Valeros

Bashiel Eland's page

1,780 posts. Alias of Cellion.


Full Name

Bashiel Eland

Race

ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 |

Classes/Levels

HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Size

Medium

Age

20 yrs

Alignment

LG

Deity

Osiris

Languages

Common, Ancient Osiriani

Strength 22
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Bashiel Eland

Bashiel Eland
Male Human Paladin (Ghost Hunter) 17
LG Medium Humanoid (Human)
Init +2; Senses Perception +21
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Defense
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AC 34, touch 13, flat-footed 32 (+14 armor, +2 Dex, +6 shield, +1 nat armor, +1 insight)
hp 156 (10+6+10+6+6+8+8+6+6+6+7+8+6+6+6+6+6+34CON+5FCB)
Fort +20, Ref +15, Will +19
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Offense
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Base Atk +17; CMB +23; CMD 35
Speed 20 ft. (w/ armor)
Melee
Dagger +24 (1d4+7/19-20x2)
+1 Longsword +25 (1d8+8/19-20x2)
Bardiche +23 (1d10+9/19-20x2, reach)
Heavy Mace +24 (1d8+7/x2)
Sap +24 (1d6+7/x2 nonlethal)
Alchemical Silver Morningstar +24 (1d8+6/x2, P & B, silver)
+1 Merciful Human Bane Rapier +25 (1d6+8/18-20x2) / +25 (1d6+10+2d6/18-20x2) vs humans (+1d6 while nonlethal)
Ranged
Javelin +19 (1d6+6/x2, 30ft range)
Comp. Longbow (3STR) +19 (1d8+3/x3)
Special Attacks
N/A
Prepared Spells (CL 14) (Crossed out spells have been used)
L1: (Liberating Command, Hero's Defiance, Divine Favor (+3), Hedging Weapons(+4)*, --);
L2: (Ironskin (+6)*, Blade Tutor's Spirit (+3), Paladin's Sacrifice, --);
L3: (Remove Blindness/Deafness, Angelic Aspect, --);
L4: (Dimensional Blade)
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Statistics
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Abilities:
Str 20+2 Dex 14 Con 12+2 Int 12 Wis 8+2 Cha 15+2

Feats:
Spirit Ridden: You can perform a seance once per day, taking 1 hour and requiring your concentration, calling out to any nearby spirit with the skill you seek. At the end of the hour, you invite the spirit to inhabit your body. The spirit grants you ranks in a skill of your choice equal to your character level, and you treat the skill as a class skill. These effects persist for 1 hour per character level. You cannot have more ranks in a skill than your total number of Hit Dice. While you’re possessed, the spirit influences your personality.{PPC:Haunted Heroes Handbook}
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.{CRB}
Possessed Hand: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.
Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.{PPC:HHH}
Extra Lay on Hands: +2 uses of Lay on Hands
Channel Spirit: Select one of the spirit legends available to a medium. Selected Champion spirit You can trade control of your body to a spirit of this type for power. You must perform a seance, taking 1 hour and requiring your concentration. At the end of the seance, you invite a spirit of the chosen type to inhabit your body. You do not require an appropriate location to channel the spirit. You gain the benefits of the spirit’s spirit bonus and seance boon, but no spirit powers. Your spirit bonus is +1, or equal to your spirit bonus from any medium class levels you have (whichever is higher). You don’t select a taboo and the spirit gains no influence over you. You can continue to gain the benefits of the spiritual possession for up to 1 hour per character level you have. (When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Seance bonus adds only +1 damage to non-spell damage rolls, rather than +2)
Flight Mastery: You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly. If the item is a suit of armor you are wearing, you can use the item’s enhancement bonus in place of your Dexterity modifier on Fly skill checks while the spell lasts.
You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.
Dazing Assault:You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Critical Focus: +4 on attack rolls to confirm critical hits
Staggering Critical: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Teleportation Mastery: You can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door. You can use this ability once per day, plus an additional time per day at base Fortitude save bonus +9 and +12. (So twice/day)

Traits:
Seeker (Social):You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you {PRG: Ultimate Campaign}
Framed (Family Honor):The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you. {Curse of the Crimson Throne}

Skills:
(Skill points denoted with dashes in brackets. Gain 5/level @2base+1INT+1Human+1FCB; ACP -5) (+1 luck bonus on all from luckstone)
Acrobatics -3
Appraise +1
*Bluff +10 (|||)
Climb +2 (|)
*Diplomacy +23 (|||||||||||||||||)
Disguise +3
Escape Artist -3
Fly +0 (|)
*Heal +4 (|)
Intimidate +3
*KN: Religion +20 (||||||||||||||||)
KN: Local +3 (||)
*KN: Nobility +6 (||)
*Perception +21 (|||||||||||||||||)
Perform (Any) +3
*Ride -3
*Sense Motive +5 (||)
*Spellcraft +18 (||||||||||||||)
Stealth -3
Survival +0
Swim +1
Use Magic Device +7 (||||)

Languages:
Common, Ancient Osiriani
EQUIPMENT @ THIS LINK
Racial Capabilities:
Bonus Feat:Humans gain an extra feat at first level.
Skilled:Extra skill rank each level.

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TRACKED RESOURCES
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Ghostly Smite: 6/day
Lay on Hands: 13/day (8d6)
Angelic Bond: 4/day
Harrow Points: 2/3
Flight Mastery: 2/day
Teleportation Mastery 2/day
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Special Abilities
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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.

Ghostly Smite (Su)Once 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 Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Additionally, she treats her weapons as ghost touch weapons against the targets of her smite. If the target of ghostly smite is an undead creature, the bonus to damage on the first successful attack increases to 3 points of damage per level the paladin possesses. Regardless of the target, ghostly smite attacks automatically bypass any DR/good the creature might possess.

In addition, while ghostly smite is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The ghostly smite 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 ghostly smite one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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

Lay on Hands (Su)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.

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.

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

Mercy (Su)Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
>>>>Current Mercies: Sickened, Ensorcelled, Blinded

Channel Positive Energy(Su) 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.

Spellcasting It's Complicated. See above for prepared spells.

Variant Divine Bond (Angelic Bond): As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +7. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Exorcise Possession: At 6th level, a ghost hunter can try to end any possession spells or effects, or effects that directly exercise mental control over a creature. She must touch the affected creature (this requires a melee touch attack if the target is neither willing nor helpless) and expend a use of her lay on hands ability. The target can immediately attempt a Will save against the original save DC of the controlling effect. If the save is successful, the effect immediately ends, as if the target had succeeded at its original saving throw.

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.

Speak to the Restless (Sp) At 9th level, a ghost hunter can commune with the spirits of the restless dead once per day. By holding a seance for 10 minutes, she can ask questions of a destroyed undead or a neutralized or destroyed haunt. To use this ability on a corporeal undead, the ghost hunter must have the creature’s head in her possession. For a haunt or incorporeal undead, this seance must be held in the haunt’s location or where the incorporeal undead was destroyed. Treat this ability as speak with haunt or as speak with dead (but affecting only undead rather than only corpses), using the ghost hunter’s class level as the caster level.

Aura of Justice (Su) At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su) At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.

Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (Bashiel's rapier). If the PC chooses a weapon, it gains the undead-bane weapon special ability. If the PC chooses armor or a shield, the item gains the ghost touch armor special ability. This effect functions only in Scarwall.
Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Scarwall).

Character Fluff and Background:
Appearance:A young Korvosan man of Osiriani descent. His dark brown hair, clean shaven face and long imperious nose give him an imposing, almost snooty look. This is coupled with a muscular build and a tendency to never be too far from one or more utilitarian weapons. While these traits would lend themselves well to intimidation in another person, Bashiel's broad and easy smile and general openness make him a far more approachable individual. His armor bears the insignia of the Korvosan Guard, but is otherwise unadorned.

Personality:Bashiel has an inner confidence that seems out of place against his young face of 20 years. He holds family and honor in high regard and always seeks to conduct himself in a way that his ancestors would approve of. He is also a passionate person, throwing himself into his duties as a Paladin of a lesser known god with gusto and never holding anything back in his personal relationships. This impulsive nature sometimes leaves him in sticky situations, ones that he takes pains to resolve amicably for all parties.

Background:Bashiel's family has long been both blessed and cursed by the ancient Osirian god Osiris, their spirits bound to one another throughout the generations. As each Eland dies, their spirit lingers near the latest descendant in the long line of succession. Far from malevolent, these spirits offer quiet advice and wisdom to the young heir, assuming the heir is sensitive enough to the spirits to hear them. Some Elands are exceptionally in tune with their ancestor's spirits. To those unlucky souls passes the familial legacy and burden. They hear the old tales of Elands serving the great god Osiris, and in turn take up the banner of heroism and sacrifice. The familial duty, the grave responsibility that ties them to this mortal world, is to serve as guardians against forces that seek to defile the natural cycle of life and death. They oppose the undead, ghosts, necromancers and all who would experiment with reincarnation and rebirth. Some heirs refuse this burden, or find themselves embroiled in other struggles. Nothing forces them to uphold the legacy, after all, even if they avoid their duty, whatever experiences they do have will only serve to better prepare the next descendant for their role.

Bashiel now stands as the latest in a long line of Elands, surrounded by the family's legacy and with hundreds of ancestral spirits at his back. Despite this, he has lived a humble life.

Bashiel's recent family has lived in Korvosa for the last three generations. His grandfather had fleed Osirion when he had abused the knowledge of his ancestors to swindle and cheat his way to riches. With both the local law enforcement and priests of Pharasma at his back he arrived in Korvosa and settled down to work an honest life. Bashiel's own parents continued that trend, working as humble bakers in the district of Old Korvosa. The spirit bond was weak in his mother, she never learned much about the family and thought herself mad when she started hearing whispers of voices. It was a great relief to her that the voices ceased after Bashiel himself was born. Since then, the spirits have kept the child company.

For some children, the presence of the spirits would be a maddening weight. For Bashiel he had a ready supply of friends and confidants, advice when he got into trouble, wisdom when he needed it, and a driving sense of purpose. He had the strongest bond with his ancestors in generations. They knew he would be destined to take up the mantle, and the boy was more than willing to uphold the family legacy and pay back his ancestors for the aid they had given him.

Bashiel now calls upon the divine powers of Osiris as a Paladin. He has held a position within the Korvosan Guard for the last year and has worked to improve his own fighting prowess while patrolling the waterfront slums. He keeps an eye and ear out for any signs of undead, eager to face the avowed enemies of the Elands. Of late however, he has instead been embroiled in a long investigation into the crime lords that infest the poorer areas of the city. This effort has brought him face-to-face with the elusive Gaedren Lamm on more than one occasion, even once freeing a dozen of his lambs and returning them to safe orphanages far from his clutches. These efforts have earned Gaedren's ire, culminating in a targeted revenge. Two weeks ago, Bashiel's mother suffered what appeared to be a dire accident at first, falling from a height onto a wagon filled with masonry and breaking both legs in the process. She knew she had been pushed, but no one could work out who until a fisherman stepped forth to testify that he had seen Bashiel's father doing the deed. It was only through dogged determination that Bashiel got the fisherman to reveal the real truth of the matter but by then their family bakery had already become a graveyard. Now Bashiel aims to get Lamm to answer for his crimes.

Other Details: Bashiel has a younger brother and older sister. His mother is bed-bound and his father was recently released from holding in jail. As a result of his recent tribulations, Bashiel has been neglecting his long-time paramour Mirya Izetti, a cadet within the Sable Company and proud handler of hippogriffs. Mirya is a couple years older than Bashiel and was his close friend long before she became his lover. More than once, she saved the young Bashiel from some street tussle, while the boy enamored her with stories of his ancestors and their heroic (and not so heroic) deeds. Mirya also sometimes serves as an informant regarding activity within the Sable Company, giving Bashiel a leg up when dealing with the lofty organization on the behalf of the Korvosan Guard.

Bashiel has an unusual relationship with the church of Pharasma. While their goals of destroying undead should be aligned, the church is officially of the position that the line of Eland (and its perversion of binding spirits forever to a mortal person) should be ended. In practice, individual priests and clerics have been willing to work with Bashiel and his predecessors in order to put down specific threats. Bashiel knows to not rely to heavily on the Pharasman clergy. Instead he often turns to the church of Sarenrae for aid and guidance when his ancestors are unable to.

Special GM spoiler box:
  • Five Background or Concept Elements for your character: See above in the Character fluff and background section.
  • Two of Your Character's Goals: Two highest goals right now are apprehending Gaedren Lamm to bring him to justice for his many crimes (including attempting to murder Bashiel's mother and then framing Bashiel's father) and dealing with (peacefully) a new priest of the church of Pharasma who is taking the official stance of the Pharasman Church (that the Eland family ancestral spirits must be released from their voluntary bindings and returned to Pharasma) to the letter. Hopefully this is an opportunity to resolve the long-standing dispute between the Elands and the Church once and for all.
  • Two Secrets: Bashiel has heard from Mirya that there are elements within the Sable Company that seek to destabilize the Hellknights and turn public opinion against them. These separatists hope to free Korvosa from the influence of Cheliax.
    The secret he does not know is that one of the spirits bound to him once led a suicidal assault upon Pharasma long in the past, with the hopes of allowing Osiris to fully take her place. This ancestor believed that Pharasma passing evil souls into the hands of evil gods was perpetuating the horrors that exist in the world. His effort branded the Eland line and ruined the close bond between Pharasma and Osiris, eventually leading to the Ancient Osirian god's loss of influence in Golarion.
  • A fear or paranoia: That he might one day wake up without the comforting chatter of his ancestors in the back of his head.

  • Ancestors: Marosetkh (an old crazy uncle, conman and rogue)
    Phiatep (A legendary assassin in ancient Osirion [skill=Stealth])
    Harize (A previous paladin of Osiris and traveler of the world)
    Old Man Samir (Bashiel's grandfather, crotchety old man and gossip. In tune with stories about the nobility [skill=Kn:Nobility])
    Djhetu (A taciturn scholar from ancient Osirion, died young, longwinded. [skill=Kn:planes])

    Botting and Macros:
    Serithial:
    [dice=Serithial, 1-hd PA, bane]d20+29-5+2[/dice]
    [dice=Serithial damage (P, d6A, 2d6bane, 2d6holy)]d6+13+10+2+d6+2d6+2d6[/dice]

    [dice=Serithial smiting, 1-hd PA, bane]d20+29+3-5+2[/dice]
    [dice=Serithial damage (P, d6A, 2d6bane, 2d6holy)]d6+13+10+2+20+d6+2d6+2d6[/dice]

    [dice=Longsword 2-hand PowAtk]d20+25-5[/dice]
    [dice=Longsword PA damage (S, d6A)]d8+13+15+d6[/dice]
    --
    [dice=Longsword 1-hand PowAtk]d20+25-5[/dice]
    [dice=Longsword PA damage (S, d6A)]d8+12+8+d6[/dice]
    --
    [dice=Longsword 2-hand PowAtk; smiting]d20+25-5+3[/dice]
    [dice=Longsword PA damage (S, d6A)]d8+13+15+20+d6[/dice]
    --
    [dice=Human Bane Rapier, 1-handing PA]d20+25-5[/dice]
    [dice=Rapier PA damage (P, d6A)]d6+10+10+d6[/dice]
    --
    [dice=Human Bane Rapier, 1-handing PA, smiting]d20+25-5+3[/dice]
    [dice=Rapier PA damage (P, d6A)]d6+10+10+13+d6[/dice]
    --
    [dice=Human Bane Rapier, 1-handing PA, vs humans]d20+25-5+2[/dice]
    [dice=Rapier PA damage (P, d6A)]d6+12+10+2d6+d6[/dice]