR 1/Bludgeoning and Slashing</p><p>Init +1 </p><p>BAB +5, Grap +9</p><p>Speed 20 (base 30, heavy armor) Cannot run in armor</p><p>Fort +10, Ref +6, Will +10 (+1 all saves for saint’s finger bone) (+2 saves for divine grace)</p><p></p><p>+10 Melee, Saint’s Kiss--MW Razor Sharp Sanctified Long Axe, 1d12+7, 20/x3 +1 damage vs evil, +1d4 vs. evil outsiders. </p><p>+8 Melee, Morning Star, 1d8+4 20/x2</p><p>+5 Ranged, throwing axe, 1d6+4, 20/x2, 10'r </p><p>+5 Ranged, Javelin, 1d6+4, 20/x2, 30’ </p><p></p><p>Medium, 5'9" tall, 155 wt, 31 yrs old</p><p>Black hair, Blue eyes, Fair skin</p><p></p><p>Speaks common, celestial, illum, southern illuim, southern gaullic, Dashai, Orc and a little dwarven. </p><p></p><p>+7 Autohypnosis (3) syn</p><p>+4 Climb (0)*</p><p>+9 Concentration (7) </p><p>+1 Diplomacy (0)</p><p>+8/10 Heal (5) (+2 Kit)</p><p>+3 Knowledge (Arcana) (2) </p><p>+7/10 Knowledge (Religion) (6) (+3 Psicrystal)</p><p>+2 Knowledge (The Planes) (1)</p><p>+4 Knowledge (Psionics) (3)</p><p>+3 Profession (Soldier) (1)</p><p>+3 Psicraft (2) </p><p>+4/7 Ride (3) MW Military Saddle and riding straps on armor (+2 to stay in the saddle)</p><p>+4 Spellcraft (3)</p><p>+4 Swim (1) **</p><p>+2/4 Listen (0) cc (+2 Psicrystal) </p><p>+3/5 Spot (1) cc (+2 Psicrystal)</p><p>+1 Search (0) cc</p><p>+1 Balance (0)* cc</p><p>+2 Survival (0) cc</p><p>+1 Gather Information (0) cc</p><p>+2 Sense Motive (0) cc</p><p></p><p>*Armor check -5</p><p></p><p>Feats</p><p>-Power Attack</p><p>-Weapon Focus Great Axe (includes long axe)</p><p>-Psicrystal Affinity (his crystal is a sage of religion named Maimonides) </p><p>-Wild Talent (bonus)</p><p>-Cleave (holiday bonus feat)</p><p>-Psionic Weapon (6th level) Expend Psi-focus to do an extra 2d6 damage</p><p>-Psionic Containment (bonus) Can Psi-focus crystal and then expend the extra focus</p><p></p><p>Human Traits</p><p>-Bonus Skills</p><p>-Bonus Feat</p><p></p><p>Cleric Abilities</p><p>-Nobility Domain (Inspire allies +2 morale bonus on saves, attack, damage, ability and skill checks. Allies must hear you speak for 1 rd. Last 1 rd. per point of cha. bonus.)</p><p>-Purification Domain (Cast all abjuration spells at +1 level)</p><p>-Turn Undead 5/day check 1d20+2cha+2syn+2holy symbol</p><p></p><p>Divine Mind Abilities</p><p>-Bonus Feat</p><p>-All armor & shields (less tower), simple & martial weapons, /w Long Axe </p><p>-Power Points 3+3 Wis+10 earring</p><p>-Psychic Aura 15’ </p><p>--Attack+2 moral bonus on attack and damage rolls</p><p>--Defense +2 to AC</p><p>--Perception +3 Initiative, Spot and Listen</p><p>-Energy Mantle Expend focus to gain energy resistance 5 for 3+2 wis rounds</p><p>--Deal one extra point of fire, cold or electricity damage</p><p>-Divine Grace add Cha bonus to all saves</p><p>-Good Mantle Expend focus to do +1d6 good damage to evil foe with melee or ranged attack, spell or power that targets one foe.</p><p>--Aura allows allies to treat weapon as good for purposes of overcoming damage reduction.</p><p></p><p>Psi Powers Known </p><p>None (will gain energy ray at 5th level)</p><p>Protection from Evil, Psionic</p><p>Telepathy </p><p>Level: Good 1</p><p>Display: Auditory and material</p><p>Manifesting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: 1 min/level (D)</p><p>Saving Throw: Will Negates (harmless)</p><p>Power Resistance: No</p><p>Power Points: 1</p><p></p><p>This power wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. </p><p>First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. </p><p>Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. </p><p>Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. </p><p>Third, the power prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such </p><p>attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. </p><p></p><p>Energy Ray</p><p>Psychokinesis [see text]</p><p>Level: Psion/wilder 1</p><p>Display: Auditory</p><p>Manifesting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Power Resistance: Yes</p><p>Power Points: 1</p><p>Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.</p><p> Cold: A ray of this energy type deals +1 point of damage per die.</p><p> Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing </p><p>metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.</p><p> Fire: A ray of this energy type deals +1 point of </p><p>damage per die.</p><p> Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.</p><p> This power’s subtype is the same as the type of energy you manifest.</p><p> Augment: For every additional </p><p>power point you spend, this power’s </p><p>damage increases by one die (d6).</p><p></p><p>Cleric Spells Prepared</p><p>0th- Detect Magic, Guidance, Mending </p><p>1st- Bless, Protection From Evil, Nimbus of Light (D) </p><p></p><p>+1 Dwarvencraft Reinforced Full Plate Armor /w riding straps</p><p>Studded Leather armor</p><p>Saint’s Kiss, MW Razor sharp Sanctified Long Axe forged with a saint’s finger bone</p><p>Gold with Black Diamond earring grants +10 power points and 50% immunity to psionic attack</p><p>Morning Star</p><p>10 Javelins w/ quiver</p><p>2 throwing axes</p><p>Hammer, light</p><p>2 daggers</p><p>Earthsilk Jersey</p><p>Explorer’s outfit</p><p>Clerical Vestments</p><p>Noble’s Outfit with signet and jewelry</p><p>Light’s Heart, True Holy symbol +2 turn checks, +2 caster level fire, light and healing spells </p><p></p><p>MW Military saddle</p><p>Saddle Bags</p><p>Healer’s Kit</p><p>Scroll of cure light wounds</p><p></p><p>Backpack </p><p>Waterskin x3 (2 water, 1 wine)</p><p>Bedroll </p><p>Winter Blanket </p><p>2 person tent</p><p>Flint & Steel </p><p>Whetstone</p><p>Mess Kit</p><p>Book of Scripture</p><p>Trail Rations- 10 days </p><p></p><p>Military Issue Warhorse</p><p>Blanket, bit and bridle </p><p></p><p>Coins- 13gp, 5sp, 6cp </p><p></p><p>Appearance/Personality: Alban is an averaged sized man if more muscular than the norm. He wears his black hair cut short and is clean shaven. His fair skin is marked with the scars of a lifelong warrior. His blue eyes are hard from the death and destruction he has seen. His gaze is unwavering and sometimes considered arrogant by his superiors. When arrayed for battle Alban presents a fearsome sight in his reinforced suit of full plate armor. The fine dwarven craftsmanship is obvious in the dark heavy metal. The helmet is arranged in angular planes giving the armor a deliberate scowl topped with a crimson plume. His axe is also of fine make, but utilitarian in appearance with a stout red-oak haft and blued steel blade with an unusually sharp edge that shines in contrast with the darker metal of the rest of the blade. He wears a blue tabard with silver water fall above crossed staves—his family’s crest. When off duty and even while sleeping on campaign he wears a plain robe over well-broken in studded leather. He wears an outsized holy symbol of the Light in the form of a hand-sized amber crystal representing the rising sun on a dinner plate sized background of white gold. The symbol glows with and inner holy light that Alban varies from a dim glow to as bright as daylight depending on the situation. Though his own horse was slain early in the fighting, he has a particularly nice military style saddle and matching saddlebags. Other than these few items and some personal clothes for special occasions the majority of his kit is standard military issue. In spite of his hardness, Alban is always seeking to engage the people around him in candid discussion. This is partially motivated by a genuine desire to provide comfort and counsel as a priest, but in equal measure the warrior within him seeks to constantly evaluate the mental state of those around him to gage their steadfastness in time of adversity. Alban prays and meditates often and carries a book of scripture that he turns to frequently for guidance and enlightenment. He occasionally has a far away look suggesting some inner struggle or concern with some deeper mystery. He tends to see the simple actions he engages in as part of a larger holy mission. He is a difficult man to get close to, but a companion of unsurpassed loyalty and devotion to duty. His allies find him a comfort in battle his holy baring somehow adding a divine right to their on actions that sees them through the most difficult battles. He is seen as a good luck charm by some in the unit, with his presence helping those around him to rise beyond their normal skills to overcome considerable challenge. </p><p></p><p>History/Background: Alban was born a lesser son in the minor noble house of Bastian in Stanton. His family have served the Kings of Stanton since before the founding of the light and have an ancient tradition of military service. Their land is a hard one in the foothills near the border of the Savage Mountains. The river that marks the edge of their territory powers the family mills and their tenants produce wheat and pork from the mix of rocky and swampy ground. They have always produced enough to survive, but never to amass great wealth. Bastian Hall is an ugly stark border fort on a sharp rise over looking the river. Young Alban was educated in war, languages and Psionic arts that run in his mother’s line. In the family tradition, at puberty Alban was fostered to a distant cousin of his mother, Able Standish. The Standish family in addition to possessing Psionic gifts, is deeply religious. He was raised in the Church of the Light with the three Standish sons and two daughters of Able. He choose to attend seminary with an expectation of joining a militant order, but Alban was a strong willed lad and often had questions which made his priestly tutors uncomfortable. He longed to know the deeper mysteries and history of the Church. He questioned some traditions that seemed to be followed only because they were tradition rather than from any scriptural basis. Many in the Church had little use for Alban’s strange ideas and he seemed doomed to a career in minor unimportant postings. Then during his eighteenth year he experienced a crisis of faith. Two of his foster brothers and one of his foster sisters were slain by a rampaging giant when out riding on an afternoon when Alban had chosen to stay behind to argue a minor liturgical point with church functionaries. This experience left Alban with even more questions about the value of the church and his own purpose in life as well as a hatred of giants. Alban was devastated by the loss. He brooded for days taking little food and refusing to speak. He sought to resolve his inner feelings, but was unable to turn to others. Eventually, he was sitting in one of his dead foster brother’s rooms having an internal dialogue when in an attempt to heal itself his mind fragmented. A portion of his conscious mind was transferred to the Crystal in an ancient holy symbol hanging on the wall. Maimonides the Psycrystal was formed and Alban spent three days discussing the fine points of theology with it before emerging to take up a new path. Able Standish gave Alban the old over-sized holy symbol. Alban insisted on wearing the thing about everywhere he went much to the dismay of the priests. It was much too large and in a somewhat out-moded form. Finding he no longer felt comfortable at the seminary. Alban returned home to his parents at Bastian Hall, Herold and Gwendolyn and his siblings. He took up the long axe and heavy armor long fielded by warriors of the Bastian line. His family connections two years of hard training got him a place in the elite Stanton guard. He volunteered for difficult assignments and while at best a fair warrior among the elite he none the less always seemed to be part of the most successful units. His clerical abilities further added to his utility in the forces he served with. After some years he even served in the royal household guard. Alban grew restive in the relative peace of Stanton. When the call came for forces to go to Gwynedde he was among the first to volunteer. He is still seeking and following a holy path, just not the one he first started on.</p></blockquote><p></p>
[QUOTE="Scotley, post: 3853743, member: 11520"] [b]Alban Bastian[/b] Alban Bastian NG Male Human Cleric 1/Divine Mind 6 Exp: [s]6000 base+3500 (first award on 1/11/08)+5000 (post battle 5/8/08)[/s] New total after 3/09 reboot 26500 exp Str 18 (+1 at 4th level) Dex 12 Con 15 Int 12 Wis 15 Cha 14 Hit Points 69 (8+6d10+14) [url=http://invisiblecastle.com/find.py?id=1296822]Hit Points (3d10.minroll(7)=24)[/url] [url=http://invisiblecastle.com/roller/view/1958601/]hit points at 6th and 7th (2d10.minroll(7)=15, 2d10.minroll(7)=16)[/url] AC 21 (+10 armor+1 dex), Touch 11, Flat 20 DR 1/Bludgeoning and Slashing Init +1 BAB +5, Grap +9 Speed 20 (base 30, heavy armor) Cannot run in armor Fort +10, Ref +6, Will +10 (+1 all saves for saint’s finger bone) (+2 saves for divine grace) +10 Melee, Saint’s Kiss--MW Razor Sharp Sanctified Long Axe, 1d12+7, 20/x3 +1 damage vs evil, +1d4 vs. evil outsiders. +8 Melee, Morning Star, 1d8+4 20/x2 +5 Ranged, throwing axe, 1d6+4, 20/x2, 10'r +5 Ranged, Javelin, 1d6+4, 20/x2, 30’ Medium, 5'9" tall, 155 wt, 31 yrs old Black hair, Blue eyes, Fair skin Speaks common, celestial, illum, southern illuim, southern gaullic, Dashai, Orc and a little dwarven. +7 Autohypnosis (3) syn +4 Climb (0)* +9 Concentration (7) +1 Diplomacy (0) +8/10 Heal (5) (+2 Kit) +3 Knowledge (Arcana) (2) +7/10 Knowledge (Religion) (6) (+3 Psicrystal) +2 Knowledge (The Planes) (1) +4 Knowledge (Psionics) (3) +3 Profession (Soldier) (1) +3 Psicraft (2) +4/7 Ride (3) MW Military Saddle and riding straps on armor (+2 to stay in the saddle) +4 Spellcraft (3) +4 Swim (1) ** +2/4 Listen (0) cc (+2 Psicrystal) +3/5 Spot (1) cc (+2 Psicrystal) +1 Search (0) cc +1 Balance (0)* cc +2 Survival (0) cc +1 Gather Information (0) cc +2 Sense Motive (0) cc *Armor check -5 Feats -Power Attack -Weapon Focus Great Axe (includes long axe) -Psicrystal Affinity (his crystal is a sage of religion named Maimonides) -Wild Talent (bonus) -Cleave (holiday bonus feat) -Psionic Weapon (6th level) Expend Psi-focus to do an extra 2d6 damage -Psionic Containment (bonus) Can Psi-focus crystal and then expend the extra focus Human Traits -Bonus Skills -Bonus Feat Cleric Abilities -Nobility Domain (Inspire allies +2 morale bonus on saves, attack, damage, ability and skill checks. Allies must hear you speak for 1 rd. Last 1 rd. per point of cha. bonus.) -Purification Domain (Cast all abjuration spells at +1 level) -Turn Undead 5/day check 1d20+2cha+2syn+2holy symbol Divine Mind Abilities -Bonus Feat -All armor & shields (less tower), simple & martial weapons, /w Long Axe -Power Points 3+3 Wis+10 earring -Psychic Aura 15’ --Attack+2 moral bonus on attack and damage rolls --Defense +2 to AC --Perception +3 Initiative, Spot and Listen -Energy Mantle Expend focus to gain energy resistance 5 for 3+2 wis rounds --Deal one extra point of fire, cold or electricity damage -Divine Grace add Cha bonus to all saves -Good Mantle Expend focus to do +1d6 good damage to evil foe with melee or ranged attack, spell or power that targets one foe. --Aura allows allies to treat weapon as good for purposes of overcoming damage reduction. Psi Powers Known None (will gain energy ray at 5th level) Protection from Evil, Psionic Telepathy Level: Good 1 Display: Auditory and material Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min/level (D) Saving Throw: Will Negates (harmless) Power Resistance: No Power Points: 1 This power wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the power prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Energy Ray Psychokinesis [see text] Level: Psion/wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). Cleric Spells Prepared 0th- Detect Magic, Guidance, Mending 1st- Bless, Protection From Evil, Nimbus of Light (D) +1 Dwarvencraft Reinforced Full Plate Armor /w riding straps Studded Leather armor Saint’s Kiss, MW Razor sharp Sanctified Long Axe forged with a saint’s finger bone Gold with Black Diamond earring grants +10 power points and 50% immunity to psionic attack Morning Star 10 Javelins w/ quiver 2 throwing axes Hammer, light 2 daggers Earthsilk Jersey Explorer’s outfit Clerical Vestments Noble’s Outfit with signet and jewelry Light’s Heart, True Holy symbol +2 turn checks, +2 caster level fire, light and healing spells MW Military saddle Saddle Bags Healer’s Kit Scroll of cure light wounds Backpack Waterskin x3 (2 water, 1 wine) Bedroll Winter Blanket 2 person tent Flint & Steel Whetstone Mess Kit Book of Scripture Trail Rations- 10 days Military Issue Warhorse Blanket, bit and bridle Coins- 13gp, 5sp, 6cp Appearance/Personality: Alban is an averaged sized man if more muscular than the norm. He wears his black hair cut short and is clean shaven. His fair skin is marked with the scars of a lifelong warrior. His blue eyes are hard from the death and destruction he has seen. His gaze is unwavering and sometimes considered arrogant by his superiors. When arrayed for battle Alban presents a fearsome sight in his reinforced suit of full plate armor. The fine dwarven craftsmanship is obvious in the dark heavy metal. The helmet is arranged in angular planes giving the armor a deliberate scowl topped with a crimson plume. His axe is also of fine make, but utilitarian in appearance with a stout red-oak haft and blued steel blade with an unusually sharp edge that shines in contrast with the darker metal of the rest of the blade. He wears a blue tabard with silver water fall above crossed staves—his family’s crest. When off duty and even while sleeping on campaign he wears a plain robe over well-broken in studded leather. He wears an outsized holy symbol of the Light in the form of a hand-sized amber crystal representing the rising sun on a dinner plate sized background of white gold. The symbol glows with and inner holy light that Alban varies from a dim glow to as bright as daylight depending on the situation. Though his own horse was slain early in the fighting, he has a particularly nice military style saddle and matching saddlebags. Other than these few items and some personal clothes for special occasions the majority of his kit is standard military issue. In spite of his hardness, Alban is always seeking to engage the people around him in candid discussion. This is partially motivated by a genuine desire to provide comfort and counsel as a priest, but in equal measure the warrior within him seeks to constantly evaluate the mental state of those around him to gage their steadfastness in time of adversity. Alban prays and meditates often and carries a book of scripture that he turns to frequently for guidance and enlightenment. He occasionally has a far away look suggesting some inner struggle or concern with some deeper mystery. He tends to see the simple actions he engages in as part of a larger holy mission. He is a difficult man to get close to, but a companion of unsurpassed loyalty and devotion to duty. His allies find him a comfort in battle his holy baring somehow adding a divine right to their on actions that sees them through the most difficult battles. He is seen as a good luck charm by some in the unit, with his presence helping those around him to rise beyond their normal skills to overcome considerable challenge. History/Background: Alban was born a lesser son in the minor noble house of Bastian in Stanton. His family have served the Kings of Stanton since before the founding of the light and have an ancient tradition of military service. Their land is a hard one in the foothills near the border of the Savage Mountains. The river that marks the edge of their territory powers the family mills and their tenants produce wheat and pork from the mix of rocky and swampy ground. They have always produced enough to survive, but never to amass great wealth. Bastian Hall is an ugly stark border fort on a sharp rise over looking the river. Young Alban was educated in war, languages and Psionic arts that run in his mother’s line. In the family tradition, at puberty Alban was fostered to a distant cousin of his mother, Able Standish. The Standish family in addition to possessing Psionic gifts, is deeply religious. He was raised in the Church of the Light with the three Standish sons and two daughters of Able. He choose to attend seminary with an expectation of joining a militant order, but Alban was a strong willed lad and often had questions which made his priestly tutors uncomfortable. He longed to know the deeper mysteries and history of the Church. He questioned some traditions that seemed to be followed only because they were tradition rather than from any scriptural basis. Many in the Church had little use for Alban’s strange ideas and he seemed doomed to a career in minor unimportant postings. Then during his eighteenth year he experienced a crisis of faith. Two of his foster brothers and one of his foster sisters were slain by a rampaging giant when out riding on an afternoon when Alban had chosen to stay behind to argue a minor liturgical point with church functionaries. This experience left Alban with even more questions about the value of the church and his own purpose in life as well as a hatred of giants. Alban was devastated by the loss. He brooded for days taking little food and refusing to speak. He sought to resolve his inner feelings, but was unable to turn to others. Eventually, he was sitting in one of his dead foster brother’s rooms having an internal dialogue when in an attempt to heal itself his mind fragmented. A portion of his conscious mind was transferred to the Crystal in an ancient holy symbol hanging on the wall. Maimonides the Psycrystal was formed and Alban spent three days discussing the fine points of theology with it before emerging to take up a new path. Able Standish gave Alban the old over-sized holy symbol. Alban insisted on wearing the thing about everywhere he went much to the dismay of the priests. It was much too large and in a somewhat out-moded form. Finding he no longer felt comfortable at the seminary. Alban returned home to his parents at Bastian Hall, Herold and Gwendolyn and his siblings. He took up the long axe and heavy armor long fielded by warriors of the Bastian line. His family connections two years of hard training got him a place in the elite Stanton guard. He volunteered for difficult assignments and while at best a fair warrior among the elite he none the less always seemed to be part of the most successful units. His clerical abilities further added to his utility in the forces he served with. After some years he even served in the royal household guard. Alban grew restive in the relative peace of Stanton. When the call came for forces to go to Gwynedde he was among the first to volunteer. He is still seeking and following a holy path, just not the one he first started on. [/QUOTE]
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