Joe Romane

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Joe Romane
Image:Joe2.png
Player: Joe.
Title(s): Paladin of Syren, "Marquis of Port Lucca, Baron of Wheatholm, Knight-Vanguard of the Kingdom of Valikorlia, Sir, Knight Vanguard of the Vanguard of Steel. Consulor of the Vanguard.
Age: 46.
Race: Half Elf.
Eye Color: Blue.
Hair: blonde.
Skin Tone: Tan.
Height: 6'1".
Weight: 203 lbs.
Alignment: Lawful Good.


Contents

Bio

"Fight for honor and valor but most of all in the name of the righteous."

Personality

Joe a lawbringer thorough and thorough as well as a outspoken patriot. If there are people in trouble Joe will go out of this way or even give his life for them even if they dont know him or vice versa.

Details

Birthday
Sunbirth the 4th

Birthplace
Port Wolfe

Current Home
Villa de Romane, large plot of land outside of Lucca.


Scars

  • Multiple gash scars across his torso from battles over the years
  • Charred and blistered hands from burns from Torture of Leonidas
  • Gash below left eye torture from Leonidas
  • A scar that resembles a spider a little above over his heart obtained from taking the corruption and hatred of deathknight LawBringer



Theme Song

"Don't talk to Strangers" Dio

Skills

  • Sword and Shield fighting

Joe is adapt at fighting with a sword and shield.

  • Wilderness Survival

Having spent many long days and nights living in the thick jungles and woods, Joe has become adept at surviving in woodlands by using the surroundings to aid him.

  • Crossbow Marksmanship

Joe is well-versed with the use of a crossbow in combat. Able to aquire and take down a target quickly and efficiently.

  • Riding

Joe is pretty descent when it comes to riding horses but he isnt the best in the world

  • Two handed hammer fighting

Joe has been using a two handed hammer ever since he got lawbringer and is quite good at using them.

  • Mace fighting

Joe has an advanced usage in using single or double handed mace.

Abilities

  • Divine Abilities

Granted through the prowess of Syren, Joe has an advanced understanding in the adaptation and usage of divine powers.


  • Divinity Sensing

As a paladin Joe can sense holy or unholy auras. He can also sense corruption within a object or person or creature

  • Iron Will

Joe has been through numberous(sp?) tortures and has develped a iron like will and wont easily give in to conversions, give up secrets when being torture etc

Spells

Initiate

Create Holy Water

Create Holy Oil

Treat Minor Wounds

Acolyte

Consecrate Weapon

Sterilize

Armor of Prayer

Forge Holy Symbol

Deacon

Purify Food and Drink

Turn-Syren

Smite-Syren

Treat Wound

Priest

Consecrate/Desecrate Weapon - Greater

Alleviate Pain

Remove Poison (Lesser)

Photomancy

Detection

Improved Smite

Archpriest

hallow

hierophant: hydra tail

Bishop

Blessings

Unbreakable Faith: With this blessing, a paladin will stand his ground against the enemy's assault no matter what happens! He and ONE SINGLE ally physically touching him are shielded by the Divine, and they can weather any type of attack, no matter the ferocity or type, for two turns, until the paladin chooses to drop the shield, or if they decide to attack. The paladin and his shielded ally may not be moved or injured, while this effect is in play. Unlike other Blessings, this ability is only usable once-per-day in total. If this is taken, the paladin cannot take Crusader.

Rank II: The ability can still only be used once per day, but an additional ally can be shielded, and even a third one is protected by the paladin's Unbreakable Faith if the paladin is equipped with a shield at that time.

Shield: If the paladin chooses to use this blessing, he marks an ally. Should they face peril, they are bathed in radiant light that will protect them from one attack.

Rank II: The divine shield will absorb the damage of three attacks, rather than one.

Renew Resolve: The paladin smites an enemy with his weapon with all the fury of his god(dess). The paladin chooses a target that is not himself, and they are healed for one of his daily Lay on Hands, without the need for a casting time.

Rank II: The initial use of this ability will not expend a Lay On Hands charge, but further use will. The paladin can now use it on himself.

The Watchman: A paladin blesses one of his comrades with an uplifting benediction, and goes on about his business. If they are within the paladin's Sacred Challenge circle and reasonably near him, attacking them will cause them to be Smote by divine powers. They must roll a d20(Now incorporated into Val!!!11@) and beat a dice check of 15 to resist feeling what is effectively a hammer blow to the chest. This effect can only be applied to one person and lasts until they leave the Sacred Challenge and thus the paladin's protection, retreat in any way, or the paladin breaks it(As he cannot have more than two Blessings active at a time). If this is taken, the paladin cannot take Retribution.

Rank II: An additional ally can be Watched by the paladin.

Judgement: The paladin charges with a shield, and slams into any type an enemy. Be they divine or arcane, if he connects with the shield check, they are Judged and unable to cast magic for two turns. This interrupts any spells currently being cast and dispels any spells they have used that linger, unless it has summoned a creature(See: Animate Dead, Summon Monster). If this is taken, the paladin cannot take Through The Darkness.

Rank II: The Marked enemy is unable to use their abilities for another turn, and furthermore are forced to face the paladin in a Sacred Challenge.

Paladin Skills

Sacred Challenge: A paladin draws a line in the ground, and the area is consecrated. All who step past the line must face the paladin in combat, and no one else. The trick is getting them to cross the line. Only cowardice or defeat allows someone to break the Sacred Challenge.

Lay On Hands: Thrice-per-day, the Paladin incurs the will of the gods to ease and reverse a single wound. Wounds are denoted by a single section of the body that has been dealt damage, and in the case of an attack that looses several wounds, it only reverses the chosen wound. This ability can also mend broken bones. This act require a turn of prayer in devotion to a character's patron god.

Smiting Blows: When this ability is used, the paladin's weapon is empowered by an effect associated with his god(Setengar and smiting, Saurvold and flames, Orrovan and lightning, et cetera) for four turns. It imparts the effect upon an enemy when it strikes them. If Retribution is activated while this is active, the damage will likewise reflect the god's domain. This ability can only be used twice per day.

Who Watches The Watchman?: If the dogmas and personal beliefs of paladins clash and they must do battle, their abilities will act as though the enemy paladin is an enemy of their god's faith. The enemy paladin would not immune to Good-aligned divine abilities, as even the greatest of friends may bicker.

Possessions

Weaponry

  • Peacekeeper(appoved by merm)

Peacekeeper is a divine mace granted to Joe by Syren herself. This mace is made of pure dwarven steel with long spikes along the head. On the shaft of the mace there are divine inscripptions carved in the mace they glow a light blue. The mace has three special abilties.

Water purify

Duration N/A

Cast time: 1 turn of prayer

Range: Small to Large bodies pf water

Target: Any type of body of water

Effect: The paladin sticks the head of the mace or touchs the water with the mace in hand and spends one turn praying. After praying the water purifies into drinkable/ livable water.

Perm Conceration/Water Aura

Duration: Whole Battle

Cast Time: 1 prayer

Range: Melee/ reach of aura

Effect: The paladin takes a second to ask his goddess for water like aura that does damage that is like acidic in nature, and is comparable to a potency II acidic-burn when striking undead. . This weapon is perm concerated and give a extra punch of pain to list above as well as it can never dull rust etc

The choosen

Duration N/a

Cast Time: None

Range: Self

Effect:Do to the 'neutral-good' nature of Syren, only undead will feel the negative effects of trying to hold your weapon. If any of these undead are of a neutral-good or otherwise good alignment, they will remain unaffected should they hold the weapon. Likewise, any character of a neutral-good alignment can lift the weapon exactly as you can. Any OTHER character, no matter their alignment, will be effected by the weapon's obscene weight.


  • The Spatha

A straight short Sword with a pointy tip(Used by the Romans).
Has the enchantment Heat Removal on it

  • purifier

Joe's massive two handed hammer. Made of high guality steel he forged it himself. Has perm holy consecration.

  • harkbus

a rifle

  • enchanted partisan

Prerequisites: None Earth can sharpens or hardens the weapon, increasing durability and damage. If it is being cast on themselves, the caster can only use the "Earth" part, and only on a staff if they have one, to increase it's durability.

  • Tsunami's Edge

Tsunami's edge is a enchanted sword of Syren with a clear ocean color andtransparent blade and dark blue and gold hilt It has the power to create a shockwave(2 turns).

  • LawBringer

The hammer LawBringer it was wielded Anjou Jacobs who forged it herself. It gives off a faint glow which gave off light even in magical darkness Is always blessed no need for holy oil or water for extra damage to undead the like.

Armor

  • Plate Armor(Coat of Arms)

Joe's Syrenite Paladin Armor. Its made of full platemail a inner lining of hydra scales. The platemail covers the most vitial spots on Joe's body. Has elemental protection due to enchantments. The guantlets are made of ethersteel which allows Joe to cast dire heal once a day

  • Plate Shield

Joe's shield with his coat-of-arms on it

Other

  • Bubble Shield Bracelet

A bracelet bought from Michael Tanner. It has the power to create a bubble around the caster with a flick of your hand over it that will allow you to breath underwater for days.

  • Ethersteel(enough pieces to make a shield)

a rare type of steel ore that glows with a purple hue

  • RUNIC ETCHER Miniaturized versions of a much larger cutting device. They score patterns into any material, massively expediting rune design times. They appear as ornate bells that project a fine, short range blade of mana until just outside the end of the cup.
  • Anti-Sleep Amulet

Able to stop sleeping effect of spells or curses. Got from the Ignis vault.

  • 'Diamond Filament Rope

Rope made completely out of diamond with hooks at boh ends. 15 feet long

  • Gamblers Ambition Card

A card that turns to pure engery which makes it able to cut though all types of metal and be thrown at a fast speed

  • Valikorlian Medal of Honor

Joe recieved this medal for helping the Valikorlian Capital Guards of a murder Crisis.

  • A bag of Fairy Gold

Its fairy gold that turns into 120 keruos aday

  • Fueless Boat'(Given by Cri)

like a motor boat but doesnt us anything fuel -size of a row boat-

  • Joe Doll: Freezes to whatever it clings to or if not clung to, explodes in small frozen metallic shrapnel.
  • scorpion's stringer

just a giant scorpion's stringer which Joe uses as a trophy

  • Syren's passion(approved by Sul)

Its a medium sized ship.(like the one we use to get to the west)Its a church of Syren and a wayward station for the homeless and/or travellers

  • Signet Ring of Warholm

It's Joe's fathers ring of the noble title lord.

  • bag of inhaling

pretty much a vaccum

Life

Early Years

Born into a rather familiar noble family in Imperial Warholm where he was brought up into a world of luxuries and the finer things in life. For the first five years of his life he was home schooled by his father and mother and was taught how to read, write, dine probably, sword play, riding a horse and the usual stuff. At age ten Joe walked the streets of Port Wolfe and came across a priest of Syren who had been preaching her words. Fasicated by what he heard he befriended the priest and eventually was taught the ways of the Gods but moreso Syren and how to be a Syrenite till he was eighteen. By that time he was ready to move on with his life and move away from his family who were obivously not happy with the fact he then traveled to the neighboring kingdom Celdin where he became a scholar. While Celdin still lasted Joe studied magic and became interested in it and actually learned to be a hydromancer to honor Syren in a way.

The Imperial War

After the fall of both Celdin and Warholm Joe decided to move back into Port Wolfe where he became the servent of the Governor of Port Wolfe. After a while Joe befriend many members of the Hand of Dawn and got intangled into the Vindicators as well as the Templars. While helping the Ferwent Watch and being a Dalmarite Joe was taken prisoner by the templars and tortured for many days. After his releasal Joe was furious and joined the army ranks of Dalmar during the war, it wasnt till after a few battles the Vindicators but on in particular Vladmir Wolfe took over and enslaved Joe. It wasnt until the battle of Ganelon Joe had the opportunity to escape and so he took the advantaged and killed a Dalmarite and joined up with the Valikorlians till the end of the war. After the death of Vlamdire and Dalmar Joe had made permanent residence in New Greendale.

Five Years Later

During the rebuild of the third valikorlian empire Joe had taken in an interest in Syren and being a better Syrenite and trained long and hard to establish becoming a paladin in which he did. Also during that time Joe married his first wfe Sylvia and had two kids with her a son Lengel and a daughter Giuliana. During this time Joe also established a good reputation around the empire and was taken in as a squire from a very unlikely friend Leonidas Brovel.

Joining the Hand of Dawn

During that time the Hand of Dawn came out of isolation from the world and took in new people and Joe was one of them. Being friends with Aelmar Joe was made into a knight brother. After months of being in the Hand of Dawn a new threat was on the horizon and it was the House of Troubles though it wasnt known that they resurfaced at the time. One day Joe and Ebra were at the The Dragon Belly Inn two priest of Saurvold requested help at their tower stating an unknown plague took over. The Hand of Dawn as well as others formed at the tower and proceeded in but after awhile were ambushed by heavily armored blackguards. After fighting with them for awhile with them they actually captured and tortured Joe. A effort was made twice to rescue Joe, the first was a failed attempted but the second one was a success and ultimately the end of the house which Kharn the second struck down their leader and disbanded the House once more.

Death and a new wife

After some time of being within the Hand of Dawn Joe had made quite a few more enemies. One of those enemies killed his first wife and left Joe heart broken for a time till he meet a wonderful elf named Amarie Telrunya and had another child, a girl by the name of Agusta. Once again Joe was happy to have a complete family and having a new addition to the Romane household.

Inspired Conflict

Once more war ravaged across the land due to the corruption of the church. Mages were outlawed and so was Durandal and the forgewrought. Torn by the fact he had so many friends and family within the shard Joe had made a commitment to the empire as a squire and joined them for war. Joe faught in the Battle of Gatling Flats and was choosen by the Eian Smarth and Dame Garside to mark the bombardment. Joe faught in other battles but the last major battle he faught in was the union of the Inspired and the Valikorlians to stop the giant shard the Infintium which the union was able to stop.

Knighthood and the VoS

For his many feats in many wars with Valikorlia Joe was finally knighted and actually established a rather large city called Wheatholm. After a year or so of being a knight Joe was approached by Sir Duncan's squire Alastor and asked to join the Vanguard of Steel a new knight order of the empire. After awhile Duncan stepped down as knight marshal and Joe's friend Gavriel Bayard took over and promoted Joe to second in command as the rank commander. For a while things were find till the Vanguard of Steel started a war with the undead nation known as Mournehold. Uforutnately the empire had been dying and the high nobles got so desparte to save it they sold a dutchy to the court ending the Vanguard's war.

Present

Currently with the Count of Galliston County kidnapped and presumed dead Joe has stepped up and is head of the county now and doing everything within his power to make the county better then ever before.

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