Geoffroy Charney


PBP Character Created:
20th Dec, 2016 - 12:49am

Last Updated:
5th Jan, 2018 - 5:37am

Player Member ID:
12925

Member Name:
Thomaslee

Character ID: 280

Character's Game Master:
Daishain using the Dungeons & Dragons 5e system

Campaign:
Daishains 5e D&D RPG Main Thread

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Geoffroy Charney

Character Title:
The Morningliege

Character Class:
Fighter 1 Cleric 5

Character Status:

Leader

Character Alignment:
Neutral Good

Marching Position:
Middle Front

Rival: ?

The Foe of Geoffroy Charney
Guardian: ?

The Dracon Keeps

Character Body
Base Theme / Style
Character Combat Info
HP: 38/38, AC: 18, Speed: 30
Melee
Silvered morningstar: +4 1d8 piercing
Mace: +4 1d6 bludgeoning

Ranged
Crossbow, light +4 1d8 piercing

Destroy Undead (CR 1/2)
Character Description
A tall, strong young man with an tawny, athletic build. He has light brown hair cropped a little above the neck with his bangs fall just slightly in front of his green eyes. Often with a smile of his face and holding himself with a warm and encouraging confidence, Geoffroy is charming and amiable demeanor unless upset or sees that which he disapproves of.

Has learned and often makes use of his education, that of etiquette and statecraft as well history or lineage afforded to him by his noble birth. A devote follower of Lathander, with a love of music and song who enjoys playing upon his finely crafted dulcimer. He sees each journey as a new beginning, that each dawn can offer something new and the chance to try again.

One who learned the training of a knight, yet because of a dream he joined the priesthood of Lathander's before later being numbered among his Morninglords. Through dedication and discipline Geoffroy found a balance between his priestly duties and his skill in battle into a more complex whole.

Personality: Optimistic and determined by nature, he refuses to allow grim events or dark thoughts to cloud his mind for long nor will be he swayed from his beliefs no matter the challenges before him. His kindness and generosity earns him the respect of the common folk and his warmth draws others to him.

Ideals: Nothing shall shake his faith in Lathander, his will guides my actions and as long as he stay true to his god he will not be lead astray. His family name shall be honored, as to it he believes it is his duty to proteet and eare for less fortunate then himself.

Bond: Geoffroy cares deeply for his family, though especially treasures his younger sister who is five years younger. When he joined the priesthood of Lathander, he promised to return and take her with him once she was older. She gave him a special token of their bond, in remembrance, so as to not forgot his words.

Flaws: He far too often speaks his mind, especially when angered, when it may be better to hold his tongue. When Geoffroy see another prey upon the heart and emotion of another, especially a young woman, he think of his sister and cannot help but get involved. Often, he can find himself too trusting of others and can leave himself open to be betrayed. He can show a stubborn streak, especially when it comes to what he believes in, and because of such may not be able to see something from another perspective.
Character History
When young, Geoffroy had a certain arrogance common among many noble youth and rebellious streak that over time needed to be worked out, first by the private teacher hired by his parents and later the guardsman who trained him how to fight as he learned patience and humility. Though it was through certain chance encounters in the garden with the court priest, a cleric of Lathander of which his parents and household offered their faith through. It was because of this man so much his senior that and the support he would offer that the young noble would go from wanting to be a knight to joining the clergy.

Still, despite his follies of youth there was certain things Geoffroy held close to his heart, that of his family. His father, a minor noble and officer who so often was away because of matters of statecraft or war even though they did not in truth always see eye to eye. There was his mother, a soft spoken yet domineering women who kept the household, staff, and servants in check while keeping things in order. He was not as close to her as he would like but still try greatly to show her respect though they often argued when young. There was his older brother, of whom he did not spend as much time with, being sent off to extensive schooling to follow in father's footsteps.

Yet, it was his younger sister Geoffory held most dear. She being four years younger then he was and the two spending much free time together. It was because of her that he would begin seeking to improve himself and become better, wanting to be a role model he knew she so often saw him ask. Elyria was her name and as they two became older there bond would grew, as often it was left to Geoffory to keep on eye on her and keep her busy when the two were not focused on their studies and he on his training as a knight. It was even at her request that he continued to meet with the court priest.

The more he studied and learned under Father Amaury, the more he considered and prayer in changing his path. Moving away from his hot headed young knight to a more calm and quiet young priest who would eventually be given the offer to young Morninglord devote to Lathander, to have his faith and will strengthen in preparation of all he might face. Yet, he still was able to gain the title of night, despite his changing focus, as well gaining retainers and a very soft spoken young squire who came to him seeking to train under him.

Agreeing to such, Geoffroy, his squire, and his servants would begin preparations of travel though before leaving he would say goodbye to his parents, and in private speak with his sister Elyria who gave her brother a token to keep him safe, a braid of cloth woven to hold within the symbol of Lathander as his holy symbol, though it was for that of sisterly respect and affection. Kissing her forehead, he left not knowing their parting was not quite as final as he would originally believe.

It was not until after they had long left his home behind, that Geoffroy learned a secret his sister had hoped to keep from him. Of which she was the squire he had taken on much to his upset on learning the truth. Yet on her pleading, and seeing for himself that she actually had potential as a knight, that he agreed not to send her home. Still, it took quite some time for him to become comfortable with this truth and for his other retainers not to take Elyria home. Still, he did write to his parents to explain what had happened, so they would not fear the worst. His father was accepting, but their mother was furious and tried demanding they return though they decided not to.

It was not long that Geoffroy, his retainers, and Elyria his squire would meet up with a certain Harper agent as well as others. Forming a companionship over many adventures, though he and his sistersat first did not reveal their relation but it would not take too long for at least some of the party to suspect and for it to come out in the open.

One half drow by the name Sarai Tzzerit, of which Geoffroy was uncertain of when first learning of her mixed blood. Yet given how he and his sister had first hidden something, he was willing to give the trust needed for the two came be comfortable with each other. There was also Lia Galanodei, of which he'd taken interest in and become friendly with. Probably one of the first he befriended, as both shared an application on beauty and of which he showed off his skill with music and song. Zunadae was an interesting case, as he did not really gain as strong a bond with him though the Morninglord would still fight and heal him though there was not as much he'd know of the wood elf.

There was the others, and in general the cleric and his retainers would find perhaps something of second family even if there was a few Geoffroy would fully trust and one at least he might come in conflict with if he learns the truth of how he wished to use his magic. Necromancy and bringing back those who had died being in different ways not in tone with Lathander's teachings. The god's scriptures explaining the importance of celebrating birth while also accepting death,. So with this such necromancy, often abused for evil or used in ways that harm others, even if used in ways not can often cast a shadow upon one's soul.
Character Magick / Spells / Powers
Spells, Those prepared in parentheses.
------------------------------------------------------
Domain Spells: Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray.
Cantrips: Light, Sacred Flame, Spare the Dying, Thaumaturgy, Firebolt
1st Level: 4/4 (Cure Wounds, Command, Shield of Faith)
2nd Level: 3/3 (Calm Emotions, Augury, Prayer of Healing)
3nd Level: 1/2 (Beacon of Hope, Mass Healing Word, Fireball, Daylight)
Character Notes*
Dracon Guardian Shields: The inner thougts of Geoffroy Charney are protected.

* Protected by Guardian
Deity / Allegiance / Cult
Lathander
Familiar / Side Kick / Craft
Squire: Mithral full plate (55 lbs), morningstar (4 lbs), mace (4 lbs), shield (6 lbs) Retainers: Geoffroy has the service of three retainers loyal to his family. One of these retainers is a noble who serves as his squire, aiding him in exchange for training on his or her own path to knighthood. His two remaining retainers includes a groom to care for his horse and a servant who polishes his armor and even helps his put it on. His retainers can perform mundane tasks for him but, apart from his squire, they do not fight for him. They will not follow him into obviously dangerous areas, and will leave if they are frequently endangered or abused.
Character Equipment
Equipment: A backpack (5 lbs), bedroll rolls x4 (28 lbs), blankets x4 (12 lbs), a set of fine clothes (6 lbs), two sets of traveler's clothes (8 lbs), 5 sticks of incense, vestments, a healer's kit x2 (6 lbs), climber's kit (12 lbs), a signet ring, a scroll of pedigree, a bottle of ink, an ink pen, holy symbol/amulet (1 lbs), prayer book, scriptures, flask of holy water (1 lb), a journal (5 lbs), dulcimer, mess kits x4 (4 lbs), a steel mirror, a pouch (1 lb), rations for 4 people for 10 days (64 lbs), silk rope 50 ft (5 lbs), a two person tent x2 (40 lbs), tinderbox x2 (2 lbs), torches x6 (6 lbs), sheets of paper x5, waterskins x 4 (20 lbs), and a purse containing 502 gold and 5 silver.

Weapons: Silvered morningstar (4 lbs), mace (4 lbs), light crossbow with 20 bolts (5 lbs).
Armour: mithral splint mail (60 lbs), shield (6 lbs).
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Dracon Guardian Protects: The secrets dispensed by Daishain are protected from prying eyes.

Last nag (warning): --

* Protected by Guardian
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

First Gem Activated. You have an admirer at your current location that is partial to helping you within their ability to do so.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Str: 14 (+2) | Dex: 9 (-1) | Con: 14 (+2)
Int: 10 (+0) | Wis: 14 (+2) | Cha: 15 (+2)

Class: Fighter lvl 1, Cleric lvl 4
Fighting Style: Defense
Specialization: Light Domain
Background: Knight
Race: Human
Ethnicity: Chondalhans
Alignment: Neutral Good
Proficiency Bonus: +3

Feat: Skilled, Lathander Morningliege
Skill Proficiencies: Animal Handling, Athletics, History, Insight, Performance (string), Persuasion, Religion
Languages: Common, Elvish, Dwarven
Weapon Proficiencies: Simple, melee
Armor Proficiencies: All armour, shields
Tools: Dragonchess, Musical Instrument (Dulcimer), Painter's Supplies

Saving Throws: Strength and Constitution

Lathander Morningliege: When you use your Channel Divinity to turn undead, each undead that is affected by sunlight has disadvantage on its Wisdom saving throw. Also, when you cast the light spell, the object you touch sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
-------------------------------------------------

Cantrips (0 level)
------------
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy

1st Level
------------
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith

2nd level
------------
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth

3rd level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk

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