Lion Blade

Erwin Whitemane's page

72 posts. Organized Play character for Patrick Bailey.


Full Name

Erwin Whitemane

Race

Human

Active spells:
Endure Elements - 24 hours

Classes/Levels

Paladin Level 7/ HP. 67/67/ Ac. 25 T. 10 FF. 25/ Fort: +11, Refl. +6, Will +10/ Immune vs. Fear, Disease/ Perception +1, Sense motive +11,

Gender

Male

Size

Medium

Age

22

Special Abilities

Aura of Good, Smite Evil, Detect Evil, Code of Conduct

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Osiriani,

Occupation

Architect

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 13
Charisma 16

About Erwin Whitemane

Character portrait:
Enlike from Book of Bantorra

Background:
Erwin was born into the family of a minor noble in rural Varisia. His early years living on a manorial estate put him in close contact with the peasant tenants, the children of whom were his friends and playmates. When he was big enough, his mother was able to persuade her second cousin in Korvosa to take him on as a squire. A strong boy, he excelled at arms-play and due to his country upbringing. In the big city however, Erwin always felt out of place: his many happy memories of playing with the peasant children were in stark contrast to how the nobles of the big city treated the lower-born. He had long since held to the idea that Nobles with privileged lives should act with responsibility to those they were in charge of. When he reached his majority living in his uncle's House and had passed beyond further obligation to serve, requested to join the Church of Sarenrae.

Far from being disappointed or upset, Erwin's request appealed to his uncle's eternal hunger for power and prestige: as a Marshal, anything Erwin did would only increase his own standing as well. And so it did, for Erwin's skill in the training yards and lists within the Church's militant arm quickly rose. Within the Church, however, he remained unhappy. While the elimination of the undead, evil wizards, demons, and devils was all well and good, the Church seemed - to Erwin - to be neglecting the welfare of those they were so busy proclaiming they protected. And so Erwin took up his own banner as a knight-errant, roaming Varisia to protect travelers from bandits, villagers from goblins, and doing what he could to aid the common folk of the land. He eventually found himself in the sights of the Pathfinder's Lodge.

Description:

Erwin is an exceptionally tall and powerfully built young man. Handsome but with a stern complexion. Like his namesake, he has long, snow-white hair that extends down to his shoulder blades which he usually ties back into a ponytail. His eyes are a piercing blue and he walks with the air of a noble.

Personality:

Despite his personal appearance, Erwin is a follower of the tenets of Sarenrae and has taken on the role of a Paladin. As a noble, he believes in it is his higher duty to protect the common people from things they ought not worry about.

Personal Developments:

Statistics:

Hp: 67/67
Str:18, Dex:12, Con:13, Int:12, Wis:12, Cha:16
Speed. 30 ft./
Initiative: +0
Bab:+7/+2
CMB: +11
CMD: 21

Offense:

Melee: 7+4= +11
CMB: 7 bab + 4 str = +11
Smite bonuses: +3 attack, +7* damage. Bypasses DR/.
*Damage doubled on first attack vs. Undead, Evil outsiders/Dragons.

+1 Longsword: +13/+8, 1d8+5, 19/20 x2

Ranged: 7/2 +0= +7/+2

+1 +4 strength- Composite Longbow, +8/+3 attack, 1d8+5 damage, Range: 110 ft., x3 critical, Type: Piercing,

Defense:

Ac: 10+11+4= 25
Touch Ac: 10+0= 11
Flat Footed Ac: 10+11+4= 25

Fort: 5+2+3+1= +11
Refl: 2+0+3+1= +6
Will: 5+2+3+1= +10

Immune vs. Disease/Fear

Feats:

Weapon Focus- Longsword: (1st Level) +1 to attack rolls with longswords.

Power Attack (Human Bonus)
Benefit:Benefit: 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.

Cleave:

Extra Lay on Hands

Vital Strike: (7th level)

Traits:

Skills:

[2base, +1Human ]

Diplomacy +13
K. (Religion) +10
Sense Motive: +11

Class abilities:

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

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

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.

Smite Evil (Su): 3/day 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 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.

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 the target of the smite. 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 7 times per day at 19th level.

Divine Grace (Su): +3 At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su):3d6 8/day 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.

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):(sickened) (Diseased) Caster Level check: 1d20+7 At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. 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.

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Channel Positive Energy, Dc. 16/half (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.

Divine Bond (Su): At 5th level, The paladin can 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.

Racial abilities:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high intelligence can learn any other language.

spells:

Caster level. 4th,
Spell Dc.13+level,
Concentration +7

1st: 1+1day
Spells Prepared:
Bless
Bless Weapon

2nd: 0+1
Bull's Strength

Equipment:

Combat Gear
+1 longsword (9,010 g)
+1 +3 str pull. composite Longbow (2,800 gp, 3 lbs)
+2 Fullplate
+2 Heavy Wooden Shield
+1 cloak of resistance
Belt of Giant Strength +2
Holy Silver Symbol
Holy Water x 3, 75 g.
Anti toxin x 1, 50 g.
Alchemists fire x2, 40 g.

Other Gear

--Wealth--
Copper:
Silver:
Gold: 50
Platinum:

--Gems/Jewels--

--Art/abstract wealth--

wand of cure moderate wounds (42 charges),
holy water;
backpack,
silver holy symbol,
trail rations (4),
Waterskin
Scroll case x2

Campaign notes:

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