Nme’an stands a good head taller than most Humans, and is easily recognized by his odd combination of pointed ears, blond hair, and ever so slightly green tinted skin, all granted to him by his mixed heritage, such as it is. Though slightly slimmer than a traditional Human knight, he still strikes an imposing figure when full armed, armored, and shielded. Common knowledge says that Nme’an has a grim outlook on life, but this is not especially true. Admittedly, he does not refrain from relating how the world, in his experience, can be quite harsh, but he always makes it a point to conclude with a reminder that the world also contains forgiveness and light, if one only has the perseverance to find it. Although he is not particularly chatty, and is occasionally overly self reliant, Nme'an does eventually open up to those he comes to regard as his friends.
OTHER STUFF: Feats:
...Skill Focus: Sense Motive (+3 skill bonus)
...Shield Focus (+1 shield bonus)
...Selective Channel (Can choose to not heal up to 3[Cha] targets in range of channel effect)
...Extra Lay on Hands (Two extra uses of Lay on Hands per day)
CLASS ABILITIES:
...Aura of Good (Can be detected by Detect Good type spells)
...Detect Evil (Can detect strong evil within 60 feet and can zero in
...Smile Evil 2/day (+3[Cha] to attack, +4[Paladin] to damage, +8 extra damage to outsiders and dragons on first attack, bypasses DR, +3[Cha] to AC) (2/2 Left)
...Divine Grace (+3[Cha] on all saving throws)
...Lay on Hands (7/day (1/2 Level + 3[Cha] +2[Extra Lay on Hands], Heals 2d6)(7/7 Left)
----Mercy, Fatigued: (Lay on Hands now also cures the Fatigued condition)
...Channel Energy (Cleric) (3+3[Cha] times a day. Heals 1d6 within 30ft) (6/6 Left)
Channel Energy (Paladin) Uses 2 Lay on Hands to activate. Heals 2d6 within 30ft)
...Aura of Courage: (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.)
...Divine Health: (At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.)
...Divine Bond: The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve them in their crusade against evil.
...Call Horse: Once per day, as a full-round action, a paladin may magically call their mount to their side.
DOMAINS:
Fire:
...Firebolt: (1d6 fire attack 3 +1[Wis] per day as a ranged touch attack. Range: 30ft.) (4/4 Left)
...Spell: Burning Hands: (1d4 damage in a 15 foot cone)
Nobility:
...Inspiring Word: (Can grant +2 to attack, skill check, ability check, or saving throw for 1 round. 3 + 1[Wis] per day. Range: 30ft.) 4/4 Left
...Spell: Divine Favor: (+1 to attack and damage for 1 minute per 3 caster levels.)
SPELLS Level 0: (3 per day)
...Mending (Restores 1d4 hit points to an object)
...Light
...Guidance
Level 1: (6 Per Day)
-Paladin Spells (Caster level 2)
...Protection from Evil (an ally gets +2[AC], +2[Saves], Roll Save again against mental control spells, summoned evil creatures cannot attack unless attacked for 2 minutes)
...Protection from Evil (an ally gets +2[AC], +2[Saves], Roll Save again against mental control spells, summoned evil creatures cannot attack unless attacked for 2 minutes)
...Protection from Evil (an ally gets +2[AC], +2[Saves], Roll Save again against mental control spells, summoned evil creatures cannot attack unless attacked for 2 minutes) ...Bless (+1 to attack and saves against fear for 2 minutes)
- Cleric Spells (Caster level 1, can convert to Cure Light Wounds)
...Bane (-1 to enemies' attack roles and saves against fear for 1 minute)
...Obscuring Mist (Breaks line of sight beyond 5 feet, at 5 feet grants concealment 20% miss, at more than 5 feet grants total concealment 50% miss chance.)
Domain: ...Burning Hands (1d4 fire damage in 15 foot cone)
RACIAL TRAITS:
...Skill Focus feat
...Low-Light Vision
...Elven immunities (immune to magical sleep, +2 vs. enchantment spells and effects)
...Keen Senses
...Multitalented
GEAR:
...Masterwork Full Plate Armor (+9ac/-5acp)
...Heavy Masterwork Steel Shield (+3ac/-1acp)
...Special Belt (+1[Str])
...Masterwork Longsword
..Dagger
...Masterwork Warhammer
...+1[Str] Masterwork Magic Shortbow
...15 arrows
...backpack
...bedroll
...water skin
...whetstone
...wooden holy symbol
...3 belt pouches
...10 trail rations (1/day)
...10 torches (each burns 1 hour)
...(2) acid flasks
...1 potion of cure light wounds
...2 vial of antitoxin
...1 Pair of Street Clothes
...3 Flasks of Alchemist fire
...The Cloak of Elvenkind
...Ring of Protection +1
...Mysterious Plate!
Coin: 145gp, 7sp 8cp
Backstory:
Nme’an was born to the daughter of a prominent leader of the Elven town of Brakton some twenty-eight years ago. Raised along side two older Elven brothers, he always had his mother’s love, but was never allowed to use her last name or that of his father. Though his mother would never admit it to him, the truth was Nme’an’s birth was a major embarrassment for her and her family line. She had been grieving the loss of her husband to illness when forced to accompany a trade delegation to the city of Thaleniel. One night of weakness with a charming Human who she would never see again, who’s name she would never even learn, was all it took. Still, she was determined to give her newborn son a good life and used all of her remaining influence to shield him from the mistrust her fellow Elves typical directed to those of mixed race. She could only protect him for so long, though, and as he entered his second decade of life Nme’an began to feel the increasing tension between himself and his Elven peers. At the age of seventeen, having quietly endured years of carefully directed shuns and insults, Nme’an announced to his family that he would soon be leaving them. Where he would go and what he would do was unclear, but surely anything was better than tolerating a life of unspoken scorn. Then, just days after his announcement, his future laid itself before him.
A surprise Goblin raid from the bordering swamplands breached his town’s defenses forcing all its inhabitancies to flee or fight. Nme’an and his brothers fought. One of his brothers was slain by an arrow early in the battle, while the other was maimed by a vicious attack. Nme’an, however, fared remarkably well, even though he rushed into battle with nothing more than a dull blade and a set of worn training armor he found in one of the town’s inner guard posts. He was knocked down twice, suffered a number of cuts and bruises, but for some reason none of the Goblins were able to land a decisive blow. Nme’an had never considered a life of fighting before, had never so much as held a real sword, and yet he somehow managed to fell four fully outfitted Goblin raiders before the raid was driven back. Nme’an was hailed as a hero but soon found he could not accept the honor, or rather he could not abide the hypocrisy of his town’s newfound praise when just days before he had all but been an outcast to them. A month later he carried out his previous plans to leave, despite the protests of the town, his surviving brother, and his mother.
The next decade of Nme’an’s life were not as easy as he had hoped. The other Elven towns and villages he looked for work in wanted nothing to do with him, and the Humans, who he had higher hopes for, treated him only moderately better. Still Nme’an persevered. He served where he could, learned to fight from whoever would teach him, and longed for a day where he might have the skill and opportunity to once again place himself between innocents and harm. He eventually found a home in the Human city of Thaleniel where his quiet, resilient demeanor and natural talent earned him a rising position among the town guard. More recently, Nem’an left his position with the town guard, having been hand picked to train with The Order of the Dawnflower. It was there he found the secret to his success against the Goblin attackers all those years ago. The goddess Sarenrae, whom The Order worships, had been watching over him all along, and now he is able to repay her.
FEATS
Diehard: Auto stabilize when dying
Endurance: +4 to swim and other Con saves
Combat Reflexes: Can make 2[Dex] extra attacks of opportunity each round.
RACIAL TRAITS:
...Low-Light Vision
...Scent
...Combat Trained
...Link (Can handle animal as a free action or push as move action, +4 on Wild Empathy checks for Good Horse)
...Share Spells (Can cast spells with a target of "you" on Good Horse)
...Evasion (Takes no damage on successful [Dex] save if the spell normally would do half damage)
...Ability Score Increase (+1[Strength])
TRICKS
...Attack (Attacks specified enemies)
...Come
...Defend (Defends you or an ally)
...Down (Breaks off or backs down on command)
...Guard (Stays in place and forcibly prevents unknown people from approaching)
...Heel (Follows you)
...Seek (Seeks out living creatures within an area)
...Track (Attempts to track a scent)
...Work (Pulls or pushes a heavy load)