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Franklin 'Sir Frankie' Talman d'Deneith


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image.png.79cca7faadf255234e5071730e1877ac.png"Strength is about pulling yourself together, even after you’ve been shattered into a thousand pieces. Falling is merely the first movement we take before rising."

Theme: The Gail

Franklin Talman d'Deneith
Human (Dragonmarked)At least one of your parents is a Human descendant of the Mark of Sentinel bloodline, whether or not they manifested a mark. You gain the Dragonmarked Heritage trait. In addition, you can pick human, Dragonmarked Heritage, and Mark of Sentinel feats whenever you gain an ancestry feat.SheriffYou hold an official title of sheriff or deputy in a small community. Those that would do harm to others flee your gaze, for they know it brings the promise of castigation. You protect your town, watch over those who have placed their trust in you, and make sure those that would do others harm are brought to justice.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and the Hunting Lore skill. You gain the Group Coercion skill feat.
ChampionChampion: 

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

Key Ability: STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Trained in Perception

Expert in Fortitude
Trained in Reflex
Expert in Will

Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Trained in all armor
Trained in unarmored defense

Trained in champion class DC

Trained in divine spell attacks
Trained in divine spell DCs

Class Features: Ancestry and background, initial proficiencies, champion’s code, deity and cause, deific weapon, champion’s reaction, devotion spells, champion feat, shield block

Start with a free trained Lore about your nation: Lore (Thronehold)
 
1
Medium size • Moral Intentions: I will never let my companions down. My word is my bond. I will not ignore injustice • Traits


Abilities
Strength 12 (+1) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 12 (+1) • Wisdom 10 (+0) • Charisma 12 (+1)

Boosts
• Ancestry: Dexterity, Constitution
• Background: Dexterity, Strength
• Class: Dexterity
• Free: Dexterity, Strength, Constitution, Intelligence


Adventuring & Combat
HP 20/20
Perception +3 • Trained +3 • Wis 0 • Item 0 • Senses
Speed 25
Class DC 10 • Untrained 0 • Base 10 • Str 0 • Item 0


Armor and Shields
AC 18 • Trained +3 • Base 10 • Dex +4 • Item +1
Leather Lamellar • Trained +3 • Item Bonus +1 • Dex Cap  4
Steel Shield • Bulk 0 • +2 AC, Hard 5, HP 20 (10)


Saving Throws 
 Fortitude +7 • Expert +5 • Con +2 • Item 0
 Reflex +0 • Trained +3 • Dex +4 • Item 0
 Will +5 • Expert +5 • Wis 0 • Item 0

Weapon Proficiencies
• Trained: simple weapons, martial weapons, unarmed attacks

Longbow +7 • Trained +3 • Dex +4 • Item 0 • Damage 1d8 Piercing • Deadly d10 Volley 30 ft.

Longsword +5 • Trained +3 • Str +2 • Item 0 • Damage 1d8+2 Slashing • Versatile (Piercing)


Skills
Acrobatics +7 • Trained +3 • Dex +4 • Item 0
Arcana +1 • Untrained 0 • Int +1 • Item 0
Athletics +4 • Trained +3 • Str +2 • Item 0 • Armor -1
Crafting +1 • Untrained 0 • Int +1 • Item 0
Deception +4 • Trained +3 • Cha +1 • Item 0
Diplomacy +4 • Untrained 0 • Cha +1 • Item 0
Intimidation +4 • Trained +3 • Cha +1 • Item 0

Lore: Hunting +4 • Trained +3 • Int +1 • Item 0
Lore: Thronehold +4 • Trained +3 • Int +1 • Item 0
Medicine +0 • Untrained 0 • Wis 0 • Item 0
Nature +0 • Untrained 0 • Wis 0 • Item 0
Occultism +1 • Untrained 0 • Int +1 • Item 0
Performance +1 • Untrained 0 • Cha +1 • Item 0
Religion +3 • Trained +3 • Wis 0 • Item 0
Society +4 • Trained +3 • Int +1 • Item 0
Stealth +6 • Trained +3 • Dex +4 • Item 0 • Armor -1
Survival +0 • Untrained 0 • Wis 0 • Item 0
Thievery +7 • Trained +3 • Dex +4 • Item 0

Languages: Common


Abilities

Glimpse of Redemption • Champion 1

Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
The ally is unharmed by the triggering damage.
The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Tenets of Good • Champion 1

• You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
• You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
• You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.
• You must show compassion for others, regardless of their authority or station.

Champion's Code • Champion 1

Deific Weapon • Champion 1 • Longbow

Devotion Spells • Champion 1

Free Feat: Shield Block • Champion 1 • You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Free Feat: Group Coercion • Champion 1 • When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.


Feats
Least Mark of Sentinel • Heritage 1 • You gain or increase your Focus Pool by 1 and select a new dragonmark Focus Spell.

When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (e.g. Mark of Detection). The spell you select may be up to half your level rounded up, but no more than 3rd level.

You become trained in Dragonmark attack rolls and DCs, and you must select your spellcasting ability modifier for Dragonmark Spells from Intelligence, Wisdom, or Charisma. You gain the Dragonmark trait.

General Training (Intimidating Glare) • Ancestry Paragon 1 • You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Natural Skill • Ancestry 1 • Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Deity's Domain • Class 1 • You embody an aspect of your deity. Choose one of your deity’s domains. You gain the domain’s initial domain spell as a devotion spell.


Spells & Powers
Spell Attack +4 • Trained +3 • Cha +1
Spell DC 14 • Trained +3 • Base 10 • Cha +1
Focus Points 1/1

Focus Spells
• Fire Ray: Range 60 feet; Targets 1 creature. A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.

• Lay on Hands: If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.


Inventory
Money: 15 GP
Bulk 0/7 • Enc 7 (5 + Str +2) • Max 12 (10 + Str +2)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin • 15sp
Cash • Bulk 0 • 1gp 5sp

Arms and Armor
Leather Lamellar • Bulk 1 • Bonus +1 Dex Cap  4 • 3gp

Steel Shield • Bulk 1 • AC +2, Hardness: 5, Hit Points: 20 • 2gp


Appearance
Franklin is in his mid thirties and looks like he has lived a hard life. His face is lined and scarred and he has a generally weathered look about him.


Personality
Grim, sad, horrified by the Last War and utterly disillusioned by life he nevertheless tries to do some good in the world. Perhaps bringing people back into the Light of the Silver Flame will redeem him too.


History

Franklin was born in Thronehold on 1 Sypheros 963 YK, Ascension Day in the Silver Flame tradition. His birth was greeted with great joy by his father, Captain Alric Talman, who considered it a great omen and thought that his son would grow to be a great hero of the Silver Flame. His mother, Mari, wasn't willing to put such pressure on the boy but her will was pushed aside. Franklin began his training f4om the time he could hold a sword, going through forms, running circuits, lifting weights, studying texts, reading sermons, as far as his father was concerned he would be a faithful paladin on the Silver Flame.

At 14 his dragonmark manifested. This pleased Alric and confirmed his belief that his son was destined for greatness. His younger siblings, Matthias, Eric, and Amanda did not have such high expectations. Matthias was to join the clergy and study in Flamekeep. Amanda would marry into another family in the House and produce heirs of Deneith. Little Eric, 7 years Franklin's junior and the baby of the family, was treated as the spare. He received moderate training at arms and education in religion but he was largely left to his own devices.

Franklin was sent to Rekkenmark Academy, only a hundred miles north of Thronehold where he studied tactics and history and improved his martial skills. He spent seven years there, returning once a year to visit his family.

He began his life as a Sentinel Marshal, often leaving Thronehold to hunt down criminals and bring them to justice. Upon returning home in 992 YK he discovered that thre was a warrant for his brother, Eric. Franklin volunteered to hunt him down, shocked and horrified but confident that he was the best man for the job. Eric was a thief. He'd stolen some minor relic of the church, a silver dagger once owned by a minor saint of the faith, Saint Travon, and fled to Cyre to sell it.

It took him two years but he tracked his brother down to a battlefield in Cyre. He was fighting for Cyre against Thrane and Breland but Franklin's duty was clear. He tried to arrest his brother but Eric fought back. Surrounded by warforged, dhakaani mercenaries, Cyrans, Thranes, and Brelish soldiers they exchanged blows. Suddenly the world was filled with light, a light so blinding Franklin thought he'd been killed and joined the Silver Flame itself. When he opened his eyes he was surrounded by the dead. His brother was gone except for misty shape in the air. That mist was rising all around him, coming from the dead and the battlefield beneath them.

He ran from it with the mist following him. Questions followed him too. What had caused this? How had he survived? Why had he survived? He met up with other survivors all running for the border. The Mist rose around them. Some simply disappeared into it. Others screamed as the Mist claimed them. By the time he stumbled out into Breland, he was alone again.

He spent a month in a refugee camp in Breland until he was able to speak to someone of high enough rank to get released as a member of House Deneith. That month changed him. Being surrounded by people who had lost everything, friends, family, their very nation, mourning his own lost brother, it was overwhelming. He fell to drink and despondency, even when transported to Sharn. He tried to hide who he was, joining the watch for a time as a simple guard but he was too broken and soft hearted for a guardsman.


Goals

  • Find out what happened on the Day of Mourning.
  • Find out how and why he survived.
  • Find his faith again. He has not been forsaken but he must rebuild his faith.
  • Stop drinking.

-Hero Points: Work with the world of Eberron to be able to use Hero Points.

-Ancestry Paragon: This allows people with dragonmarks to keep getting dragonmarks feats and ancestry feats. Regular characters can benefit from channelling the archetype of their ancestry, perhaps as a champion of their people (such as a hero of the Valenar elves).

-Pervasive Magic: There is a lot of magic in Eberron, your characters are affected as well but the world is in general low level magic, so creatures won't be adjusted for magic. NPC like magewrights for example would have cantrips or 1st level spells that they can use.

Edited by hoverfrog (see edit history)
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