Post by marko on Apr 27, 2009 23:53:04 GMT 8
References:
Player's Handbook
Romean Constanti Daengir Cassis
("Daengir", Romean's middle name, is given by himself)
Character Race : Elf
Character Class : Cleric
Alignment : Good
Gender : Male
Age : 102
Size : Medium
Height : 5' 8"
Weight : 140lbs
Hair : Brown
Eyes : Deep pools of black
Character Level : 6
Total XP: 7900
Paragon Path :
Epic Destiny :
Known Languages :
Common, Elven
Attributes (at Level 5)
Str : 10 (+0)
Con : 17 (+3)
Dex : 12 (+1)
Int : 10 (+0)
Wis : 19 (+4)
Cha : 16 (+3)
Vision : Low-Light
Speed: 7 squares
Health
Hit Points : 53
Bloodied : 26
Healing Surge : 13
Surges / Day : 10 = 7[class] + 3[con mod]
Combat Statistics
Initiative Modifier : +6 = 1[dex mod] + 3[level] +2[due to Ta'asadar]
Special Combat Notes : -
Armor and defense (at Lvl 3)
Armor Class : 17 = 13[level] + 3 [Hide Armour] + 1[Dex, since Armour is light]
Fortitude : 18 = 13[level] + 3 [constitution] + 2 [amulet of protection]
Reflex : 16 = 13[level] + 1 [dexterity] =2 [amulet of protection]
Will : 21 = 13[level] + 2 [Cleric] + 4 [wisdom] =2[amulet of protection]
Resistance: -
Special Armor Class Notes : Penalty of -1 Check for Strength, Dex, Const based skill checks, already factored in.
Special Save Notes : -
Weapons
Vicious Scythe +2:
+7 vs AC [+0 strength] [+2 weapon proficiency] [+2 magic weapon] [+3 level]
Damage: 1[W]= 2d4+0[strength] +2[magic weapon]
Special Damage: +1 when attacking creatures larger than myself, +1d6 when Crit
Flameburst Shortbow:
A magical shortbow that fires flaming arrows.
+7 vs AC [+1 Dex] [+2 weapon proficiency] [+1 flameburst weapon] [+3 level]
Damage: [W]=1d8 +1(dex) + 1 [flameburst weapon]
Range: 15/30
Crit: Add a 1d6
Others: Mace +1 (unused)
Power for Flameburst Weapon
Daily, Fire
Minor Action, Fire burst 1 centered on the target
Target: One enemy
The target +4 vs reflex, 1d8 +8 (as per normal shortbow damage, except against reflex)
All within the blast get 5 fire damage and 5 fire damage per turn (save ends)
Items:
Holy Symbol of Chauntea: For Powers with “Implement” keyword, receive +1 to attack rolls, +1 to damage rolls, already factored in.
Skills:
Acrobatics: 3 = 3[level]+1[dex mod]-1[armor]
Arcana: 8 = 3[level]+0[int mod]+5[trained]
Athletics: 2 = 3[level]+0[str mod]-1[armor]
Bluff: 5 = 3[level]+2[cha mod]
Diplomacy: 10 = 3[level]+2[cha mod]+5[trained]
Dungeoneering: 7 = 3[level]+4[wis mod]
Endurance: 4 = 3[level]+3[con mod]-1[armor]
Heal: 14 = 3[level]+4[wis mod]+5[trained]+2[combat medic feat]
History: 3 = 3[level]+0[int mod]
Insight: 7 = 3[level]+4[wis mod]
Intimidate: 5 = 3[level]+2[cha mod]
Nature: 9 = 3[level]+4[wis mod]+2[Elf]
Perception: 9 = 3[level]+4[wis mod]+[Elf]
Religion: 8 = 3[level]+0[int mod]+5[trained]
Stealth: 3 = 3[level]+1[dex mod]-1[armor]
Streetwise: 5 = 3[level]+3[con mod]-1[armor]
Thievery: 3 = 3[level]+1[dex mod]-1[armor]
Feats:
Channel Divinity (uses once per encounter)
Healing Word
Elven Precision-- +2 to re-roll when using elven accuracy (pre-requisite: elf)
Chauntea's Blessing-- Give a re-roll to anyone who has a failed roll for a saving throw, add a +4 bonus. (encounter power, minor)
Combat Medic
Prerequisite: Trained in Heal
Benefit: You administer first aid to stabilize the
dying as a minor action, instead of a standard action.
You also gain a +2 feat bonus to Heal checks.
Distant Advantage
Benefit: You gain combat advantage for ranged or
area attacks against any enemy flanked by your allies.
Cleric Class Features:
+2 Will (already factored in)
Healer’s Lore: When healing is granted and “healing” keyword is present add +3(Wis Mod) to HP added
Ritual Casting--Gentle Repose, Unseen Servant, (plus one more? haven't choose yet...)
Healing Word (twice per Encounter)
Cleric Feature
Encounter (Special), Divine, Healing
Special: Can use twice per encounter, but only once per round. At level 16, increase to 3 times per encounter.
Minor Action, Close Burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points +3hp (healer's lore)
Note: Update at Lvls 6, 11, 16, 21, 26
Channel Divinity--Turn Undead (Encounter)
Cleric Feature
Encounter, Divine, Implement, Radiant
Standard Action, Close Burst 2
Target: Each undead creature in burst
Attack: Wisdom vs Will
Hit: 1d10 + Wis Mod Radiant Damage (4), and you push the target a number of squares equal to 3+Cha Mod(3). Target is immobilised until end of next turn.
Miss: Half damage, and the target is not pushed or immobilised
Note: Pls update this skill at Lvls 5, 11, 15, 21, 25
Channel Divinity--Divine Fortune
Cleric Feature
Encounter, Divine
Free Action, Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Elf Class Features:
+2 Dex, +2 Wis, +2 Nature, +2 Perception (already factored in)
Elven Longbow Proficiency (already factored in)
Group Awareness: Non-elf creatures within 5 squares receive a bonus +1 to perception checks.
Wild Step: Ignore difficult terrain when shifting (even if a power allows you to shift more than 1 step)
Elven Accuracy (Encounter)
Elf Racial Power
Free Action, Personal
Effect: Reroll an attack roll. Use the 2nd roll, even if it's lower. But for the 2nd roll, +2 due to Elven Precision.
Powers (yet to be elaborated):
At-Will Powers:
Lance of Faith (At-Will)
Cleric Attack 1
At-Will, Divine, Implement, Radiant
Standard Action, Ranged 5
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d8 + 6 (wis, implement, symbol of life), and one ally you see gains a +2 power bonus to his/her next attack roll against the target.
Sacred Flame (At-Will)
Cleric Attack 1
At-Will, Divine, Implement, Radiant
Standard Action, Ranged 5
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d6 + 6 (wis, implement, symbol of life) and one ally you see chooses either to gain temp hit points equal to Charisma Mod + one-half your level (4) or make a saving throw.
Encounter Powers:
Divine Glow (Encounter)
Cleric Attack 1
Encounter, Divine, Implement, Radiant
Standard Action, Close Blast 3
Target: Each Enemy in Blast
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d8 + 6 (wis, implement, symbol of life)
Effect: Allies in the blast gain a +2 power bonus to attack rolls, until end of your next turn.
Sanctuary (Encounter)
Cleric Utility 2
Encounter, Divine
Standard Action, Ranged 5
Target: You or One Ally
Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks ot until the end of your next turn.
Daunting Light (Encounter)
Cleric attack 3
Encounter, Divine, Implement, Radiant
Standard Action, Ranged 10
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 2d10 + 6 (wis, implement, symbol)
Effect: One ally you see gains combat advantage against the target until the end of your next turn.
Daily Powers:
Beacon of Hope (Daily)
Cleric Attack 1
Daily, Divine, Healing, Implement
Standard Action, Close Burst 3
Target: Each Enemy in Burst
Attack: +6 vs Will (wis, implement, symbol of life)
Hit: The target is weakened against next turn
Effect: You and all your allies in the burst regain 5HP and your healing powers restore +5HP until the end of the encounter. (Add +3 for healer's lore)
Consencrated Ground (Daily)
Cleric Attack 5
daily, Divine, Healing, Radiant, Zone
Standard Action, Close Burst 1
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action.
Enemies that start their turns within the zone take 1d6 + 3 (Cha Mod) Radiant Damage +1 (symbol of Life).
You and any allies who are bloddied and start their turns within the zone reagin hit points= 1 + 3 (Cha Mod) + 3 (healer's Lore)
Equipment & Gear :
Worn : Hide Armour (30lb) + Scythe (10lb) + Longbow (3lb) + 60 Arrows (10lb) + Flameburst shortbow (weight??)
Gear :
Backpack (2 lb)
Bedroll (5 lb)
Flint and steel
Grappling hook (4 lb)
Hammer (2 lb)
Pitons x10 (5 lb)
Pouch (belt) x1 (1 lb)
Rations (1 day) x6 (6 lb)
Holy Symbol of Chauntea (10lb)
NEWLY ACQUIRED:
Symbol of Life-- +1 to attack rolls and +1 damage rolls, +1d6 Crit,
Power
(Daily, Healing, Minor):
Until end of turn, character healed by me gets additional 1d6 HP.
Amulet of Protection +2
+2 to all defences except AC
Current weight carried: 88 lb (not including Symbol of Life+Flameburst shortbow+amulet of protection+mace+potions of healing, recently acquired)
Carrying capacity (for Lvl 6) :
Normal load : 100 lb.
Heavy Load: 200 lb.
Max Drag load : 500 lb.
Gold : 754.5gp
Character History :
Romean is, in essence, a conflicted character.
Born in deep forests to a noble elven family of warriors and rangers, to the respectable Clan of Milaan, Romean's parents and personal tutor-priests have always brought him up with a strong loyalty to the Elven goddeses and to the ways of the Clan, and the ways of Elves in general. (His parents were high-flying officers of the ECS(M)--the Elvish Civil Service (Milaan)) Romean was raised to extol a connection to the wild rather than virtues such as valour and goodness. He was raised to worship the goddeses of Mielikki and Chauntea; Mielikki being a Goddess of the Forests and Chauntea - a Greater Goddess of Life.
Romean had always had a strong longing to get as far away from his over-bearing parents as possible. When he reached the age of 55, to appease his parents and yet leave them at the same time, Romean left his home village to enrol in the Temple of Chauntea in the Winterbole Forests. Here, he was trained as a cleric and excelled in the healing arts. It was also here where his strong beliefs were formed. Often, on routine "spiritual journeys" into the wild, Romean's natural curious instinct (and sex drive) led him to wander off the set path and seek out civilisations (and all its female inhabitants whose togas were one-size-too-small).
While he did have fun in his secret "quests", the sadness of what he saw impacted him even more. Pain, hunger, famine, disease and oppression were the common themes in the surrounding villages. Romean came to realise very quickly that there was a world outside the cloistered world of the Temple, or the sheltered elven realm of the forests. (His parents, as natural elves, enjoyed travelling, but only within the "safe and secure environment of the sister forests and woods"...Boring!!!). For the first time in his training, Romean felt that his healing skills were way too small to heal the hundreds of broken and dying people around him. He felt a strong calling to explore the world outside the forests and seek out new abilities and items that would increase his healing skills to excel even those of his senior Brother Healers, for in his young heart lay a strong and arrogant ambition--to be the best healer and heal the world. With this, Romean ran away from the temple shortly after being ordained as "Assistant Cleric Grade B4 (Hospitality)", at the age of 86.
Romean sees himself more of a cleric than an elf. Nevertheless, he stays true to his upbringing (in general), and respects all things wild, natural and living. While his main cause is to defend the poor and downtrodden races, he will not hesistate to confront anyone who attacks or insults the wild or the woods. Perhaps it is his homesickness that led him to do this. Not a day goes by without the thought of his homeland crossing his mind. Did he bring shame and dishonour on his parents or his clan? Would they disown him? Would they try to hunt him down? Despite all his guilt and homesickness, his desire for excellence drove him on, and over time, he grew to forget about his hometown.
The only one thing Romean knows for sure is his devotions lay. And that is in the service of Chauntea. It's not so much his Clerical loyalty to her. It's more of her beliefs. He likes her beliefs and can relate to her. "Follow your own goals and seek your own destiny" is the teaching that resounds well with him. He belives that, even if all the world rejects him, she will be by his side, because he is staying true to himself.
Romean has a strong desire to do good. This makes his actions and alignment "Good" most of the time. But he has a strange idea of what "Good" really is. In truth, Romean does not see the world as divided into "Good" and "Evil", but simply a series of causes and consequences. What is important, he believes, is that one remains true to oneself. "We fight orcs, golbins, undead and the like of these foul beasts not because thay are 'evil' and we are 'good', " he often says, "but simply because their paths cross ours. Their desires conflict with our own. And our desires are staying alive and free." In a world caught up in the strict dichotomy of good and evil, good deities and evil deities, Romean's moral relativism is far ahead of its time. This gives him a strong potential for both enormous good as well as enormous evil. Nevertheless, he stays commited to healing and saving the poor, for a drive in him calls him to be the champion of the underdog.
Traits:
In social interactions, Romean is often charming, cheerful and enthusiastic. When confronting strangers, he is open. In making decisions, he is flexible and decides along pragmatic lines. He is kind and protective to the weak and bloodied. In dire straits, Romean is steady and brave. When faced with setbacks, he is impassioned. He usually has calm nerves. Romean prefers to fight from the back, and assess the situation first before making his move. Nevertheless, he is willing to put himself in the heart of danger if necessary--but only if necessary. He meets friends with an infectious intensity and love, even if they are only meant to meet for only one hour. This makes him well-liked by those who know him for a short while, and a very effective ladies-elf.
Player's Handbook
Romean Constanti Daengir Cassis
("Daengir", Romean's middle name, is given by himself)
Character Race : Elf
Character Class : Cleric
Alignment : Good
Gender : Male
Age : 102
Size : Medium
Height : 5' 8"
Weight : 140lbs
Hair : Brown
Eyes : Deep pools of black
Character Level : 6
Total XP: 7900
Paragon Path :
Epic Destiny :
Known Languages :
Common, Elven
Attributes (at Level 5)
Str : 10 (+0)
Con : 17 (+3)
Dex : 12 (+1)
Int : 10 (+0)
Wis : 19 (+4)
Cha : 16 (+3)
Vision : Low-Light
Speed: 7 squares
Health
Hit Points : 53
Bloodied : 26
Healing Surge : 13
Surges / Day : 10 = 7[class] + 3[con mod]
Combat Statistics
Initiative Modifier : +6 = 1[dex mod] + 3[level] +2[due to Ta'asadar]
Special Combat Notes : -
Armor and defense (at Lvl 3)
Armor Class : 17 = 13[level] + 3 [Hide Armour] + 1[Dex, since Armour is light]
Fortitude : 18 = 13[level] + 3 [constitution] + 2 [amulet of protection]
Reflex : 16 = 13[level] + 1 [dexterity] =2 [amulet of protection]
Will : 21 = 13[level] + 2 [Cleric] + 4 [wisdom] =2[amulet of protection]
Resistance: -
Special Armor Class Notes : Penalty of -1 Check for Strength, Dex, Const based skill checks, already factored in.
Special Save Notes : -
Weapons
Vicious Scythe +2:
+7 vs AC [+0 strength] [+2 weapon proficiency] [+2 magic weapon] [+3 level]
Damage: 1[W]= 2d4+0[strength] +2[magic weapon]
Special Damage: +1 when attacking creatures larger than myself, +1d6 when Crit
Flameburst Shortbow:
A magical shortbow that fires flaming arrows.
+7 vs AC [+1 Dex] [+2 weapon proficiency] [+1 flameburst weapon] [+3 level]
Damage: [W]=1d8 +1(dex) + 1 [flameburst weapon]
Range: 15/30
Crit: Add a 1d6
Others: Mace +1 (unused)
Power for Flameburst Weapon
Daily, Fire
Minor Action, Fire burst 1 centered on the target
Target: One enemy
The target +4 vs reflex, 1d8 +8 (as per normal shortbow damage, except against reflex)
All within the blast get 5 fire damage and 5 fire damage per turn (save ends)
Items:
Holy Symbol of Chauntea: For Powers with “Implement” keyword, receive +1 to attack rolls, +1 to damage rolls, already factored in.
Skills:
Acrobatics: 3 = 3[level]+1[dex mod]-1[armor]
Arcana: 8 = 3[level]+0[int mod]+5[trained]
Athletics: 2 = 3[level]+0[str mod]-1[armor]
Bluff: 5 = 3[level]+2[cha mod]
Diplomacy: 10 = 3[level]+2[cha mod]+5[trained]
Dungeoneering: 7 = 3[level]+4[wis mod]
Endurance: 4 = 3[level]+3[con mod]-1[armor]
Heal: 14 = 3[level]+4[wis mod]+5[trained]+2[combat medic feat]
History: 3 = 3[level]+0[int mod]
Insight: 7 = 3[level]+4[wis mod]
Intimidate: 5 = 3[level]+2[cha mod]
Nature: 9 = 3[level]+4[wis mod]+2[Elf]
Perception: 9 = 3[level]+4[wis mod]+[Elf]
Religion: 8 = 3[level]+0[int mod]+5[trained]
Stealth: 3 = 3[level]+1[dex mod]-1[armor]
Streetwise: 5 = 3[level]+3[con mod]-1[armor]
Thievery: 3 = 3[level]+1[dex mod]-1[armor]
Feats:
Channel Divinity (uses once per encounter)
Healing Word
Elven Precision-- +2 to re-roll when using elven accuracy (pre-requisite: elf)
Chauntea's Blessing-- Give a re-roll to anyone who has a failed roll for a saving throw, add a +4 bonus. (encounter power, minor)
Combat Medic
Prerequisite: Trained in Heal
Benefit: You administer first aid to stabilize the
dying as a minor action, instead of a standard action.
You also gain a +2 feat bonus to Heal checks.
Distant Advantage
Benefit: You gain combat advantage for ranged or
area attacks against any enemy flanked by your allies.
Cleric Class Features:
+2 Will (already factored in)
Healer’s Lore: When healing is granted and “healing” keyword is present add +3(Wis Mod) to HP added
Ritual Casting--Gentle Repose, Unseen Servant, (plus one more? haven't choose yet...)
Healing Word (twice per Encounter)
Cleric Feature
Encounter (Special), Divine, Healing
Special: Can use twice per encounter, but only once per round. At level 16, increase to 3 times per encounter.
Minor Action, Close Burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points +3hp (healer's lore)
Note: Update at Lvls 6, 11, 16, 21, 26
Channel Divinity--Turn Undead (Encounter)
Cleric Feature
Encounter, Divine, Implement, Radiant
Standard Action, Close Burst 2
Target: Each undead creature in burst
Attack: Wisdom vs Will
Hit: 1d10 + Wis Mod Radiant Damage (4), and you push the target a number of squares equal to 3+Cha Mod(3). Target is immobilised until end of next turn.
Miss: Half damage, and the target is not pushed or immobilised
Note: Pls update this skill at Lvls 5, 11, 15, 21, 25
Channel Divinity--Divine Fortune
Cleric Feature
Encounter, Divine
Free Action, Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Elf Class Features:
+2 Dex, +2 Wis, +2 Nature, +2 Perception (already factored in)
Elven Longbow Proficiency (already factored in)
Group Awareness: Non-elf creatures within 5 squares receive a bonus +1 to perception checks.
Wild Step: Ignore difficult terrain when shifting (even if a power allows you to shift more than 1 step)
Elven Accuracy (Encounter)
Elf Racial Power
Free Action, Personal
Effect: Reroll an attack roll. Use the 2nd roll, even if it's lower. But for the 2nd roll, +2 due to Elven Precision.
Powers (yet to be elaborated):
At-Will Powers:
Lance of Faith (At-Will)
Cleric Attack 1
At-Will, Divine, Implement, Radiant
Standard Action, Ranged 5
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d8 + 6 (wis, implement, symbol of life), and one ally you see gains a +2 power bonus to his/her next attack roll against the target.
Sacred Flame (At-Will)
Cleric Attack 1
At-Will, Divine, Implement, Radiant
Standard Action, Ranged 5
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d6 + 6 (wis, implement, symbol of life) and one ally you see chooses either to gain temp hit points equal to Charisma Mod + one-half your level (4) or make a saving throw.
Encounter Powers:
Divine Glow (Encounter)
Cleric Attack 1
Encounter, Divine, Implement, Radiant
Standard Action, Close Blast 3
Target: Each Enemy in Blast
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 1d8 + 6 (wis, implement, symbol of life)
Effect: Allies in the blast gain a +2 power bonus to attack rolls, until end of your next turn.
Sanctuary (Encounter)
Cleric Utility 2
Encounter, Divine
Standard Action, Ranged 5
Target: You or One Ally
Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks ot until the end of your next turn.
Daunting Light (Encounter)
Cleric attack 3
Encounter, Divine, Implement, Radiant
Standard Action, Ranged 10
Target: One Creature
Attack: +6 vs Reflex (wis, implement, symbol of life)
Hit: 2d10 + 6 (wis, implement, symbol)
Effect: One ally you see gains combat advantage against the target until the end of your next turn.
Daily Powers:
Beacon of Hope (Daily)
Cleric Attack 1
Daily, Divine, Healing, Implement
Standard Action, Close Burst 3
Target: Each Enemy in Burst
Attack: +6 vs Will (wis, implement, symbol of life)
Hit: The target is weakened against next turn
Effect: You and all your allies in the burst regain 5HP and your healing powers restore +5HP until the end of the encounter. (Add +3 for healer's lore)
Consencrated Ground (Daily)
Cleric Attack 5
daily, Divine, Healing, Radiant, Zone
Standard Action, Close Burst 1
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action.
Enemies that start their turns within the zone take 1d6 + 3 (Cha Mod) Radiant Damage +1 (symbol of Life).
You and any allies who are bloddied and start their turns within the zone reagin hit points= 1 + 3 (Cha Mod) + 3 (healer's Lore)
Equipment & Gear :
Worn : Hide Armour (30lb) + Scythe (10lb) + Longbow (3lb) + 60 Arrows (10lb) + Flameburst shortbow (weight??)
Gear :
Backpack (2 lb)
Bedroll (5 lb)
Flint and steel
Grappling hook (4 lb)
Hammer (2 lb)
Pitons x10 (5 lb)
Pouch (belt) x1 (1 lb)
Rations (1 day) x6 (6 lb)
Holy Symbol of Chauntea (10lb)
NEWLY ACQUIRED:
Symbol of Life-- +1 to attack rolls and +1 damage rolls, +1d6 Crit,
Power
(Daily, Healing, Minor):
Until end of turn, character healed by me gets additional 1d6 HP.
Amulet of Protection +2
+2 to all defences except AC
Current weight carried: 88 lb (not including Symbol of Life+Flameburst shortbow+amulet of protection+mace+potions of healing, recently acquired)
Carrying capacity (for Lvl 6) :
Normal load : 100 lb.
Heavy Load: 200 lb.
Max Drag load : 500 lb.
Gold : 754.5gp
Character History :
Romean is, in essence, a conflicted character.
Born in deep forests to a noble elven family of warriors and rangers, to the respectable Clan of Milaan, Romean's parents and personal tutor-priests have always brought him up with a strong loyalty to the Elven goddeses and to the ways of the Clan, and the ways of Elves in general. (His parents were high-flying officers of the ECS(M)--the Elvish Civil Service (Milaan)) Romean was raised to extol a connection to the wild rather than virtues such as valour and goodness. He was raised to worship the goddeses of Mielikki and Chauntea; Mielikki being a Goddess of the Forests and Chauntea - a Greater Goddess of Life.
Romean had always had a strong longing to get as far away from his over-bearing parents as possible. When he reached the age of 55, to appease his parents and yet leave them at the same time, Romean left his home village to enrol in the Temple of Chauntea in the Winterbole Forests. Here, he was trained as a cleric and excelled in the healing arts. It was also here where his strong beliefs were formed. Often, on routine "spiritual journeys" into the wild, Romean's natural curious instinct (and sex drive) led him to wander off the set path and seek out civilisations (and all its female inhabitants whose togas were one-size-too-small).
While he did have fun in his secret "quests", the sadness of what he saw impacted him even more. Pain, hunger, famine, disease and oppression were the common themes in the surrounding villages. Romean came to realise very quickly that there was a world outside the cloistered world of the Temple, or the sheltered elven realm of the forests. (His parents, as natural elves, enjoyed travelling, but only within the "safe and secure environment of the sister forests and woods"...Boring!!!). For the first time in his training, Romean felt that his healing skills were way too small to heal the hundreds of broken and dying people around him. He felt a strong calling to explore the world outside the forests and seek out new abilities and items that would increase his healing skills to excel even those of his senior Brother Healers, for in his young heart lay a strong and arrogant ambition--to be the best healer and heal the world. With this, Romean ran away from the temple shortly after being ordained as "Assistant Cleric Grade B4 (Hospitality)", at the age of 86.
Romean sees himself more of a cleric than an elf. Nevertheless, he stays true to his upbringing (in general), and respects all things wild, natural and living. While his main cause is to defend the poor and downtrodden races, he will not hesistate to confront anyone who attacks or insults the wild or the woods. Perhaps it is his homesickness that led him to do this. Not a day goes by without the thought of his homeland crossing his mind. Did he bring shame and dishonour on his parents or his clan? Would they disown him? Would they try to hunt him down? Despite all his guilt and homesickness, his desire for excellence drove him on, and over time, he grew to forget about his hometown.
The only one thing Romean knows for sure is his devotions lay. And that is in the service of Chauntea. It's not so much his Clerical loyalty to her. It's more of her beliefs. He likes her beliefs and can relate to her. "Follow your own goals and seek your own destiny" is the teaching that resounds well with him. He belives that, even if all the world rejects him, she will be by his side, because he is staying true to himself.
Romean has a strong desire to do good. This makes his actions and alignment "Good" most of the time. But he has a strange idea of what "Good" really is. In truth, Romean does not see the world as divided into "Good" and "Evil", but simply a series of causes and consequences. What is important, he believes, is that one remains true to oneself. "We fight orcs, golbins, undead and the like of these foul beasts not because thay are 'evil' and we are 'good', " he often says, "but simply because their paths cross ours. Their desires conflict with our own. And our desires are staying alive and free." In a world caught up in the strict dichotomy of good and evil, good deities and evil deities, Romean's moral relativism is far ahead of its time. This gives him a strong potential for both enormous good as well as enormous evil. Nevertheless, he stays commited to healing and saving the poor, for a drive in him calls him to be the champion of the underdog.
Traits:
In social interactions, Romean is often charming, cheerful and enthusiastic. When confronting strangers, he is open. In making decisions, he is flexible and decides along pragmatic lines. He is kind and protective to the weak and bloodied. In dire straits, Romean is steady and brave. When faced with setbacks, he is impassioned. He usually has calm nerves. Romean prefers to fight from the back, and assess the situation first before making his move. Nevertheless, he is willing to put himself in the heart of danger if necessary--but only if necessary. He meets friends with an infectious intensity and love, even if they are only meant to meet for only one hour. This makes him well-liked by those who know him for a short while, and a very effective ladies-elf.