Y'know what? Screw psykers. Decided to make a character using divine magic in the end. I'll fill in the backstory tonight, though I've got a good idea of what it'll be unless I change my mind, which happens very often.
Name: Kenneth MacAlister
Gender: Boy
Age: 38
Race: Human
Character Concept: Wandering priest of the solar god Strahl searching for his religion's lost truth.
Physical Appearance:
Kenneth is a tall, athletic, somewhat comely man in a rugged sort of way, obviously in good health for one his age. Hazel-eyed, he keeps his mane of graying blonde hair neatly combed back and his thick beard soberly trimmed and styled. Years of wandering take their toll on any man, however, and Kenneth's wrinkles and receding hairline are good indicators that he's getting on in years, while his tanned, rough skin and myriad of scars showcase just how hazardous the life of an adventurer can be. His clothes are plain and unassuming: a simple white shirt and brown pants, a drab brown jacket and a hooded black leather vest as well as plated boots and gloves. All of it is well-worn and of a good quality but unremarkable and hardly priest-like, though for a travelling cleric the practicality of the outfit is undeniable.
Equipment:
-Kenneth's armor: At first sight, Kenneth's armor barely looks like one. The outfit is in fact a combination of a drab brown gambeson (a defensive padded jacket), a black brigandine (a leather vest lined with small metal plates riveted to the fabric) with integrated thigh-guards and a hood lined with chainmail, as well as gauntlets and greaves made up of metal plates attached to tough leather gloves and boots. The armor is a good middle ground between protection and mobility and doesn't stand out much, which is often a good thing.
-Staff: A sturdy wooden staff, as long as Kenneth is tall, inscribed with religious diagrams and symbols top to bottom, carved by Kenneth himself. A good walking aid, a symbol of his devotion and a practical, if simple, weapon all rolled up into one.
-Knife: An average single-edge knife, good for both utility work and combat if need be. Carried in a scabbard hanging from Kenneth's back.
-Holy symbol: Easily his most prized and precious posession, a necklace with a talisman of Strahl, a golden circular badge with an effigy of a sun contained within a dodecagram.
-Adventurer's basic kit: A waterproof backpack loaded with a bedroll, flint and steel, some pieces of chalk, trail rations for 10 days, 50 feet of rope, 2 torches, a water canteen, a grappling hook, a hammer, 10 pitons and a hidden pocket for money (currently empty).
-Lone adventurer's medikit: A combination of herbs, poultices and bandages to allow an adventurer to patch himself (or others) up and keep himself (or others) alive until they reach a proper healer. Obviously not as effective as a potion or healing magic, but nice to have anyway just in case.
Personality:
Kenneth is a cheerful and friendly man, a happy-go-lucky wanderer and adventurer who likes to lend a hand whenever he can. Despite his status as a wandering priest, he isn't fanatical in his devotion and refuses to force his faith on others, preferring to aid and if necessary guide whoever needs it not because he's trying to buy their devotion but simply because it's the right thing to do. Despite all of this, Kenneth also has a more devilish side to him. He really, truly enjoys facing the dangers and thrills that come with his chosen path in life and even if he considers violence a last resort, he isn't squeamish about using his powers to put his enemies through hell. Metaphorically speaking, of course. Of late, Kenneth has also been prone to griping about his advancing age, while at the same time protesting that the passing of time has not dulled him one bit.
Goals:
-Search for the lost Canon Scriptures of Strahl.
-Complete the King's Quest.
-Return home and reveal the truth, whatever it might be.
Beliefs:
-Be kind and noble, strong and righteous.
-Only you should determine your life's path, but sometimes you just need to go with the flow.
-Never give up faith, no one can take it away from you unless you let them.
Background:
For ages the Church of Strahl has been known throughout the land for its benevolence, preaching that the Sun and its rays symbolize warmth, purity and strength of spirit, all gifts that should be spread freely amongst the people. For the past 50 years, however, the Church has faced a schism. An originally small but ever growing military order within the Church points to ancient texts which state that the light of Strahl, whom they call Corona Strahl, is not one of warmth but a burning power, to be taken by the chosen few and used to lord over infidels and unbelievers. Calling themselves the Corona Brethren, this group has obviously come into conflict with the Church authorities for their extremist beliefs, which unfortunately draw many a follower into their ranks. Since the conflict has remained internal and rarely spilled out, secular authorities are content with watching from afar, while Church authorities are reluctant to push the issue for fear of starting a so-called holy war.
It is a hopeless situation that will sooner or later result in bloodshed and great tragedy for the cult of Strahl. Some, however, believe there is a way to drain away much of the Brethren's credibility and deprive them of all but the worst of their followers: finding the original Canon Scriptures of Strahl, which uphold the Church's beliefs and were lost long ago, their teachings passed down orally until new Scriptures were written once the Church was formally established. Loremasters believe the original texts remain at the place of their writing, the peak of a mountail tall as the sky but lost deep within the bowels of the Earth. Everything points to The Dungeon as the only place where such a thing might be found. It is not, however, an official quest sponsored by the Church, who fears that promoting such a thing could be potentially catastrophic by upsetting their already unstable relations with the Corona Brethren.
An opportunity did present itself, however slim: The Princess' kidnapping. Already a quest that would normally see participation from Church representatives given their good relations with the King of Clarksland, it was the perfect chance to justify sending an agent into the Dungeon's depths without arousing suspicion. The man chosen for this task was a priest by the name of Kenneth MacAlister, an experienced wandering cleric of proven faith whose past dealings with the Corona Brethren ensured that he'd be both willing and eager to fulfill the task.
Racial Traits: Human, so nothing in particular. Some would argue versatility, adaptability and drive, but it's not like those things are the purview of humans alone.
Known Skills:
-Athleticism: Kenneth is in very good health and is a practiced athlete from years of running, climbing, swimming and doing what it took to survive. Not quite superhuman and likely declined when compared to a decade ago but still fairly impressive.
-Hand to hand combat: Kenneth is an adept hand to hand fighter, seemingly specializing wielding staves and using them to keep enemies away and off-balance long enough for him to employ his magic or his allies to assist him.
-Experienced traveller: Kenneth has spent a good deal of time on the road and can thus get a get a good feel of an area, nothing like a tried and true explorer or survivalist but he can at least avoid major natural disasters and find comfortable places to spend the night.
-Religious knowledge: Kenneth is fairly well read in regards to his own religion and has seen many a creed and their rites, symbols, theology and derived magic in his travels.
Known Powers:
Kenneth is able to channel divine magic thanks to his devotion to the solar deity Strahl. Though this is most commonly associated with healing hands, rebuking undead and the ability to protect or empower others, all things Kenneth can do, there are also many spells which debilitate, hinder or otherwise nullify threats without resorting to actually harming them and which Kenneth seems to favor.