Sir Holton

James Brightblood's page

32 posts. Alias of Greg Donaldson.


Full Name

James Brightblood

Race

Aasimar

Classes/Levels

Oath Against the Wyrm Paladin 3/Unbreakable Fighter 3

Gender

Male

Size

Medium

Age

23

Special Abilities

Daylight 1/day, Smite Evil 1/day, Detect Evil At/Will, Lay on Hands 5/Day (1d6 Positive Energy Healing)

Alignment

LG

Deity

Iomedae

Languages

Common, Celestial, Draconic, Orc

Strength 14
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 18

About James Brightblood

Info & Senses:

Gestalted Male Aasimar
Oath Against the Wyrm Paladin 3/Unbreakable Fighter 3
LG Medium Outsider (Native, Human, Half-Orc)
Init +1; Senses darkvision 60 ft.; Perception +8

DEFENSES & HP:

AC: 22 (10+8+3+1)
Flat: 21
Touch: 11
HP: 46
Fort 9, Ref 5, Will 8
Resist acid 5, cold 5, electricity 5

OFFENSE:

Speed 20 ft. (30 ft. base)
Melee Masterwork Flail +6 (1d10+2/*2)
Ranged Masterwork Longbow +6 (1d8/×3)
Special Attacks Smite Evil (2d6, DC 13, 1/day), Lay on Hands +5 melee touch (5/day, Removes the Sickened Condition)

Spells and Spell-like Abilities:

Spell-Like Abilities (CL 3rd)
1/day—daylight
Spells Known N/A

STATISTICS:

Str 14, Dex 12, Con 14, Int 16, Wis 10 (8+2), Cha 18 (16+2)
Base Atk +3; CMB +5; CMD 16
Feats Endurance, Diehard, Racial Heritage (Half-Orc), Combat Expertise, Angelic Blood
Traits: Adopted (Dwarf), Militant Merchant, Merchant's Child (Katapesh)
Skills Appraise +8, Diplomacy +12, Intimidate +10, Perception +8, Knw [Religion]: +9, Knw [Dungeoneering]: +9, Swim +4
Languages Common, Draconic, Dwarven, Orc
SQ Scion of Humanity, Darkvision 60ft, Skilled, Celestial Resistance

Gear:
+1 Field Plate, +1 Heavy Steel Shield, Masterwork Composite (+2) longbow with 20 arrows, Masterwork Flail, Dagger, Worn Silver Holy Symbol, Pathfinder's Kit, Dungeoneering Kit, Masterwork Manacles (Medium), Masterwork Manacles (Small), 171 GP remaining

History:
His first memory is that of his home burning as his parents carried him in his arms, running and speaking in Orcish. Its a memory he will always hold, even as that memory of a bright red dragon screaming and breathing fire over the village his parents once called home. His next memory is of looking up at a bushy beard, reaching up and tugging, and of dwarven curses.

The man who adopted him, a dwarven merchant, always commented that it seemed odd that a human baby would wind up on his doorstep, even odder that the babies first words would be in Orcish. But he supposed they completed each other, the dwarf who worshipped Iomedae and the baby who babbled half in the Orc tongue and the other time half in dwarven curses.

Over the next several years James traveled with Cael Thoek, and while he picked up pieces of the secrets of trading, James always seemed to always disappear and showed up at the local church of Iomedae, if one was in the town. It wasn't till last year that he earned his last name, Brightblood. It was during the start of the rebellions against the belief of Iomedae. He got caught in a riot, trying to stop looters from sacking a cathedral when he was badly beaten. However, each time he was cut blood that glowed golden flowed from his wounds. Eventually the looters got spooked by man, who should of been dead on the floor but stood standing against them. He said goodbye to his mentor and friend in Sorryn, and went to join the City Guard, so he might better defend those religions who might suffer as the Churches of Iomedae have suffered.

On James's Moral Code:

Those with an Oath against the Wyrm are sent into the world to destroy evil dragons, and dragons who seek to corrupt the purity of the natural order (Dragons who produce half-dragons, that sort of thing). Powerful dragons who do good are to be monitored, for if they should fall, they need to be destroyed before they can cause great harm.

Those who have been corrupted by Draconic Influence, such as Half-Dragons, Dragon Disciples, Dragon Bloodline Sorcerers, etc. are judged on a Case-By-Case basis. If they are doing evil, shattering the law or twisting it to suit there own end, they must be destroyed. Those who use there heritage to help others should be watched, in case they fall and start to do harm to others. Those who seek to wipe themselves clean of all draconic heritage should be welcomed and guarded from those who would prevent them on there quest.

Other than that, look at what is around you and act as any other (hopefully not Lawful Stupid!) Paladin.