Jump to content

Edgewicke Calderon | Holy Fool of Albarax


Gregorotto

Recommended Posts

spacer.png
Character Information
Name Edgewicke Calderon Title Holy Fool; "Brother"
Race Human Class Rogue 3/Cleric 1
Alignment Chaotic Good Religion Albarax

Age 26 Gender Male (he/him)
Height 5'10" Weight 172 lbs
Eyes Blue Hair Black

Language Proficiency
Common [Another Language] CantRogues often use a street language known only to those
in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city.

Wearing armor not on the rogue armor list affects this ability.
 
Personality

 

"It is the fool that carries a blade into the domain of almighty gods, but I never claimed to be anything but."

Edgewicke, or Wicke for short, doesn't know who he is anymore. Plain and simple.

A year ago? The question was simple. Wicke was a simple man of humble means... if the law was asking. Behind the veil was a different man, the face of the Cats of Helgen though hardly their leader. He was a man in love, but with a loose sense of what love meant; he was fierce, independent, aloof, friendly, and opposed to blood but never afraid to shed it. He had never killed anyone.

That's where it started. The killing.

Remorse had never been Wicke's thing. Still isn't. He was about taking care of his own, making sure no one else had to suffer the urchin's fate that he had. He lived in relative luxury, which was better than the muck he had scrambled to survive in and the abuse by conniving elders that directed him like a blunted weapon into the wide cruel world of Helgen, City of Five Knives.

When it came down to it, Wicke was kind, generous, and not afraid to do what needed to be done. That part survived. But the man with taste for stealing, for the finer things in life, that man died in an alleyway in Helgen. Wicke is a man who has found the gods... and been found wanting in their presence. And in their wake, he, too, is a restrained man, wanting: wanting for something more, and an answer to a question that cannot leave him.

How does a man of god seek revenge?

Appearance

"I know how to look good, but there are some parts you just don't know how to look, especially when that role is thrust upon you: how do actors do it, I wonder?"

spacer.pngAbove average height for an urchin of Helgen, the City of Five Knives, Edgewicke cuts an impressive figure. Strong jaw, black hair that sits on his head free of bug or dander, Wicke has piercing ice-blue eyes and a face perpetually in a smile he never means: he looks friendly, approachable, and fits the part once his strong voice opens up. He codeswitches: he sounds like the people around him, a skill of childhood he never learned to do away with. It comes out especially when he is frustrated, but whatever his natural accent is, or was, no one can say with any certainty.

Once upon a time Wicke would have dressed like a merchant-prince of Helgen, in velvet navy robes and a silk tunic of Mal-kaba, breeches of finest leather, boots of the finest cobbler in Helgen. He still does look good, but the stock of his clothes is more rustic, more travel-worn, and he doesn't often go shopping (or stealing) for clothes. His tunic is white, simple, beneath a black jacket of leather and a black cloak, his pants similarly black and boots... actually his boots haven't changed, they're the boots he died in and they are worn, but still fine.

He keeps a close shave on his face, preferring no hair on his beard, and keeps his laced collar just enough to hide his chest is mostly bare above his midsection, when the jungle begins. It is also where his scar can be found, going right in between the ribs on his right side. He doesn't show that off too often.

Background

"We are what we survive. But what are you after death?"

spacer.pngHelgen is a hard city for anyone, let alone a child.

The man who calls himself Edgewicke does not remember his life before the age of 7. The pain is too great, he has told himself in retrospect, but he has heard tale of himself as a child: an imprisoned father, a despondent mother, neither of their names or fates are known to him. He was raised on the streets, and ever a hellion was he. He stole to survive, and he survived well on his wits and his discernment, able to tell a liar from an honest man at a young age. Skinny and gangly, he did not suffer bullies and found himself beaten to a pulp more times than he would care to remember, but he did not let others suffer bullies and over time a gang began to form around Edgewicke.

Dusty, made of stone, and ancient beyond measure, Helgen is the City of Five Knives, an urban sprawl whose growth cannot be contained and whose infrastructure is crumbling at the best of times. Edgewicke grew up in Calderon Cliffs, the Southern Knife of the city's five knives. The leering peaks of the ancient towers of the other knives rose in the distance, a reminder of the haves to Edgewicke's have-nots. He was the leader of a gang of twelve by the time he was that old, and had a mentor besides: a blind monk by the name of Brother Theodore, who taught Edgewicke to read and to write by having him describe the letters and then sound out the letters accordingly, The method was nontraditional, and Edgewicke has a habit of mispronouncing things but had a good heart and so Theodore taught him what he could of the god Albarax, the Silent Giver. A compassionate god, one must be the good they want to see in the world, for the gods never speak.

While not particularly faithful, Edgewicke did let it temper his stealing, never taking more than his little group needed and as they grew older, only taking on clients that had simple requests, nothing malicious. Wicke was the leader, with sharp Emeraldas his second-in-command, confidant, and as time went on, beating heart. The two were inseparable, and as members of their cadre came and went, it was Emeraldas that came up with the disguises: and that was their undoing.spacer.png

The Holy Order of Ab-Omidaile was a myth, or at best, a dead order: so pretending to be them shouldn't have backfired like it did. No one would suspect a holy order was robbing them blind, and they actually got fairly deep into the upper echelon of Helgen acting as a way for them to get in. Nearing their 25th years, Wicke and Emeraldas were ready to get out of the game and settle down, maybe even start a family as they walked the straight and narrow. Then everything went bottom up: members of their gang started disappearing. Never one to wait for a fight, Edgewicke set a trap with Emeraldas and caught their attackers, who were the real Holy Order of Ab-Omidaile, silent assassins come to stop this insult to their "good" name. Escaping from the trap with their lives, they returned to their crew to get them to scatter and run and take what they could: only to discover the Order had moved in on them. Everyone was either dead or captured, and soon that included Emeraldas, though which she was Wicke could never say between her wounds and the way she was acting when it all went dark for him. He took a blade to the stomach, and was pushed out the window into the River Hexen below.

When Edgewicke awoke, Brother Theodore was watching over him, having treated his wound and told him more on the situation: someone had betrayed their group from within, though who he could not say. No one was left, he said, and Edgewicke was better off cutting his losses. Edgewicke wanted to argue, but was too tired: when he awoke, Brother Theodore was gone, having left only the Holy Book of Silence, the text from his Albarax's nigh-dead faith hails from. Edgewicke was cold, and could not warm himself; he was not hungry. When he did eat, it tasted like ash, and all but water tasted of vinegar. A divine punishment, he told himself, or he was actually dead: but given his ability to bleed, his heartbeat, and his ability to sweat, he must be alive, or something like it.

With little else to his name, Edgewicke left where ever he was, which was ten miles outside of Helgen by way of the River Hexen, and made a vow: he would not rest until the dead order of Ab-Omidaile was destroyed, once and for all, and if possible, their gods dead.

How does one kill dead gods? Edgewicke plans on finding out.

 

Main Statistics
Primary Attribute Mod Saves
  Strength 10 +0 Paralysis, Constriction
Dexterity 17 +2 Breath Weapons, Traps
  Constitution 11 +0 Disease, Energy Drain, Poison
  Intelligence 14 +1 Arcane Magic, Illusions
Wisdom 15 +1 Confusion, Divine Magic, Gazes, Petrification, Polymorph
Charisma 15 +1 Death Attack, Charm, Fear

 

Racial Abilities
Name Effect
Primary Attributes Humans get 3

 

Class Abilities
Name Effect
Weapon Proficiency Blowpipe, broadsword, cat-o-nine-tails, cestus, club,
dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, shortbow, short sword, sickle, sleeve tangler, spiked gauntlet, sling, whip
Armor Proficiency Leather armor, leather coat, and padded; Special RulesRogues favor light armor, as it allows them to better
apply their stealth abilities. Rogues may wear leather armor, a leather coat, or padded armor, and can employ small shields without any penalty to the use of their abilities. They may also wear leather helmets. A rogue may wear any other type of armor, but the character may suffer a penalty when using class abilities and wearing these armors as noted in the ability description. The penalty is equal to -1 for each point above armor class 12 that the armor confers. Restricted helmets and shields cause the rogue to suffer a -1 penalty to all abilities. All penalties are cumulative.
Back Attack

A rogue normally avoids face-to-face combat if possible, preferring instead of use stealth to catch an opponent unaware. A rogue able to attack an opponent from the rear, who is unaware of the rogue's presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hdie check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage.

When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character's arm. A rogue can only use this attack on creatures with a discernible back. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it.

As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability.

Wearing army not on the rogue armor list affects this ability.

Climb (DEX)

This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with hand holds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface.

Wearing armor not on the rogue armor list affects this ability.

Decipher Script (INT)

This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 minutes to decipher each page of a script. The attempt may be made only once per writing.

A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. If successful he can read the spell but not cast the spell. This ability may not be used to decipher divine scrolls.

Hide (DEX)

Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging.

If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted however, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a -10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion.

Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate.

Wearing armor not on the rogue armor list affects this ability.

Listen (WIS)

A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round.

This ability is affected by wearing a metal or large helmet.

Move Silently (DEX)

This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability.

Wearing armor not on the rogue armor list affects this ability.

Open Lock (DEX)

A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it.

This ability is affected by wearing metal or large gloves.

Pick Pocket (DEX)

A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim.

This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer.

Wearing armor not on the rogue armor list affects this ability.

Traps (INT)

A rogue has three ways to us this ability: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability.

To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them.

To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity.

To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.

Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

Turn Undead (WIS)

A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet.

Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed. Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.


Turn undead is covered in greater detail in Turning Undead, page 180.

 

 

Combat Statistics
AC (Total) Base Armor Shield Dexterity Mod Misc.
14 10 +2 x +2 x
To Hit (Total) Base Attribute Level Bonus Misc.
+1 1d20 +0 +1 x
Current HP Maximum HP Wounds Hit Die Encumbrance
14 14 0 d6/2 15/15

 

Equipment
Weapon Bonus To Hit Bonus Damage Base Damage Notes
Broadsword +1   2d4 4 lbs., EV 4
Dagger +1   1d4 20 ft., 1 lb., EV 1
Shortbow +1   1d6 60 ft., 2 lbs, EV 3 | 20 arrows (EV 2)
Armor / Shield AC Bonus Weight Encumbrance Notes
Leather +2 15 2 x
Item / Clothing Weight Encumbrance Notes
Tunic .5 1 x
Cloak 3 1  
Soft Boots 2 *  
Trousers .5 1  
Pack 2 3 Robes, Holy Symbol (Wooden), Bedroll, Blanket, 3 Candles, Canteen, 3 Incense Sticks, Razor, 1 bar of Soap, Whetstone, 1 Week of Rations

 

Money
Platinum Gold Silver Copper Jewels
x 10 x x x

 

Mount / Animal Companion / Familiar
Name Type HP AC Move Attacks Damage Saves Notes
x x x/x x x x x List x

 

Spell Book
0th Level
Spells / Day Bonus Spells Total Known
3 0 3
Name Amount Prepared Notes
First Aid 1 x
Light 1  
Purify Food and Drink 1  
1st Level
Spells / Day Bonus Spells Total Known
1 1 2
Name Amount Prepared Notes
Bless 1

CT 1 | R 50 ft. | D 1 min./lvl | SV none | SR yes (h) | Comp V, S, DF

The caster’s allies gain +1 to hit, and a + 1 on saving throws against fear. The reverse spell, bane, causes the caster’s enemies a -1 to hit and saving throws against fear.

Cure Light Wounds 1

CT 1 | R Touch | D permanent | SV see below | SR yes (h) | Comp V, S, DF

When the caster lays hands upon a living creature, the target is healed for 1d8 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. A cleric or druid may cast this spell against undead creatures and cause 1d8 hit points damage.

The reverse of the spell causes 1d8 hit points damage to living creatures. In those situations, a successful wisdom save indicates half damage if cast by a cleric or druid, or no damage if cast by an illusionist.

2nd Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
3rd Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
4th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
5th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
6th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
7th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
8th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
9th Level
Spells / Day Bonus Spells Total Known
x x x
Name Amount Prepared Notes
x x x
Edited by Gregorotto (see edit history)
Link to comment
Share on other sites

What is Edgewicke's relationship with his immediate family?

Edgewicke has no relationship with his family because he never knew them. His found family, on the other hand, he was loyal to a fault to: until their demise. The idea of one of them betraying him, and him not knowing who, hurts him to this day.

Who would they consider to be their best friend? What about their worst enemy, or perhaps greatest rival?

Emeraldas was his best friend and lover while in Helgen; alas.

His greatest rival was a guard by the name of Ivanof, a former urchin who rose to become a guard and a lieutenant no less. Theirs was a friendly rivalry more than anything, a game of cat and mouse. In retrospect he tried to warn Edgewicke something was happening in Helgen, that a cult was passing through: Edgewicke didn't put together what it means in time.

Among the Holy Order, his greatest foe is the woman with the purple eyes: that's all he knows her as.

What event caused him to take up the mantle of the clergy, and to whom (or what) does he pray?

He wasn't raised religious but he let the teachings of Brother Theodore perk his interest. Upon his "revival," he took these teachings to heart and became a priest, not having heard of any priest of Albarax except Brother Theodore: is he doing it right? He has no idea.

Where did he grow up and is he still welcome there? If not, why not?

He is welcome in Helgen, City of Five Knives, but there is nothing there for him. That he knows of, anyway.

Which ability provided by Rogue most calls to him or is most comfortable for him?

He's a natural pickpocket, and can do it with ease.

As above, which ability/spell type provided by Cleric does the same?

His favorite spells are healing spells: he could have used them so well before his "death."

Edited by Gregorotto (see edit history)
Link to comment
Share on other sites

  • 1 month later...
×
×
  • Create New...