Krozog: Ogre Paladin (Shaintar)

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Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 07, 2018 8:46 am

(If anyone is interested, I have my own char sheet format for Krozog in google docs here.)

Character Sheet
Player Name: Derrick
Google Handle: DSmith8807
Character Name: Krozog
Rank: Novice Experience: 11 Advances Left: 0
Race: Ogre Languages: Goblinesh, Galean
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d8
Charisma:-2(0); Pace: 7; Parry: 8(2);
Toughness:
10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Skills:
  • Faith d6
  • Fighting d8
  • Healing d4
  • Intimidation d4
  • Knowledge (Battle) d4
  • Knowledge (Magic) d4
  • Notice d6+2 (Smell)
  • Persuasion d4
  • Riding d4
  • Stealth d4
Ogre Racial Statistics
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
  • Big Target: Attackers gain +1 to attack rolls made against Ogres.
  • Great Strides: Ogres have a natural pace of 7” instead of 6”.
  • Keen Sense of Smell: Ogres begin with Notice d4 and a +2 to Noticed rolls based on smell.
  • Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8. Furthermore, their natural maximum Strength is d12+4, while their natural maximum Vigor is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
  • Monstrous Size and Appearance: Ogres suffer a -2 Charisma due to their appearance and bearing with non-goblinesh
  • Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in.
  • Reach: Ogres have Reach 1
  • Size +2: Ogres add 2 to their natural Toughness due to their great bulk.
  • Slow and Pliable: Ogres must spend double points to raise Smarts and Spirit at character creation. Furthermore, their Smarts can never be higher than d8.
  • Thermal Vision: Ogres have the Infravision Monstrous Ability
Hindrances
  • Big Mouth (Minor): Loose lips sink ships, the saying goes. Your hero’s mouth could drown an armada. Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
  • Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Illiterate (Minor): Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him.
  • Obligations (Major: Church of Light): Those called to the Light may be blessed by the Lord of Light, Archanon, to channel his holy celestial power to do great deeds in the world. Such priests are not only spiritual leaders, but also active agents for the Will of Archanon in Shaintar. All priests of Light are under the Obligations (Major: Church of Light) Hindrance automatically, and they will likely lose their powers (and possibly worse) if they stray from the Light too far.
Edges
  • AB (Miracles): 10 Essence, 2 Powers, Faith
  • Battle Hardened (Item): The Hero’s conditioning reflects the rigors of a martial
    career. He gets +2 to Soak rolls.
  • Brawny (Hindrance 1): Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
  • Champion: Champions fight the forces of darkness . They add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Paladin of Light (Advance 1): Paladins gain the ability to detect Flame and Darkness at will. They must make a Spirit check, and the ability works in a radius around them equal to their Spirit. In addition, they gain the Champion Edge, usable against all creatures of Darkness or Flame and their servants.
  • Priest of Light (Hindrance 2): Priests also have “Aura Sense;” they are able to detect arcana at will, using their Spirit. A Knowledge (Magic) check is required to identify what type of magic is at work, and a raise will tell what power is in effect (if any). Priests gain a +2 to identify powers of Light
Defining Interests
  • Hobbies & Living - Herbalism: As a child, Krozog found beauty in nature. Out of all of Nature’s blessings, Flowers were his favorite. Soft, pretty and aromatic flowers drew his attention and he would collect them and give them to his mother and later the priests. As he grew older and learned that some plants could heal, he became more interested in them.
  • Study - Medicine: Krozog learned that plants can help people. While learning about the healing properties of plants, he also learned a few more advanced prospects of treating the sick and wounded. Although, he shall never be able to learn all the skills required to be a proper doctor.
Last edited by Krozog on Sun Jul 01, 2018 10:23 pm, edited 15 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 07, 2018 8:47 am

Powers
Miracles
Essence: 10/10
Recovery: 1/hour

Healing Light (Heal; 3 PPE) (Novice)
Range: Touch
Duration: Instant
Trapping: Standard
Effect: Remove 1 wound, 2 with a raise. Can be used to cure poison/disease within 10 minutes of event.

Celestial Aid (Summon Ally; 3+ PPE) (Novice)
Range: Smarts
Duration: 3 (1/round)
Trapping: Standard
Effect: Summon Celestials of increasing ability. 3 PP at Novice and +1 PP per rank above Novice.

Celestials
  • Lantern Bearer
    • Summon Rank: Novice. Manifesting as childlike waifs, usually bearing lanterns on a pole, these Celestials serve most often as guides and aids to priests faced with difficult tasks.
    • Agi d6, Sma d8, Spi d8, Str d4, Vig d6
    • Fighting d6, Healing d8+2, Notice d8+2, Stealth d6, Tracking d8+2
    • Pace: 10; Parry: 6(1); Toughness: 8(3)
    • Gear: Lantern Pole (Str+d4, Reach 1, +1 Parry, 2 Hands), White Silver Robe (+3, -5)
      • Archanon's Strength: +2 vs Fear, +2 to Soak, +2 to recover from shaken.
      • Healing Hands: 1/day, cast Healing with Spirit for the check.
      • Lantern: Light power at will; also provides +2 to all Notice/Tracking rolls
      • Light-Footed: Lantern bearers have a Pace of 10
      • Of the Light: Healing from any source other than Light can heal no more than one wound
      • Otherworldly Defenses: Non-magical attacks only do half damage to Celestials
      • Sense Darkness/Flame: Activates with Spirit
      • Slow Regeneration
      • Unearthly Form: Immune to diseases and poison, and they have no biological needs
      • Warrior of Light: All celestials have the Champion Edge (+2 Damage/Tough vs Darkness/Flame)
      • Weakness: +3 Damage from Black Iron and Blood Steel
Last edited by Krozog on Tue May 08, 2018 1:57 pm, edited 8 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 07, 2018 8:48 am

Background
Krozog was born in the Telok. He was a slow child (even amongst Ogres), and was kept by his mother’s side at all times. He was found laying near his mother in the grasslands between Four Corners and Tarry by a Priest travelling to Tarry. The Gather had sent a trading party out and it had been ambushed by an unknown party. Krozog alone survived, likely because his mother had covered his body with her massive form.

The priest took the young Krozog with him to Tarry to conclude his business before returning to Archanaya in the southeastern Wildlands. Throughout the journey, the Priest would teach the stories of Archanon and the Light to Krozog. His slow, impressionable mind took to the stories and he initially hid in them to cope with his recent tragedy. Krozog spent the remainder of his childhood and early adolescent years at an Archanayan orphanage run by the Church of Light.

Krozog grew up to be kind and a devout follower of the Light. Despite his physical capabilities, Krozog was not considered for Priesthood or as a member of the Paladins. His mental deficiencies were considered problematic for serving in such a capacity, but Archanon had already chosen him. A young woman and her child were brought to the Church while Krozog was present. She was mortally wounded and her son was crying.

Krozog was distraught and found himself reliving his past. The priests tried to usher him out, but he would not leave. He pushed toward the young woman and laid his hands on her. Crying, he said, “You be good. Archanon help you. Archanon likes good ladies. Don’t cry little boy.” Light flowed from Krozog’s hands and into her wounds and the young woman's wounds healed enough to stabilize her.

Archanon’s will evident, the Priests trained Krozog in the proper use of the Light. However, it was thought that with his mental deficiency and physical capabilities, he would better serve Archanon as a Paladin. As such, Krozog trained as a Paladin by day and a Priest at night. Although not suited for being either a Paladin or a Priest, Krozog’s combined training has turned him into a valuable member of the Church of the Light and a force to be reckoned with against the forces of Darkness and Flame.

Having completed his training, Krozog was assigned to Grayson’s Grey Rangers.

(I have some plans for Krozog's Ogre Sword down the line involving EP & GM approval)
Krozog's Ogre Sword's Background
Initial Background
Once Krozog completed his training and received his first assignment, his mentor, Paladin Vardon Stosk, found him and handed an exceptionally large sword to Krozog. He took the sword from Paladin Stosk and looked at it with wonder. It was obviously of ogre make, but it was too heavy even for Krozog to use to its full potential at this point in time.

Paladin Stosk clapped Krozog on the back while handing him the sword and said, “Krozog, my boy. Congratulations! You’re leaving Archanaya and setting out on your first mission. I want you to have this sword; it’s yours, really. There’s something I want you to know before you set out…”

“There’s no easy way to say it, Krozog. That sword was your mother’s, and there is more to the story of your orphaning than you have been told or even remember.” Paladin Stosk sighed before continuing, “The priest who rescued you and the ones that raised you didn’t want to tell you the full story about when you were found. They thought it best to let you remember at your own pace if at all. So they kept the sword for that day. They feared giving you the blade would dredge up terrible memories and traumatize you.”

Krozog caressed the sword with tears in his eyes and whispered, “Momma’s Sword?”

Paladin Stosk nodded before saying, “Yes, boy. That is your mother’s sword. The truth is that you survived not because your mother hid you with her body but because she fought until her dying breath to protect you. She fought on, even as her comrades were felled. She was a mighty warrior, Krozog. She slew a pack of ratzin and a minotaur before succumbing to her wounds. Yet she still had the forethought to hide you.”

Krozog listened to Paladin Stosk with wide eyes, taking every detail of the story. He whispered to himself, “Momma…”

“I’ve gone against the wishes of the Priests giving you your mother’s sword. And It’s too large for you to use effectively now. Do you know why?” asked Paladin Stosk.

Krozog shook his head and Paladin Stosk continued, ”Because this is the perfect blade for a Paladin, boy. When you set out, remember this. A Paladin must know when it is time to protect his allies, but he must also know when it is time to bring the Light into the Darkness. When you master this blade, it will allow you to do both, Krozog.”
Last edited by Krozog on Tue May 08, 2018 4:49 pm, edited 11 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 07, 2018 8:48 am

Gear
Large Shield
  • 20 lbs, $100
  • +2 Parry
  • +2 Armor vs Ranged
Travel Clothing
  • - lbs, $20
Talisman of The Ascended (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of the Ascended. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of The Ascended the talisman enhances the health of it's wearer.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
  • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.
Gear Lost on the Wild Treader
Ogre Sword (Blade melted by Acid)
  • 30 lbs, $800
  • Str+d12 Damage 1 Handed / Str+d12+1 2 Handed
  • -1 Parry 1 handed
Flail
  • 8 lbs, $200
  • Str+d6 Damage
  • Ignores shield
Full Chain
  • 25 lbs, $500
  • 3 Armor, -4 Coverage
Formal Clothing
  • 2 lbs, $100
  • +1 Cha in right situations
Pry Bar
  • 5 lbs, $10
  • +1 Str vs Doors
Saddle
  • 10 lbs, $10
Tent
  • 10 lbs, $30 lbs
  • +1 Shelter, 2 people
Torch
  • 1 lb, $5
Horse
  • $300
  • Pace 10, Run d8
  • Spirit-2 every round in combat, bolts on a failure
Healer's Kit
  • 5 lbs, $1000
  • +2 Healing
Ranger's Kit
  • 12 lbs, $200
  • +2 Survival, +1 Healing, +1 Vigor vs Environment
  • Ranger Clothing (Offset 1 point of Survival/Stealth penalties in non-Urban. +1 Cha Ranger-Friendly)
  • Week of travel rations
  • Water skin
  • Backpack
  • Bedroll
  • Flint & steel
  • Fishing line and hook, Game trapping gear
  • Other useful odds and ends to increase survival chances
Money: ?
Last edited by Krozog on Wed Jun 20, 2018 2:30 pm, edited 10 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 07, 2018 8:51 am

Advances
  • Hindrance 1: Brawny
  • Hindrance 2: Priest of Light
  • Novice 1 Advance: Paladin of Light
  • Novice 2 Advance: Strength d10
  • Novice 3 Advance:
  • Novice 4 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Seasoned 5 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Veteran 5 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Heroic 5 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
  • Legendary 5 Advance:
(If anyone is interested, I have my own char sheet format for Krozog in google docs here.)
Last edited by Krozog on Sun Jul 01, 2018 10:23 pm, edited 4 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature

User avatar
Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Mon May 14, 2018 3:59 pm

Krozog, Paladin of Light
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature

User avatar
Krozog
Posts: 157
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Krozog: Ogre Paladin (Shaintar)

Post by Krozog » Sun Jul 01, 2018 10:24 pm

+6 XP for end of Quarter
Novice Advance 2: Strength d10
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature

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