Jonas is special. His parents are devout worshipers of Sarenrae, a Paladin and a Priestess respectively. Their greatest offering to their god was only son.
A talented astronomer, Jonas' mother realized that two events significant to her goddess were coming up, the only time they would align in such a way for hundreds more years. Excitedly, she told her husband what she had discovered.
And thus, was Jonas' destiny set in motion. Conceived at noon during the summer solstice and born nine months later during a solar eclipse, Jonas entered the world at the same time the sun was being reborn. He was different. Marked on the palms with fiery rings resembling Sarenrae's halo, and with hair the color of flame, Jonas bore markings of a heavenly creature. Though his parents were human the goddess had bestowed upon him a soul of light and fire.
From a young age he bore a connection. He followed in his parents footsteps showing talent as both a warrior and a healer. All he lacked was direction. He knew he was supposed to do something important. He just did not know what.
Then one day a young priest came to the temple bearing terrible scars, missing an arm and an eye. Alarmed and curious, Jonas asked him where he had received such wounds.
And so Jonas learned of the place called Rappan Athuk and the history of horror it possessed.
To Jonas, this was the sign he had been waiting for. The scarred priest's words struck a chord. Finally a chance to do something powerful and good in the name of his goddess. his was the darkest place he had ever heard of, and he was going to light it...
Jonas is a handsome young man with a graceful and athletic build. In another life he would have made an adept acrobat. He is long of arm, broad of chest and narrow of waist. His hair is like spun fire and sunlight. His skin is dark and bronzed and his smile is easy and genuine.
In his armor he looks majestic. The silver alloy must carry some bronze in it to appear so golden. On his right side his greaves, bracer and pauldron bear wavy blades like sunbursts. On the left, A round shield painted like the sun gleams with eternal fires licking from the center. In his hand is gripped a tall pole-mace in the fashion of an iron wall-sconce, spiked and burning.
+3, Entangle (touch attack), 10' range, Lead rope.
+7 1d10 Piercing
Birthmark: Acts as Divine Focus (sunbursts on the palms)
Rich Parents: 900 GP to start
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype.
Energy Resistance: Ifrits have fire resistance 5.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Cast enlarge person once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures.
Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil 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) 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. 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 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) 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. 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.
Mercies known: Sickened
These bonuses are granted by level as a means of reducing reliance on magic items.
Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category every time it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.)
Armor: Breastplate (200 gp)
Shield:Heavy Steel Shield (everburning) (158 gp)
Eyes: Neck: Holy Symbol of Sarenrae
Cloak: Waist: Belt Pouches, Potion Belt (empty) (30 gp)
Body: Vest: Tabbard of Sarenrae
Wrist: R. Hand: Spiked gauntlet
L. Hand: Gauntlet
Ring: Ring: Feet:
Signal Horn (1 gp)
Tinder Twigs x10
Scroll case with 10 sheets of blank parchment
Iron spikes x2
Iron Rations (1 week)
Water (3 days)
150' Silk Rope (30 gp)
Bedroll (1 gp)
Shaving Kit (15 silver)
Small Tent (10 gp)
Oil Flask x5
Wrapped, Packed and Soaked Tinder (for torches) x10
5 Iron spikes
North-East In the stone over the top of this alcove, there is a carving of a goat’s face, with curling horns, narrowed eyes and small fangs visible at the corners of its mouth.
South-East There is a skull carved into the stone over the top of this alcove.
South There is a pentacle carved in the stone over the top of this alcove.
South-West There is a carving of a hand over the top of this alcove.
North-West There is a wolf’s head carved into the stone above this alcove. A portcullis is blocking the alcove beyond
North Nothing is carved above the alcove, but when you get within 10 feet a mouth appears where the carvings appear on the other alcoves and syays in a sinister voice, "“You stand at the threshold of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for you will find nothing but your death in these dark halls.”