Friendly Fighter

Lysander the Swordsman's page

131 posts. Alias of Ouachitonian.


Full Name

Lysander

Race

Ifrit

Classes/Levels

Paladin (Virtuous Bravo) 6

Gender

Male

Size

Medium

Age

78

Alignment

LG

Languages

Common, Elven, Ignan

Strength 11
Dexterity 22
Constitution 16
Intelligence 14
Wisdom 10
Charisma 20

About Lysander the Swordsman

Background:

Lysander had a relatively privileged upbringing in Taldor. His mother had been the second of three daughters of a former Ulfen guard who had stayed in Taldor. His father, an Ifrit, had once been a slave, but had earned freedom for saving his master's life, then had, years later, been hired as part of the retinue of Lysander's grandfather. As such the young man grew up with comfortable wealth, and without the responsibilities of being in line for a title.
Lysander's parents were both serious in their devotion to Sarenrae, a faith he picked up at an early age. Combined with his family's martial background, he was almost destined for life as a Paladin, something he realized and embraced even before puberty. As soon as he was old enough, he took the entrance examination for a local training academy, charmed his way through the interviews, and was soon taking classes with other young pages. While the academy was hard, he persevered, learning to use his natural grace and dexterity to compensate for a lack of raw strength. He also excelled in religious instruction, among other classes.
After graduation, Lysander was apprenticed to an older, established paladin named Marcus, with whom he traveled for a decade, learning the practical realities of life as a member of Sarenrae's church militant. Eventually, he was knighted and took assignment as a full paladin in his own right. Often these missions were tasked with disrupting slaving rings, sometimes working closely with Andoran's Eagle Knights, whom lysander came to think quite highly of. Other times, he was assigned to guard a specific temple or important priest; this included spending five years as a bodyguard to the High Priest of the Sarenrite temple in Absalom. Throughout these adventures, Lysander learned, developed his skills, and prospered. More than once, a grateful beneficiary gifted him with some great reward for his service; his magical scimitar was a gift from a merchant whose daughter he rescued from gnoll slavers, a priest in Osirion gave him his small bag of holding, and so on.

Appearance & Personality:

Lysander doesn't look like an ifrit. He appears in most ways to be a normal human. Maybe his hair is a little too blonde, and move in the breeze in a way that suggests the motion of flames. But mostly he looks like a normal human. Maybe a bit on the thin side. About average height. He moves with the coordination and grace of a predatory cat. Carries his scimitar everywhere, and wears his mithral shirt everywhere as well, often under his robes sothat people can't tell he's armored.

Lysander is a fairly typical paladin; a zealous follower of Sarenrae, perhaps slightly more bloodthirsty than most of her clergy, but still inclined to permit reform and redemption when possible. But when battle starts, he's quick to draw his blade and leap into action. When he wishes too, he can be remarkably frightening.

Stats:

Lysander
Ifrit paladin (virtuous bravo) 6 (Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Bestiary 2 160)
LG Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +6
Aura courage (10 ft.)
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Defense
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AC 24, touch 17, flat-footed 17 (+5 armor, +6 Dex, +1 dodge, +2 shield)
hp 58 (6d10+18)
Fort +14, Ref +14, Will +12
Defensive Abilities nimble +1; Immune disease, fear; Resist fire 8
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Offense
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Speed 30 ft.
Melee +1 scimitar +12/+7 (1d6+12/18-20+6 Precision) or
mithral dagger +11/+6 (1d4+4/19-20+6 Precision)
Ranged sling +12 (1d4)
Special Attacks channel positive energy 4/day (DC 18, 3d6), menacing swordplay, opportune parry and riposte, panache (5), precise strike, smite evil 2/day (+5 attack, +0 AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +9)
1/day—efreeti magic[ARG][ARG]
Paladin Spell-Like Abilities (CL 6th; concentration +9)
At will—detect evil
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Statistics
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Str 11, Dex 22, Con 16, Int 14, Wis 10, Cha 20
Base Atk +6; CMB +10; CMD 23
Feats Agile Maneuvers, Big Game Hunter, Combat Expertise, Deadly Aim, Dervish Dance[ISWG], Possessed Hand, Power Attack
Traits envoy of healing, missionary, reactionary, unscathed
Skills Diplomacy +10, Heal +5, Intimidate +15, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +7, Knowledge (religion) +11, Perception +6, Perform (dance) +9, Sense Motive +5
Languages Common, Elven, Ignan
SQ bravo's finesse, divine bond (weapon +1, 1/day), dodging panache, finesse weapon attack attribute, fire in the blood[ARG], lay on hands 8/day (3d6), magical klutz, mostly human, swashbuckler initiative, wildfire heart[ARG]
Combat Gear flame ink, permanent[ARG]; Other Gear +1 mithral chain shirt, +1 buckler, +1 scimitar, mithral dagger, sling, sling bullets (20), bag of holding, minor, belt of incredible dexterity +2, cape of free will +1/+2[MA], headband of alluring charisma +2, bedroll, belt pouch, flint and steel, holy text (Sarenrae)[UE], mess kit[UE], pot, silk rope (50 ft.), soap, tattoo holy symbol of Sarenrae[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 922 gp, 8 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dodging Panache +5 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +5 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +6 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magical Klutz When Use Magic Device to activate blindly, roll 2x (take low) and same for Ref saves vs. magic items.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Nimble +1 (Ex) +1 dodge bonus to AC.
Paladin Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +5 to hit, +6 to damage, +0 deflection bonus to AC when used.
Wildfire Heart +4 racial bonus on initiative