Lieutentant Pavo Voc

Arigoder Senari's page

385 posts. Alias of Tilnar.


Full Name

Arigoder Senari

Race

Aasimar (Musetouched)

Classes/Levels

Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 13 [Champion: 6]

Gender

Male

About Arigoder Senari

Arigoder Senari
Male Aasimar (Muse-Touched) Bloodrager (Urban) 1/Paladin (Virtuoso Bravo) 13
Mythic: Champion 6
LG Medium Outsider (Native)/Humanoid (Human)
Init: +13 [+15 Swashbuckler's Initative] {+15/+17 raging}
Perception: +17, Senses: Darkvision 60'
Favored Class: Paladin
Languages: Common, Draconic.
Deity: Iomedae
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DESCRIPTION/BACKGROUND
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Arigoder stands a half-hand above six feet, though his lithe frame makes him look somewhat taller. His complexion is fair, time in the sun having given him only the slightest of golden tones, reminiscent of the colour of pine boards left in the sun. Thick, medium-length reddish-brown hair frames his comely face, just brushing against high cheekbones and strong jaw, stopping about halfway down his neck before his shoulders. His dark blue eyes sparkle like gemstones, with an electric warmth the reflects his kind smile... and yet, there's a slight hardness to the small laugh lines around his eyes, making clear that the warm glow can easily be replaced by an intense, bitter cold when needed.

Prologue:

Arigoder's tale actually begins with that of a young girl, Andrea, born to a house with a distant connection to the Surtova in Restov. Andrea was a bit of a spoiled girl, to be honest, one who grew up with a love for music and art and a head full of romantic tales. When she was of age, she took vows to Shelyn, becoming an acolyte, only somewhat against her parent's wishes. What was, however, very much against their wishes was when she declared herself to be in love with a young man on the same night she met him... especially when that young man was a paladin of Iomedae who was heading north to Port Ice to join the Crusade -- and that she would be going with him, her healing arts being needed in Mendev.

To Andrea (at least as she later told the tale to her son), Eren was the most beautiful thing she'd ever seen -- fair of skin, his features a perfect blend strength and compassion, and his celestial traits - the silver hair and eyes - only adding to that beauty. Eren knew poetry, and he also knew the tales of the Crusades, speaking of his decision, and the trip north in the tones of a romantic, epic hero's journey -- the same sort of tales that Andrea loved so much from her childhood. And it was a mutual love -- and not a simple infatuation -- that was sparked instantly between them.

Andrea left the only home she'd ever known three days after meeting Eren. They were married in Port Ice less than a fortnight later, and to hear Andrea tell it, their love only grew during what was otherwise an unpleasant trek on the Crusader's Path, first across the Lake of Mists and Veils, and then, worse, overland on route to Kenabres. Also, to hear Andrea tell it, it was really Eren's love that allowed her to make the journey, having been unprepared for the hardships she faced...

...and those hardships were nothing compared to what she faced when they arrived, just ahead of the start of the Fourth Crusade. Eren was quick to join the fight -- it was his divine duty, his calling, and his reason for coming north. However, this left Andrea alone to experience the real horrors of war, the constant vigilance, the wounded she tried to treat, and especially the sheer... ugliness of it all.... completely at odds with a young girl who turned to Shelyn due to her love of beauty. Still, Eren's embrace, those stolen moments when he returned to resupply or to briefly rest, would erase her pain and doubts -- giving her an island of love and beauty in all the horrors, while also reinforcing the righteousness of their cause.

Eren, astride his winged mount, was called to fight alongside the dragon Terendelev against the Storm King.... And while the final battle was won, Eren fell... shattering Andrea's heart. She left Mendev, unable to find any beauty in her now-ruined world, heading back to Brevoy, and home. This time, however, it was bitterness that grew in her heart as she traveled. Fittingly, she was in Port Ice, where she married Eren, when she realized that she was pregnant -- and that some small part of Eren would live on. She vowed to herself, that day, to preserve and protect it, that she would never lose it - especially not the gods and their callings. She was relieved when Arigoder was born and showed none of the signs of the celestial that had marked Eren. What little hair the boy had was a reddish-brown, and like all human babies, his eyes were blue.

The Call:

Arigoder was thirteen when he first heard the Call... or, at least, what he would later know was the Call.

To that point, he'd led a mostly sheltered life not unlike his mother's -- with deliberate choices made to keep the boy away from religious studies or tales of the Crusade. Most of the time, when he asked about his father, the response was mixed -- Andrea spoke of Erin with both love and anger, clearly blaming the man for breaking her heart by living up to the nature that was one of the things she loved most about him.

Arigoder had experienced strange dreams before, but those could be explained as the stories his mother's tutors told... or, more likely, the stories Andrea would tell him of his father when her mood lifted -- usually when Ari could make her smile. This time, however, it was different... there was some sort of resonance inside him that he could feel. He told his mother about the strange feeling, but was unprepared for her reaction -- she all but leapt as if he'd burned her. She asked questions, pointed, with a tinge of fear, asking what he'd felt... slowly relaxing as the boy's confusion came clear. Finally, she told him that he was just feeling the power of his bloodline -- that his celestial nature was manifesting -- and that she'd expected this would happen. She called in tutors to help the boy access the magic within his blood -- gently nudging him away from any idea of the gods, destiny or fate.

Arigoder worked with the tutors for almost two years before they essentially gave up. He clearly had magical potential, they said, but he was no sorcerer, though they'd be happy to keep taking the family's money and keep trying. Arigoder was pleased to hear their report -- there was clearly something wrong with what they were doing, as none of their exercises could quite scratch the mental itch inside him. He pleaded his mother to let him to learn to fight like his father had. At first, Andrea balked at the idea, but then realized a way to stop her son from becoming a shining knight -- bringing in a duelist and blademaster to teach him -- and only if he kept up his magical training, just in case. Arigoder agreed and threw himself into the lessons, feeling like he was answering the thing inside him for the first time. Within a few months of the lessons, Arigoder's magic finally manifested -- not in casting spells, but by filling him with strength and power during a mock battle. When the power fell away, leaving Arigoder exhausted, there were tears in his eyes -- he finally felt... right.

All told, it was three years of training with the blade and light armour before the duelist was ready to call Arigoder competent enough to not get himself killed... and, in that time, he'd learned to focus and direct the power within him -- rather than just let it burst out as it had that first time. His mother used family influence to get Arigoder a position with the House Surtova guard.

It was only a few months before about in Restov began to grate on Arigoder, especially because that feeling of discomfort started up again. Fortunately, he was able to volunteer for an expedition that got him out of the city -- looking for a caravan lost in the River Kingdoms. When Arigoder and the rest of the guard arrived to fight the bandits who had stolen them, however, they were beaten to the punch by a group let by "Lord" Nastir, who rescued the caravan and sent it on its way. Arigoder was impressed that someone in the wilds was actually looking out for those who needed help, and not doing so for reward -- something that very much resonated with him. He resigned the guard the very night that he returned to Restov, against his mother's wishes (but rather following family precedent), and headed into to River Kingdoms to meet up with Nastir.

Nastir was handsome, charismatic, and a visionary -- he spoke of trying to create a small, stable pocked in the River Kingdoms -- one where the people could feel safe and prosper. He told Arigoder of his plans to build schools, roads, and even a bardic college -- but, first, they would need to fight the brigands and the inevitable push-back against the order they were imposing. Arigoder happily offered his sword in service, using the power of his blood and skill with the blade to hunt brigands and other outlaws.

Unfortunately, the naivety that allowed Arigoder to think that he was fighting the good fight for freedom was stripped from him in a rather dramatic fashion, when the "good man" he thought he was working for ordered the destruction of a small village that could not provide its "tribute" in fish and textiles to keep the army supplied. Arigoder objected, turning to Nastir and asking him what happened to the ideals of helping these people, only to be told that they needed to make a statement to those who would stand against their works -- that this was part of the growing pains that he'd predicted. Even as Arigoder argued with Nastir, however, the warlord's men were putting the villagers to the sword, and the torch, and that same horrible discomfort started burning again in Ari's heart, until it became just too much -- and he drew steel and ran into the fray in defense of the villagers, against the men he'd known for weeks -- even knowing that he was outnumbered.

A sense of righteousness filled Arigoder for the first time in his life -- and the discomfort he'd known changed into something he'd never quite felt before -- something that almost felt like acceptance. He didn't have time to question it, however, as he rushed two men who'd emerged from a hut with a fisherman's daughter, chuckling about 'spoils of war'. Arigoder drew upon the celestial power within him, giving himself speed to strike. The surprise combined with his unnatural speed, and Arigoder cut down the two men before they could strike him. Nastir's amusement quickly ended, however, and he shouted for his remaining men to kill him. Arigoder turned, meeting the challenge, moving quickly and taking minor wounds as he felled two more, calling on the villagers to flee while he bought them time to escape. He rushed the next group, crossbow bolts tearing through his cloak but barely missing his flesh, and the sight of him, his eyes blazing with power, caused the other men to drop their weapons and flee... leaving only him, and Nastir... and the fatigue that followed as the power of his celestial blood faded.

Nastir drew his own blade, an Aldori sword that marked him a master, and expressed regret that he'd have to kill Arigoder -- knowing that the young man was worth a half-dozen or more of his normal men. He repeated the need to to make a statement and advanced. Arigoder mentally called out a silent prayer to the Inheritor for the strength to strike down this evil man - not for his own sake, but to ensure that the villagers would make good their escape.... and was surprised as it was answered.

Suddenly, he found himself with a singular focus on Nastir, feeling the evil spill from him in waves, and knowing that his blade would strike true, even in his tired state. Arigoder's youth and speed allowed him to strike first again, as Nastir stepped forward, and somehow, the speed of his arm and the strength of his heart combined to get through the older man's defenses, wounding him. The speed and skill of the strike surprised Arigoder as much as it did Nastir -- but it was enough to make the older man retreat -- unsure of what to make of what had happened.

When he had a moment and the dust began to settle, Arigoder knew what had happened. He had finally answered the Call, and Iomedae took him as her own.

Still, his mother had partially succeeded -- he wasn't a shining knight like his father had been. But that didn't make him any less a paladin.

Arigoder led the villagers back to Restov, ensuring that Nastir's men didn't undo his first good deed, dreading the conversation he'd need to have with his mother. However, she knew before he was able to open his mouth -- and told Arigoder that she could now see in him everything she'd seen in his father, and that she was wrong to have tried to keep him from his destiny. Her previous actions, she said, were not appropriate for a priestess of Shelyn, as she had kept something beautiful from this world. Despite twenty years of being steered from this path, Andrea now gave her son her full blessing.

Arigoder left Restov a week later, feeling a strange sensation pulling him southwest again -- this time to finish the job he'd begun with Nastir's band -- freeing a number of other 'spoils of war' from their camp. Arigoder wandered over the next few years, feeling his goddess' pull, heading south to Taldor, where he found a Cult of Trelmarixian near Maheto, then west, fighting off a Barghest-led goblin invasion of Umok in Isger, and helping a group of Bellflowers get three score freed halfling slaves out of northern Cheliax.

It was then that the dreams started again, dreams of war, of the Crusade, of his father... and that sense of direction started pulling north -- though gradually, with a number of stops along the way, including a demon-bound orcish warlord that threatened to push back the Lastwall border once again; a black dragon risen from the swamps in Ustalav, followed by an undead army led by a powerful Graveknight pledged to the Tyrant; and some very strange, almost inexplicable encounters with bizarre beasts, or maybe golems, as he started to cross Numeria. It was in Numeria that he had the last dream and the pull became immediate, and insistent -- he dreamed that Terendelev, the dragon that his father fought beside, fell to the Storm King.

Arigoder let his goddess guide his path, heading north across Numeria, across Mendev, and into the Worldwound itself, drawn to Drezen -- striking down a few score lesser demons along the way.

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DEFENSE
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AC 33 [35], Touch 22 [24], Flat-footed 23 (Improved Uncanny Dodge), CMD 32 [34]
(+7 [+9] dex, +3 dodge, +7 armour, +3 shield, +1 natural; +2 deflection)
Spell Resistance: 18 [5 + paladin level]
Resistances: Acid: 7; Cold: 7; Electricity: 7
HP 174 (14HD) = 116 [12/8/8/8/8/8/8/8/8/8/8/8/8/8] + 14 [Toughness] + 30 [mythic, champion] + 14 [mythic toughness]
Fort: +17, Ref: +16 [+18], Will: +13 (+5 divine grace included)
Special: Evasion, +4 v. fear (Aura of Courage); Immune to Charm and Disease; Immune to Disarm, Steal and Sunder.
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OFFENSE
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Speed: 40 ft. (8 Squares)

Melee:
- Radiance (Holy Avenger) +27/+27/+22 (d8+13/17-20/x3) or raging: +29/+29/+24 (d8+15/17-20/x3) {Slashing, Piercing or Bludgeoning}
---Note: +2d6 vs. evil (holy); As a Holy Avenger, Radiance can be used to cast Greater Dispel Magic at CL 12 once per round as a standard action

- +1 Cold Iron Longsword +23/+23/+18 (d8+9/17-20/x3) or raging: +25/+25/+20 (d8+11/17-20/x3) {Slashing, Piercing or Bludgeoning}

- Masterwork Cold Iron Dagger +22/+22/+17 (d4+2/19-20) or raging: +24/+24/+19 (d4+2/19-20) {Slashing, Piercing}

Ranged:
- +1 Adaptive Composite Longbow +22/+22/+17 (d8+2/x3) or raging: +24/+24/+19 (d8+2/x3) {Piercing} [110' range increment]

- Masterwork Cold Iron Dagger [Thrown] +22/+22/+17 (d4+2/19-20) or raging: +24/+24/+19 (d4+2/19-20) {Slashing, Piercing} [10' range increment]

Special:
- +13 damage with Longsword or Daggers if 1 panache in pool and no attacks with off-hand (Precision Deed) [within 30']
- +1d6 melee damage v. evil outsiders (Angelic Attacks)
- Smite Evil (5/day): +5 to hit/+13 to damage (+26 on first strike v. undead, evil outsiders and evil dragons)
- Pay 1 mythic power to bypass demonic DR for 1 minute, plus increase critical multiplier of weapon by 1.
- Maximized Critical --- All rolled damage dice are maximized on Crit
- Force of Will (Reroll)

Base Atk: +14/+14/+9, CMB: +15
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STATISTICS
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Str 12, Dex 25 [29], Con 14, Int 13, Wis 10, Cha 20
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TRAITS
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Stolen Fury (Campaign)
You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. By expending one use of mythic power as a swift action, you can ignore a single demon's damage reduction for 1 minute, and increase the critical multiplier of any weapon you wield against that demon by 1.

Unscathed (Magic)
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
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FEATS
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Armour Proficiencies: Light, Medium, Shield (no tower).
Weapon Proficiencies: Simple, Martial.

Bonus Feat: Weapon Finesse (via Bravo’s Finesse)

Selected Feats: Weapon Focus (Longsword), Slashing Grace (Longsword), Combat Reflexes, Improved Critical (Longsword), Weapon Versatility, Martial Focus (Heavy Blades), Toughness.

Mythic Feats: Toughness, Improved Critical (Longsword), Extra Path Ability.
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SKILLS (Bloodrager: 4+int; Paladin: 2+int [3]/level) [5/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC/3+FC]
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+28] = 14.0 + 6 + 3 + 5 (Boots of Elvenkind)
---Raging [+30]
Appraise [+1] = 0.0 + 1 + 0
Bluff [+5] = 0.0 + 5 + 0
Climb* [+5] = 1.0 + 1 + 3
Diplomacy* [+19] = 9.0 + 5 + 3 (+2 skilled)
Disguise [+5] = 0.0 + 5 + 0
Escape Artist [+6] = 0.0 + 6 + 0
Intimidate [+5] = 0.0 + 5 + 0
Knowledge (Religion)*[+7] = 3.0 + 1 + 3
Linguistics* [+6] = 2.0 + 1 + 3
Perception* [+17] = 14.0 + 0 + 3
Perform (Untrained) [+7] = 0.0 + 5 + 2 (racial)
Ride* [+14] = 5.0 + 6 + 3
Sense Motive* [+12] = 9.0 + 0 + 3
Stealth [+6] = 0.0 + 6 + 0
Survival [+0] = 0.0 + 0 + 0
Swim [+1] = 0.0 + 1 + 0
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SPECIAL ABILITIES
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Scion of Humanity (Ex)
Some aasimar's heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to rate, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Spell-like Ability (Sp)
Museborn aasimar can use glitterdust as a spell like ability once per day, using their character level as their caster level (DC 17 [Cha])

Skilled (Ex)
Museborn aasimar gain a +2 racial bonus on Diplomacy and Perform checks.

Controlled Bloodrage (Su) (ooooo)
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 5 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.

Bloodline (Celestial)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source ref lects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage. Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.

* Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Bravo’s Finesse (Ex)
A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo’s Smite (Su) (+5 to hit/+13 damage) [5/day]
Five times per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay On Hands (Su) (13/day) [ooooo ooooo ooo] (8d6)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Once per day, can imbue the lay on hands with additional power, allowing it to also function as a lesser restoration.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Nimble (Ex) (+3)
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy.

Panache and Deeds (Ex)
At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds. This ability replaces the paladin’s spellcasting.

Panache [ooooo o(o)]
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains 6 panache points. Her panache goes up or down throughout the day, but usually cannot go higher than 6, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in when confirming a critical hit or landing the killing blow with a light or one-handed piercing melee weapon (or a longsword).
Deeds:
-- Dodging Panache (Ex): [+5 dodge bonus] When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier [+5] against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

-- Opportune Parry and Riposte (Ex) When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

-- Menacing Swordplay (Ex) While she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

-- Precise Strike (Ex) While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs.

-- Swashbuckler Initiative (Ex) While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

-- Bleeding Wound (Ex) When the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (7 [9]). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

-- Evasive (Ex) While a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

-- Subtle Blade (Ex) While a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

-- Superior Feint (Ex) A swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

-- Swashbuckler's Grace (Ex) While the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

-- Targeted Strike (Ex) At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen. Head: The target is confused for 1 round. This is a mind-affecting effect. Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect. Torso or Wings: The target is staggered for 1 round.

Channel Positive Energy (Su): (DC 20)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp) (Weapon Bond) [+3] [3/day: ooo]
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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MYTHIC ABILITIES: Champion (5)
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Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): (15/day)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): (d8)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex):
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex)
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will (Ex)
At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Ability Score Increases: Dexterity, Charisma.

Champion's Strike: Fleet Charge (Ex)
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Path Ability: Aerial Assault (Su)
You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Path Ability: Armour Master (Ex)
You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.

Path Ability: Fleet Warrior (Ex)
When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.

Path Ability: Maximized Critical (Ex)
Whenever you score a critical hit, the weapon's damage result is always the maximum possible amount you could roll. This doesn't affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword's damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.

Path Ability: Mythic Rage (Su)
As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.

Path Ability: Precision (Ex)
Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

Path Ability: Punishing Blow (Ex)
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.

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EQUIPMENT 133L/266M/400H -- Total Gear Value: 61,783gp
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Carried/Equipped
Radiance (Holy Avenger, with 2 surges); +1 Cold Iron Longsword, +1 Adaptive Composite Longbow, Arrows (x20), Masterwork Cold Iron Dagger (x4), +3 Chain Shirt, +2 Darkwood Buckler, Ring of Protection +2, Handy Haversack, Muleback Cords, Headband of Alluring Charisma +2, Belt of incredible dexterity +2, Bracers of the Merciful Knight, Boots of Elvenkind, Plume of Panache, Amulet of Natural Armour +1, Holy Symbol (Silver); Outfit (Traveller's).

Handy Haversack: [Bedroll, Mess Kit, Rope (100'), Grapnel, Climber's Kit, Arrows (100), Holy Symbol (Silver), Rations (15 days), Waterskin (x4, Chalkboard); Outfit (Courtisan's); Outfit (Traveller's); Soap ]
Pouch, Belt: [Everburning Bullseye Lantern, Whetstone]
Pouch, Belt: [Chalk (x5)]
Pouch, Waterproof: [Tindertwig (x10), Flint and Steel]

Coinpurse: 80pp, 18gp, 13sp, 15cp.