Drazmorg the Damned

Clark Freeman's page

100 posts. Alias of Pixie Rogue.


About Clark Freeman

Human Paladin of Freedom 2
Based on Pathfinder Beta paladin, requires update to final rules
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Background:

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Clark has never been very remarkable. He would worked the docks for a week or two, then take his accumulated wealth to the bars and drink himself into oblivion. More often than not, he would get into a fight or three while on these benders and wake up somewhere new. He would tell his buddies that he'd found himself in the bed of some comely young woman, but the truth was he was usually in an alley or alongside a street. In fact, some of the street bums recognized him, they'd seen him so often.
One morning, he awoke to find himself in the care of the Temple of the Moon, nursing a bum knee and a terrible hangover. One of the old men (who happened to recognize him from the alleys he used to wake up in) told him, "The young and strong go away, never to return," so Clark played up his bum knee until it became clear that no one expected him to be worth shipping off. He made himself useful around the temple, but always kept the limp, watching for a chance to get out and free these poor people. During this time, he met Raven and worked with her to care for the old ones. He never did find out why she didn't get shipped off, but more than one guard seemed to be wrapped around her finger.
Then, out of the blue, everything was turned upside down. A group of adventurers attacked the temple and freed all of the captives. Clark and Raven joined them after helping to escort the rest of the captives to Father Beamus.
Suddenly, Clark saw a new life for himself. He had armed himself from the gear dropped by a few of the fallen guardsmen and the more he thought of what had happened to these poor people, the more he felt that something should be done. He has determined to devote himself to the cause of freedom, come what may, and has joined the adventurers for as long as they will have him. To that end, he has dropped his surname in favor of "Freeman" for such he will always be.

Description:

Spoiler:
Clark is a healthy young man, not overly strong-looking, but with a winning way about him, making friends easily. He wears his shoulder-length brown hair in a ponytail and has chosen to carry a longsword and shield rather than returning to the docks. He still bears the weathered, well-tanned skin that his time as a dockworker provided him and his brown hair is significantly sun-bleached. His gear is rather obviously mismatched, but this does not seem to bother him in the least.

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Init: +1
Senses
Perception +1
Speed 30 ft base, 20 ft armored

DEFENSE

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AC 17, touch 11, flat-footed 16 (+4 [armor]+2 [shield]+1 [DEX])
hp 20 (2d10 [14, paladin]+4 [CON]+2 [favored class]) wounds 8

Saves:
Fort +8 = +3 [base]+2 [ability]+3 [Divine Grace]
Ref +4 = +0 [base]+1 [ability]+3 [Divine Grace]
Will +7 = +3 [base]+1 [ability]+3 [Divine Grace]

OFFENSE

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Base Atk +2; Grapple +4
Melee masterwork longsword +5 (1d8+2, 19-20/x2)
Melee masterwork short sword +5 (1d6+2, 19-20/x2)
Melee dagger +4 (1d4+2, 19-20/x2)
Ranged dagger +3 (1d4+2, 19-20/x2)

STATS, FEATS, SKILLS, SPECIAL QUALITIES

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Ability Scores
STR 14, DEX 12, CON 14, INT 10, WIS 13, CHA 16

Feats: Power Attack [Human bonus], Cleave [1st]

Skills: 6 [(2+Int Mod 0+Human Bonus 1)*2, paladin]
Bluff +7 = +1 [rank] +3 [class] +3 [ability]
Handle Animal +7 = +1 [rank] +3 [class] +3 [ability]
Heal +5 = +1 [rank] +3 [class] +1 [ability]
Knowledge (religion) +4 = +1 [rank] +3 [class] +0 [ability]
Sense Motive +6 = +2 [rank] +3 [class] +1 [ability]
Armor check penalty: -4 [armor] -2 [shield]

SQ: +2 to ability score (Charisma), Bonus feat at first level, Bonus skill point at each level, Favored Class (Paladin of Freedom), Aura of Good, Detect Evil (at will, move action), Smite Evil (1/day, swift action, 1 round duration: +3 to hit, +2 to damage vs evil creature, +3 deflection bonus to AC), Divine Grace, Lay On Hands (4/day, 1d6 hp each time)
Languages Common

GEAR

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Starting gold: 100 gp + gift of used scale mail (25 gp) from Brock
Combat Gear
Other Gear
Scale Mail (25 gp, 30 lb); Heavy Shield (20 gp, 15 lb); Masterwork Longsword (315 gp, 4 lb); Masterwork Short Sword (? gp, ? lb); Dagger (2) (2 gp, 1 lb); Backpack (2 gp, 2 lb); Bedroll (0.1 gp, 5 lb); Trail Rations (5) (2.5 gp, 5 lb); Waterskin (1 gp, 4 lb); Donation to Fr Beamus (10 gp); Hooded Lantern (7 gp, 2 lb); Flask of Oil (10) (10 gp, 10 lb)
Totals: 584 gp, 15 sp, 8 cp, 83 lb

Encumbrance
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175

Paladin of Freedom class:

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Alignment: Chaotic Good.
Hit Die: d10.

Class Skills
The paladin of freedom’s class skills are Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Base Attack Bonus: +1/class level.

Saving Throws: Fortitude (good), Reflex (poor), Will (good)

Class Features
All of the following are class features of the paladin of freedom. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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 its strength 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.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, a paladin adds her Charisma bonus (if any) on her attack rolls and deals 1 extra point of damage per paladin level whenever she attacks an evil creature. If the creature hit by a paladin using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two levels the paladin possesses (minimum +1d6) and the damage automatically bypasses any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by evil creatures. If the paladin accidentally smites a creature that is not evil, she does not gain any bonuses on attack or damage rolls, but she retains the AC bonus against evil creatures.

At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th level. At 8th level and 16th level, the duration of the smite increases by 1 round, to a total of 3 rounds at 16th 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 bonus. 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. As a paladin gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the paladin’s Charisma. Using any other ability is a standard action, regardless of the target.

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 Resolve (Su): At 3rd 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 while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity
to all diseases, including supernatural and magical diseases.

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

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–9. In addition, she receives bonus spells per day if she has a high Charisma score. When Table 4–9 indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is half her paladin level.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms.

The first bond allows her 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 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. These bonuses do not stack with any properties the weapon already has. 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 bearing 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.

The second bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, a paladin’s mount gains the celestial template. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level +11.

Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp): At 6th level, a paladin can spend two uses of her lay on hands ability to remove disease, as the spell. Her caster level for this effect is equal to her paladin level.

Aura of Courage (Su): Beginning at 8th 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 while the paladin is conscious, but not if she is unconscious or dead.

Remove Curse (Sp): At 9th level, a paladin can spend two uses of her lay on hands ability to remove curse, as the spell. Her caster level for this effect is equal to her paladin 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. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Neutralize Poison (Sp): At 12th level, a paladin can spend two uses of her lay on hands ability to neutralize poison, asthe spell. Her caster level for this effect is equal to her paladin level.

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. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Break Enchantment (Sp): At 15th level, a paladin can spend three uses of her lay on hands ability to break enchantment, as the spell. Her caster level for this effect is equal to her paladin level.

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 while the paladin is conscious, but not if she is unconscious or dead.

Heal (Sp): At 18th level, a paladin can spend four uses of her lay on hands ability to heal, as the spell. Her caster level for this effect is equal to her paladin level.

[b]Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters, nor will she
continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.

Ex-Paladins
A paladin of freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin of freedom spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin of freedom. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

The Paladin’s Bonded Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus,
saves, skill points, and feats).

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Paladin Bonus Natural Str
Level HD Armor Adj. Adj. Int Special
5th–7th +2 + 4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th–10th +4 + 6 +2 7 Improved speed
11th–14th +6 + 8 +3 8 Command creatures of its kind
15th–20th +8 +10 +4 9 Spell resistance

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Ref lex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is in addition to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: This is the mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount to a distance of 1 mile. The paladin cannot see through the mount’s eyes, but the two can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a wizard and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: The paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin may cast spells on her mount even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Spellcraft check to succeed if the target is being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

RESOURCES

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REWARDS

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Experience Points: 2715
Hero Points: 4
Piety Points: 2

Rewards breakdown (for checking my math)
Starting xp: 1010
Road Ambush: 605
Ogre Battle: 135
Flying Monkeys: 280
Green T Bandits: 685

Starting Hp: 3
Road Ambush: 1
Ogre Battle: 1
Used for hp at 2nd level: -3
Speech to bandits: 1
Green T Bandits: 1

Piety Points: 0
Ogre Battle: 1
Speech to bandits: 1