Valeros

Malcolm Cavendish's page

1,465 posts. Alias of Filios.


Full Name

Malcolm Cavendish

Race

Human (Varisian)

Classes/Levels

Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Gender

Male

Size

6'5''/220 lbs.

Age

22

Special Abilities

Aura of Good, Detect Evil, Smite Evil, Warrior of Holy Light

Alignment

Lawful Good

Deity

Abadar

Location

Magnimar, Varisia

Languages

Common, Varisian, Elven

Occupation

Cathedral Guard, Cartographer

Strength 22
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 14

About Malcolm Cavendish

MALCOLM CAVENDISH CR 4
Male Human (Varisian) Paladin (Warrior of the Holy Light) 9
LG Medium Humanoid (Human)
Init +2; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 19 (+8 armor,+2 Dex, +1 Nat Armor)
Fire Resistance 10
hp 93 (1d10+4) Current HP: 81/93
Fort +9, Ref +6, Will +9
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash +15/+10 (1d3+6/20/x2)
+1 Keen Bastard Sword +17(+18)/+12(+13) (1d10+7/17-20/x2)
Morningstar +15/+10 (1d8+6/20/X2)
Unarmed Strike +15/+10 (1d3+6/20/x2)
Ranged MW Crossbow, Light +10/+5 (1d8/19-20/x2)
Special Attacks Smite Evil (3/day), Power Attack (-3/+9)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 22 (+6), Dex 14 (+2), Con 12 (+1) Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Base Atk +9/+4; CMB +15; CMD 27
Feats Exotic Weapon Proficiency: Sword, Bastard, Toughness +3, Weapon Focus: Bastard Sword, Power Attack
Traits Armor Expert
Skills Acrobatics 0, Climb +2(+2 Kit), Diplomacy +13, Escape Artist -2, Fly -2, Heal +4, Knowledge (Geography) +3, Knowledge (Nobility) +5, Perception +7, Profession Cartographer +5, Ride +3, Stealth +3, Swim +2
Languages Common, Elven, Undercommon
SQ Aura of Good (Ex)
Combat Gear Bolts, Crossbow (17), +1 Bolts (7), MW Light Crossbow, Crossbow, Light, +2 Elven Chain (see below), Bastard Sword; Other Gear Bedroll, Flint and steel, Explorer's Outfit, Pouch, belt (1 @ 0 lbs), Sunrod (3), (1) CLW potions each (1d8+3), potion of magic weapon (1), vial anti-toxin (2), Haversack, Everfull Mug (3/day 12 ounces of fine beer), Compass, Blank Map book (waterproof), Scrivener’s kit, silk rope 50 ft.(1), Grapple hook or grapple arrow/bolt (1), bandolier (1), Candles (5), Cap of Light (This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light (as the spell). The light can also be turned off on command.), Amulet of Natural Armor +1, Ring of Fire Resistance 10, Bag of Holding Type II, Climber's Kit, Minor Ring of Energy Resistance (10 Fire), +4 Belt of Giant Strength

Coin:

PP:
GP: 938
SP: 24
CP: 3

Smite Evil (3x/day): 1/3
Lay on Hands/Power of Faith (6x/day = 3d6): 5/6
Channel Positive Energy (2 uses of Lay on Hands)
Divine Bond (2x/Day): 1/2
Scabbard of Vigor: 0/1
Lesser Restoration: 0/1

--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
[bToughness:[/b]You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (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 (3/day) (Su) +2 to hit, +8 to damage, +2 deflection bonus to AC when used. Two times 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) (Standard/Swift Self-6/Day-4d6) 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.
Heal Thyself: The PC can heal himself for 1d4+1 points of damage, 2X per day.
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 1 Shaken - The target is no longer shaken.
Power of Faith (su):At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
Channel Positive Energy 5d6 (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.Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Divine Bond (Sp): 2X/Day (+2) - 9 Minutes) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin 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, 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. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. 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 bonded with 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.
Elven Chain This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
Mercy 2 Dazed - The target is no longer dazed.
Power Attack(-3/+9)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. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Scabbard of VigorOnce per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon. Bonus Duration:
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds
Aura of Resolve (Su)At 8th 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 only while the paladin is conscious, not if she is unconscious or dead.
Lesser RestorationAt 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
Mercy 3 Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

--------------------

Background:
Malcom was born into a Varisian merchant family in the town of Magnimar in Varisia. His parents business was always moderately successful even though they chose to live in a port town due to the caravans and ships that frequent the location. As a result, Malcolm was known and came to be known by most people in and around Magnimar.

As he grew to adulthood, Malcolm was equally touched by a desire for something beyond the weapon training and environment that dominated his youth. His family had always worshiped Abadar, as did many merchants. He was singled out at worship by the head priest in Magnimar due to his recognition of something extraordinarily devout about Malcolm. As a result, the priest took him under his wing for mentoring that expanded his theological approaches to life.

Malcolm was a quick study of the teachings of Abadar, and the priest saw in him the makings of a great warrior and enforcer of the law on behalf of the deity. The hopes of the protection of the faith in Magnimar and abroad would rest partially upon the shoulders of the young Paladin through his faith. His calling has led him now to Nirmathas to fight the evil that has bubbled to the surface. Walter Featherbone has hired Malcolm after a trip to Magnimar on business. The cartographer wanted the goodness and the sword of Malcolm to aid in the mapping exploits of teams dispatched from a small town called Fentonville where banditry has begun to run wild. Malcolm had received the calling, and now can feel the deity at his shoulder as he takes on his role as a Warrior of Holy Light for Abadar.