Anselme de Toto (Human Palladin, Sinestri)

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Anselme de Toto (Human Palladin, Sinestri)

Postby Anselme » Wed Nov 16, 2016 12:02 am

Player Name: günther
Google Hangouts: zircon.zaku@gmail.com

Character Name: Anselme de Toto
Alias: The Mandrill Knight
Race: Human
O.C.C.: Palladin
Alignment: Principled
XP Level: 3
XP Points: 5,889 [Updated by Erva, as of 6-4-17]
Next Level @ XP: 9,601
Racial Hostilities: Absolutely despises the cannibalistic Tezcat; wary of the monster races, an exception to the rule will never abolish it.
Sentiments/Western Empire: The elites still need to trim some fat, but Emperor Itomas II offers a bright and noble future to broaden the horizons of the West.
Sentiments/Dominion of Man: Lacking cultural homogeny, and sadly motivated by coin more often than noble commitments.
Disposition: Lofty, quixotic, and absolutely dogmatic with his commitment to Chivalrous ideals. Genuinely kind, but often holds any critical opinions of others to himself - unless asked.
Insanity: Obsession: Romance; always a perfect gentlemen to a damsel, enamored by "ideal" courtly love, so much to the point of any true relationship must be sanctioned by a "cosmic" event. If such a thing doesn't happen, she's not the one. If it does, he would literally raze the gates of hell to woo that maiden.

ATTRIBUTES
I.Q.: 14
M.E.: 13
M.A.: 16
P.S.: 24
P.P.: 20
P.E.: 21
P.B.: 10
Speed: 17

PHYSICAL DATA
P.P.E.: 17
I.S.P.: 39
H.P.: 33
S.D.C.: 44
Age: 26
Sex: Male
Height: 6'1"
Weight: 235 lbs
Description: An olive toned youth hailing from the Western Empire.

Natural Abilities
Perception Bonus: +3
Charm/Impress: N/A
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 94 lbs
Max. Carrying Weight: 480 lbs
Max. Lifting Weight: 960 lbs
Max. Jumping Ability: 16' Horizontally| 7' Vertically
Can move 17 yards per action/ 85 yards each melee

Special Abilities
The Way of the Horse: Unparalleled horsemanship. P. 88 PFRPG
The Way of the Lance: Skilled in the use of the lance for tourney & combat. P. 88 PFRPG
Palladin's Demon Death Blow: The Palladin calls upon his inner might to smite supernatural evil, draws on 3d6 P.P.E., surpassed natural A.R., and deals maximum damage preventing any regeneration for 1d4 hours. Even creatures immune to normal weapons will take half-damage (full if using a holy/magic/silver weapon appropriate to the creature).

Psionics
Major
Commune with Animals (6)
Enhanced Reflexes (10)
Psionic Seeking (6)
Resist Psionics (10)
Strength of Mind (10)
Sixth Sense (2)

Family Skills
Botany 45% (+5%)
Carpentry 45% (+5%)
Physical Labor

O.C.C. Skills
Dance 45% (+5%)
Heraldry 35%/40% (+5%)
Horsemanship: Palladin 55%/50% (+5%)
Land Navigation 43% (+4%)
Language: Eastern 108% (+5%)
Language: Elven/Dragonese 47% (+5%)
Language: Southern Dialect 47% (+5%)
Literacy: Elven/Dragonese 50% (+5%)
Mathematics: Basic 62% (+5%)
W.P. Lance
W.P. Shield
W.P. Sword
W.P. Battle Axe
W.P. Spear

O.C.C. Related Skills
Gymnastics
    ☞ Sense of Balance 40% (+5%)
    ☞ Work Parallel Bars & Rings 36% (+3%)
    ☞ Back Flip/Somersault 50% (+5%)

Lore: Religion (pending)
Play Musical Instrument (Vihuela) 40% (+5%)
Public Speaking 40% (+5%)
Wilderness Survival 40% (+5%)

Secondary Skills
Boxing
Running
Sculpting & Whittling 40% (+5%)
W.P. Targeting/Missile Weapons

Combat Data
HTH Type: Palladin Combat
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +4
Bonus to Disarm: -

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Battle Axe-- +2 to Strike, +1 to Parry, +1 to Strike when Thrown, +1d6 to Damage
W.P. Lance--
W.P. Shield-- +2 to Parry
W.P. Spear-- +2 to Strike, +2 to Parry, +2 to Throw (Targeting)
W.P. Sword-- +2 to Strike, +1 to Parry
W.P. Targeting/Missile Weapons-- +2 to Strike

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): -
Psionics (12+): -
Horror Factor (varies): +2
Last edited by Anselme on Sun Jun 11, 2017 6:10 pm, edited 9 times in total.
Anselme de Toto
H.P.: 30/30
S.D.C.: 36/43
I.S.P.: 7/35
P.P.E.: 17/17

Studded Leather Armor (full)
A.R.: 13
S.D.C.: 38/38
Notes: -5% Mobility

Kobold Scimitar
Damage: 2d6+3
User avatar
Anselme
 
Posts: 34
Joined: Tue Nov 15, 2016 11:38 pm

Re: Anselme de Toto (Human Palladin; PFRPG) (WIP)

Postby Anselme » Sat Dec 24, 2016 1:09 pm

Equipment

Baraboros
Image
War Horse
Alignment: Unprincipled
Attributes
AR: as per Barding. Wearing Studded Leather and Chain Barding, AR: 14, SDC: 70, Weight 70 lbs
Speed: 40 (trot) / 58 (gallop)
Physical Data
S.D.C.: 55
H.P.: 38
P.P.E.: 15
Dimensions: 72" at the shoulder, 2000 lbs
Age: 2.5 years
Natural Abilities
• Carry 450 lbs., Pull 5 tons
• Jump 5' high and 10' long
• Swim 50%
• Sensitive to P.P.E. & Supernatural 1000ft. (See & sense invisible(not spell) entities, alien intelligences,
demons, elemental beings, & supernatural evils. (1-33% chance to throw rider/flee facing these regardless of training.)
• Sense ley lines, nexuses, places of power and powerful creatures of magic (1500 P.P.E or more). 400 feet.
• Trained to come when Anselme Whistles. Will not willingly let another being mount him unless Anselme allows it.
Combat Data
• 3 attacks per melee, front kick 2d6+6, back kick 4d6+6, Stomp 1d6, Trample 4d6, Bite 1d4+2
• +1 to initiative +5 to strike, +2 to dodge, +5 vs. Horror Factor, +1 vs. poison/disease


Carried/In Hand

Worn on Person
Studded Leather Armor (full suit)
Image
• A.R.: 13
• S.D.C.: 38
• Modifiers: -5% mobility penalty
• Features: None

Fine Clothing
Gloves
Jaguar skin cloak
Riding boots

Utility Belt
Kobold Crafted Scimitar
Image
• Damage: 2D6+3
• Modifiers: Supeiror blade edge (+3 to damage - included above)


Backpack
Bedroll
Tinderbox
Waterskin
1065 Gold Marks Snafu 2017-06-13

Stored in Saddlebags
Artfully crafted vihuela
Fine clothing
Small Wood & Metal Shield
Image
• Damage: Can be thrown about 15', inflicting 1D6 damage. A shield-bash does 2D4 damage.
• S.D.C.: 50
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
Last edited by Anselme on Wed Jan 04, 2017 12:13 am, edited 9 times in total.
Anselme de Toto
H.P.: 30/30
S.D.C.: 36/43
I.S.P.: 7/35
P.P.E.: 17/17

Studded Leather Armor (full)
A.R.: 13
S.D.C.: 38/38
Notes: -5% Mobility

Kobold Scimitar
Damage: 2d6+3
User avatar
Anselme
 
Posts: 34
Joined: Tue Nov 15, 2016 11:38 pm

Re: Anselme de Toto (Human Palladin; PFRPG) (WIP)

Postby Anselme » Fri Dec 30, 2016 3:52 pm

Background Story

Anselme was born the eldest son of a landed knight. Humble origins within the decadence of the Western Empire to be sure, but comfortable enough. His youth was spent jovially gallivanting about the local coppices, meadows, and lakes - sparring imaginary dragons with wooden swords (a brave task, he would often argue to the local clergymen). Anselme was privileged, by many accounts, to what equated to be a fantasy book childhood, shrouded from the turmoil so rampant elsewhere in Palladium. This simple existence continued on for the better half of his early childhood, the ripe age of nine, in his case, at which time he was called to the practice of Dragonwright proper (the beginnings of confirmation). Although he was but from a small farming village, his father stressed the importance of the knightly caste, and skill with arms. He would regale the young boy with tales of heroism, conquest, liberation, and every manner of chivalrous conflict. Most importantly, though, he told his son that, one day, it would be up to him to carve out his own life - to earn what property and good he could. For the arcane, and often harsh, feudal laws did not mete out the inheritance of title to but a few, privileged nobles. . .

When not tending to the fields, or battling some fantastic daydream, his father demanded sparring lessons - although not wealthy enough to support the training of proper armor, Anselme was bundled up in linens before exercise. At least until he was old enough to justify the purchase of his own, proper Aketon.

Like his father before him, Anselme showed great promise with the martial arts - his fencing was superb, and he possessed a great natural fortitude. However, most curiously, Anselme had a peculiar air about him in his late childhood. Certain perceptions, and certainties. . . an odd way about the animals. Some locals swore he could whisper to magpies, watching him humming tunes and the birds whistling back! Rumors had a way of circulating rather quickly, but it was mainly the stuff of local gossip. Luckily, nobody claimed the boy was Changling and life continued on its way.

When Anselme became a man, his father was swelling with pride at the boy he raised. His fitness, and skill with arms was near legendary in the town. It was on the eve of his nineteenth birthday when discussions of Anselme's coming role in the world came about. With a natural inclination for the precepts of Chivalry, it was decided that he would become sworn into the service of the local Lord - with a sponsorship from the local Dragonwright priest.

The Count was a boar of a man, spoiled rotten, lackadaisical, and archetypal for the fetid nobility of the Western Empire. All of this was glossed over by Anselme's more noble inclinations - after all, life was a mixture of good and bad. As long as the man refrained from grotesque behaviors, a bit of selfish aloofness was to be expected. Fortunately, the Count was indeed just a boorish oaf - more interested in what adorned his dinner table than political ambition.

However, there was little honor to be gained in that tiny little county. Aside from enlisting as a Janissary, there was little wrong with the sovereign territories that required the active recruitment of knight errants. So it was decided that Anselme would travel abroad, to exotic locales in the colonies of the Empire. There he would find his lofty legacy, and perhaps discover some unknown artifact holy to the Church of Dragonwright! However, formalities are often a much aggrandized thing than the actual status of the affair. This was one such case.

Anselme was in actuality, a glorified body guard to some unimportant merchant that was to establish trade in the Yin Sloth Jungles. Stationed far to the south, he took residence in a small military barracks, training and honing his militant craft. More often than not, there was no significant threat to the settlement surprisingly. The horrors of the jungle tended to prey on the less established encampments, or those foolish enough to wander off into the thick of it.

It was one average day, that a local maiden seemed to have gotten herself absconded with by Grimbor, Tezcat, or some other nameless jungle terror (in some taverns, even demons had been named libel). Needless to say, the only reason rumors had even circulated was due to the fact she was a merchant-noble's daughter.

Anselme cared not for her familial connection, only that a damsel was in distress! He rushed into the tick of Yin Sloth without even a second thought for his own well being. Which turned out to be less practical that it sounds. . . He promptly became lost, but after several days, found her quite aptly within the custody of a lone Tezcat witch-doctor. Bound with rope, in a ramshackle bamboo cage, it seemed as though the temporary camp was ritualistically significant - and she was destined for some unspeakable, primitive sacrifice. Wasting no time, Anselme slew the thing and liberated the young maiden. Hooray! The day was saved, now all he had to do was make it back. . . only he had entirely forgotten which particular way that was.

After just a day in the steaming jungle, Anselme found his armor to be far too cumbersome. Discarding it, he felt it would be easier to navigate the dense foliage while still having to care for the damsel. As night began to fall, a certain uneasiness began to scrape at the back of the Palladin's neck. . . something had been watching from the shadows. Without the necessary tools to construct a proper shelter, Anselme decided it best to salvage what clothes he could for the young maiden. Sacrificing his shirt, and keeping watch in the humid jungle while she rested. It was within minutes of her falling asleep that a pair of glowing eyes peered through some dense plant matter, softly obscured by the flickering flames of a hastily built fire.

A rippling mass of exotically patterned fur leaped out from the darkness, with ravenous fervor it howled after the helpless woman - but just as suddenly was the Anselme at its throat with a dagger. It was a tense moment, brief, but lingering. The commotion did in fact wake the girl from her sleep, but not before the beast was slain. Twice now Anselme had saved her from death. In the morning Anselme tried his best to focus on the ramparts of the colony, and slowly he became drawn to the north. With the disemboweled husk of the Jaguar in tow, as a trophy, Anselme led the merchants daughter back to safety - a several hour trip.

Upon arriving, news of his heroism spread. The Merchant-Noble was indebted to the young man, and swore on his life that he would expedite him to his local land for a well deserved reward. Thankful, Anselme humbly denied the necessity of any reward, but the merchant was insistent. With a courtly peck on his cheek, courtesy of the handsome maiden he rescued, Anselme was shipped off back to meet with his local Count. . .

That same oaf of a man that had sent him to the jungles, was rather dismayed at the notion of having to award something form his personal cache of land. So instead, he bequeathed upon Anselme a very generous land entitlement - the only catch was that it was neck deep in the Wasteland. . .

A very typical solution of the Western nobility, grant land outside of sovereign territory as it doesn't impede your own, jealously guarded holdings, while encouraging the expansion of the Empire.

Anselme wasn't bitter at the notion, indeed he was quite enthusiastic (much to the bewilderment of the Count) as the Yin Sloth was dotted with ruins holy to the Dragonwright. Not to mention there was a significant challenge for Anselme to overcome! He had to wrestle with the land itself to tame what was his, a grand adventure indeed! A wandering Knight Errant in search of wealth and resources to fund an expedition. . . where better to look for coin than the bustling Dominion of Man?
Anselme de Toto
H.P.: 30/30
S.D.C.: 36/43
I.S.P.: 7/35
P.P.E.: 17/17

Studded Leather Armor (full)
A.R.: 13
S.D.C.: 38/38
Notes: -5% Mobility

Kobold Scimitar
Damage: 2d6+3
User avatar
Anselme
 
Posts: 34
Joined: Tue Nov 15, 2016 11:38 pm


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