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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
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TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
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=
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=
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=
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=
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=
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=
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=
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=
+
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=
+
+
=
+
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=
+
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=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
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=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
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=
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=
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+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
1100gp
Languages
Description
Appearance: While only in his late twenties, his face and dark tan skin look weathered from the sun and leaves him looking in his somber thirties. Standing at an imposing 6 feet he almost looms at times, but tends to keep a more placid, welcoming look to those who might come to him to ask for aid. Sharp grey eyes look about beneath a broad brimmed leather hat adorned with a silver key clasp on the front of the keyhole embroidered hatband, a black shoulder length ponytail pulled tightly at the base of his neck, overlapping the single-looped ornate silver and flame embroidered black silk scarf. He doesn't look heavily muscled, but lean and corded, like the body of a farmhand or pilgrim that he is, padded lightly with a healthy diet. Much of his frame is hidden by the robe-like brown overcoat, a light, sturdy cloth made for pilgrims, many pockets lining the inside, while benath he wears finer attire, a loose crimson overshirt atop his breastplate and another undershirt below, another more ornate silver key holy symbol hanging as a badge of duty and rank. Clean, black travellers pants are held up with a belt of pouches holding minor items and trinkets, feet covered in shining, well kept black leather boots, showing far less wear than a wanderer's would normally receive.
Personality
Somewhat overconfidant in his abilities, he's grown to enjoy the power he's gifted with and able to weild to gain more in acceptance from others. He sees the apprehension in peoples' eyes and knows it's mixed with the guilt of wrongdoing that they're afraid he may be able to root out. He justifies heavier intimidation, if regular diplomacy won't work, by beleiving the fear of the Creator's displeasure is what guides them to confess, much less the fear of his own direct displeasure. He holds a soft spot for children, especially orphans, knowing the plight of feeling unloved and without family, and keeps plenty of small toys and trinkets in a pouch to give out with a parable and reassurance that everyone has glorious potential to acheive. Of course, making these kinds of oaths leaves a slight confusion on his own, unsure if only showing the bright side of the perspective is wise, but can't bear to bring that sense of dread to the young. In turn, he expresses this frustration by being somewhat draconic in his treatment of older transgressors, making them search their souls for conviction in their faith and demanding them to stand firm in them. Occasionally he 'finds' reasons to investigate and forcibly 'redeem' someone, but he beleives it's all to provide a good future to the world, bringing everyone closer to redemption in the Creator's eyes. Inquisitive and somewhat intrusive, his position's given him an odd advantage of being able to get the truth most often when he asks, though if unsatisfied or doubting, he can press further than neccesary to guarantee honesty.
Character Traits
Tenets to Self: ~Hold strong in your convictions, weakness of spirit and lack of goodness is Sin ~Aid those who come asking, if it will benefit their growth and strength, counsel a proper path otherwise ~Strive to make those around you stronger in their faiths as well, let them know their failings can be amended. ~Live a good prosperous life and appreciate its benefits when possible, happiness and health. ~Seek out corruption and judge wisely if it can be purified, if not, purge it to benefit all that remains. A disease too deeply rooted must be excized before it can be cured.
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
[
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Background: Raised from the young age of 6 in the Order's temple at the Divide, after being found practicing his manfiested blasts in a field by a wandering Seeker, a mix of fear and awe at the power in his hands. His first touch of the distaste his gifts produced came with the Seeker revealing his talent to his parents who were both shocked and horrified to hear of such an influence, gladly giving their son over to the Seeker to be 'tended.' Initially distrustful of the priest who tore him from his home, he only followed out of necessity as he was led back to the nearest temple, some distance away. Over the following weeks through the distances between small farm towns, the Seeker imparted his knowledge and beleifs as best he could, motivating the young Atticus to see that this hardship was merely to make the best person out of him, as left to his own devices he would have met with nothing but the same scorn his parents gave, and no support to keep his spirit strong. As the years progressed and he ventured from temple to temple, back into Grippa, and finally to the Divide itself, he watched and learned from priests on the nature of the living potential all people were gifted with and the many failings people bore. All the while he was convinced to ignore the looks of distrust and concern of the public if ever he used his eldritch power blatantly, coaxed to keep improving them for his greater purpose in life, leaving him trapped in a strange dichotomy. As time went on, Atticus' lessons went from counsel, improvement and salvation towards the more agressive paths of seeking out the injustices, the deciet to faith and self-centered detriment of those unwilling to seek redemption. His focus was placed on his essence as a living representative of the Divide, made to dispense purification through the shadowed flame, now that he was brought up to uphold the tenets of the Order. Soon he was sent out as a Seeker himself, to wander and learn of the land personally, as well as issued the occasional mission. His confidence and sense of self built up with many successes and educational failures, finding his gifts to be deeply adventagious to getting the answers and results he desired.