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John of Patmos, Human Inquisitor (Urban Infiltrator) of Milani


CharmingSatyr

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John of Patmos, Human Inquisitor (Urban Infiltrator) of Milani

cttudGu.pngRace: Human
Age: 25
Gender: Male
Height: 6'0"
Weight: 185 lbs
Alignment: CN
Party Role: Ranged, Healing, Face
Traits: Ex-AsmodeanEx-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church. ... you gain a +1 trait bonus on attack rolls and weapon damage rolls., InspiredOnce per day as a free action, roll twice and take the better result on a skill check or ability check.
 

Show Portrait after he accepts his role as Milani's Chosen

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Holy symbol of Milani

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Portrait #2 credit WillOBrien


 

DESCRIPTION:

Though his outer appearance is untempered and unkempt, his face is stern, and his gaze is razor sharp and filled with freshly-kindled fire. His movements are sharp and precise, propelled by internal passions that would buckle a weaker man. He walks and talks like a man driven to something greater than himself, striving for a goal that he knows is unattainable, yet powerless to resist the attempt.


BACKGROUND:
Once upon a time, John Patmos was an ordinary man. A devout worshiper of Asmodeus, a loyal citizen of the empire, entertaining thoughts of entering the state religion and becoming an Asmodean priest. Rewarded for these endeavors, the church did its level best to lure and entice the impressionable young man, showering him with praise and lavish gifts, and promises of more to come should he continue down this path. His path was set, his destination clear and in sight, and his life was mapped out for him. There was even talk of grooming him to someday become one of the church's elite, perhaps some day taking the role of archbishop or even cardinal.

It was a life he tirelessly strove to be worthy of. Yet, even so, something was not right. Yes, the church was good. Yes, the Hellknights kept public order. The devoutly pious were rewarded, and the sinful anarchists were punished -- this was right and proper and good. But there were things that he forced himself to ignore. The unnecessary cruelty of the city guards. The exuberant glee of an interrogator emotionally (and often physically) battering his prey. Again and again he forced those feelings down, refusing to address or even acknowledge them as anything other than a distraction from the righteous path that he was on. And it was working. He had very nearly gotten control of his emotional equilibrium.

And then the dreams began. Dreams of the past. Of conflict and rebellion. Of secrets and sabotage. Of broken gravestones and green sprouts growing from bloody cobblestones. And of her, the Lady of Roses. Scenes from a life that was decades or centuries long gone, of a life he'd never led, nor even ever heard about. Scenes that inflamed within his chest passions that he neither harbored nor believed, yet found himself drawn to. Visions of liberty, of equality, of justice.

Believing the dreams to be a test of his faith, he threw himself into his studies and his work. Working harder, praying longer, seeking advice and wisdom from the church elders. Yet, the harder he worked in his waking life, the more intense his nocturnal sojourns into this other life became. It was an untenable situation. Exhausting himself during the day, then getting no rest at night as his dream self fought back. It all came to a head the night he dreamed of Her. Milani. The heretical goddess nearly no one had ever heard of, yet could feel her presence in certain pockets of the city. Visions of her came to him that night, and the next, and the next -- each time with a simple message. "Let go. Accept who you were. Take up my mantle once more."

The morning after the third dream, he packed the few possessions he owned before joining the priesthood and left, telling no one where he was going, or when he would return. That was six months ago, and no one from his former life has seen or heard from him since. This return to his home town of Kintargo will be the first test of his freshly forged resolve.

PERSONALITY:
John is a man still discovering himself, and what he believes. He is a passionate about what he holds true, but is still discovering for himself what those things are. With his former life in tatters, he is in the process of examining those things he once held dear, deciding on a daily basis what things to keep, and which ones to let go of, in the gradual process of remaking himself from the ground up. And while he's not quite the man he was in the past, he is not quite yet the man his Goddess is molding him into.

He is passionate, but not driven by passion. Kind but stern. Firm, but fair. He enjoys life, but is learning not to over-indulge in the ways he had been encouraged to in the past. Many things in his current life and personality are transient as he makes this transition, though his devotion to Milani and her cause seems resolute and unwavering -- at least, for now.

John is a man seeking answers. And, for reasons that a year ago he would've thought of as blasphemous insanity, he believes the protest at Aria Park will lead him there, if the dreams of bloody-roses are any indication of the Goddess' desires.

 


META:
Concept: Former priest of Asmodeus begins worshiping Milani after a crisis of faith and memories of another life
Character Arc: Passionate but directionless (rebel without a cause/clue) firebrand on a voyage of self-discovery as he embarks upon a new journey of faith and rebellion.
Conceit: Martyr, demagogue, firebrand
Roleplay Inspirations:
- Graham Hess from Signs ("Caroline, please stop calling me 'Father'.")
- John Preston from Equilibrium ("But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams.")
- John of Patmos ("Who's that writin'? John the Revelator! He wrote the book of the Seven Seals.")

Show Chargen Notes

  • Hero Points (APG p322) are in play

Feats

Now some common sense things:

  • Feats requiring the choice of "one type of weapon" (such as Weapon Focus) may be applied to an entire Weapon Group

Combat

  • Slings may be used while prone

Equipment & Treasure

 

  • Standard rules for selling treasure (Core p140) are observed
  • One pound of tea, yielding 28 eight-ounce cups, costs 1sp.  Ceremonial tea costs 2sp per pound
  • Potions weigh 0.1lb
  • Crossbow bolt (durable) costs 2gp each, and behave similarly as Arrow (durable)
  • The additional cost of 6gp for a single unit of ammunition to be made with masterwork quality (Core p149) refers to a single projectile (one arrow, one bolt, one shuriken, etc)

Skills

  • Background Skills (PU p46) is in effect
  • The Appraise Skill is not necessary to determine whether a weapon or armor is masterwork if a character is proficient with the item in question
  • A character administering a potion to an unconscious creature must make a DC 15 Heal check to avoid choking the recipient

Carrying Capacity / Encumbrance by Weight

  • The first set of worn clothing does not count toward encumbrance

Magic

  • Prepared/Readied spells unused from the day prior are available for all spellcasters in the same way as wizards, and continue to occupy their respective spell slots until the caster takes the time to rest and prepare and/or ready new spells.

    Refs:
    • Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. (Core p206)

 

Edited by CharmingSatyr (see edit history)
Name
Starting Gold
120
4d6*10 5,1,5,1
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