Omrax the Bold
Male Half-Elf Paladin (Oath of Vengeance) 6
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +3
AC 24, touch 12, flat-footed 23 (+10 armor, +2 shield, +1 Dex, +1 deflection)
hp 52 (6d10+12)
Fort +12, Ref +9, Will +10; +2 vs. enchantments, +2 trait bonus vs. charm and compulson
Immune magic sleep, disease, fear
Speed 20 ft.
Melee light shield bash +10/+5 (1d3+4) and
. . +1 smine longsword +11/+6 (1d8+5/19-20) and
. . cold iron morningstar +10/+5 (1d8+4) and
. . silver dagger +10/+5 (1d4+3/19-20)
Ranged darkwood composite longbow +8/+3 (1d8+3/×3)
Special Attacks smite evil
. . At will—detect evil Paladin (Oath of Vengeance) Spells Prepared (CL 3rd; concentration +8):
1st—grace, liberating command, protection from evil
Str 18, Dex 12, Con 12, Int 10, Wis 8, Cha 20
Base Atk +6; CMB +10; CMD 22
Feats Extra Lay on Hands, Power Attack, Skill Focus (Diplomacy), Step Up
Traits birthmark, elven reflexes
Skills Diplomacy +14, Handle Animal +9, Heal +3, Knowledge (religion) +4, Perception +3, Profession (sailor) +3, Ride +0, Sense Motive +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of courage, aura of good, channel wrath, divine bonds (weapon +1, 1/day), elf blood, lay on hands, mercies (mercy [fatigued], mercy [sickened]), variant channeling (battle/wrath variant channeling)
feather token (swan boat), oil of bless weapon, potion of fly, Potion of Touch of the Sea, wand of cure light wounds, acid, air crystal (2), alchemist's fire, antitoxin, oil (2), sunrod (2); Other Gear +1 full plate, lamellar (leather) armor, +1 quick shield, +1 smine longsword, cold iron arrows (50), cold iron morningstar, darkwood composite longbow, silver dagger, belt of giant strength +2, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +1, wayfinder, bedroll, cold weather outfit, courtier's outfit, crowbar, - custom container -, flint and steel, holy symbol, silver, holy symbol, wooden, journal, parchment (2), rope, scroll case, string or twine, tindertwig, torch, - custom gear -, - custom container -, 132 PP, 3 GP, 2 SP, 8 CP
Horse, heavy (combat trained)
N Large Animal
Init +4; Senses low-light vision, scent; Perception +7
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 20, Int 2, Wis 16, Cha 10
Base Atk +1; CMB +7; CMD 20 (24 vs. Trip)
Feats Armor Proficiency (Light), Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6 (+14 jump, +10 to jump with a running start), Climb +3, Escape Artist +2, Fly +0, Perception +7, Ride +2 (+4 to stay in the saddle), Stealth -2, Swim +3
Languages SQ combat riding [trick]
Other Gear Lamellar (leather) armor, Bit and bridle, Military saddle, Saddlebags (empty), You have no money!
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
8gp, pack saddle 5gp, harness 2gp, feed .05/day per 10#, rations .5/day per 1#
N Medium animal
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Nat.)
hp 15 (2d8+6)
Fort +7, Ref +6, Will +2
OFFENSE Speed 40 ft.
Melee 2 hooves –1 (1d3+3)
STATISTICS Str 17, Dex 17, Con 18, Int 2, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, Run (B)
Skills Perception +7
Unless specifically trained for combat (see the Handle Animal skill, a mule's hooves are treated as secondary attacks.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battle/Wrath Variant Channeling (±2 Sacred) Grants a bonus/penalty to damage and confirming criticals
Birthmark +2 save vs. charm & compulsion
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Cold weather outfit +5 Fort save vs. cold weather.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (6 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (10/day) (Su) You can heal 3d6 damage, 10/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Potion of Touch of the Sea Add this item to create a potion of a chosen spell.
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, +5 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Requirements Craft Wondrous Item, light; Cost 250 gp
Omrax appears as a tall, fair haired knight of with obvious elven heritage.
Under his red cloak, he wears a new suit of platemail along with a shield bearing the crest of Iomedae.
His longsword is well kept and shows signs of recent battles.
Omrax is a brash idealist on what is right and just. He is known to be loyal to his companions, even if foolishly so.
Orphaned after his elven mother was slain by a band of pirates at an early age, he has been quick to make friends his foster families.
Upon noticing a birthmark of Iomedae on his chest, he was taken into the temple of Iomedae in Absolom and has been raised as a holy warrior. He has sworn justice will be served upon those that attack innocent civilians.
He has a new found zeal against necromancers based on his first assignment with a fallen fortress outside Absalom.
He has since completed a mission in the Blakrose museum hearing Voice in the Void.
His recent adventures have taken him beyond the city and into a tapestry.
He found himself back adventuring in black waters near Absalom with his prior adventuring companions of Haraldir, Lady Luisila, Ezrek, as well as new friends of Owai and Filios.
He completed a raid on a goblin stronghold called Thistletop, uncovering an evil cult.
He has been traveling with his good friends Luisila, Baz, Desmond and Varg for several recent months.
Iomedae The paladins of Iomedae are just and strong. Their
mission is to right wrongs and eliminate evil at its root.
They are crusaders and live for the joy of righteous battle.
They serve as examples to others, and their code demands
they protect the weak and innocent by eliminating sources
of oppression, rather than the symptoms. They may back
down or withdraw from a fight if they are overmatched,
but if their lives will buy time for others to escape, they
must give them. Their tenets include:
• I will learn the weight of my sword. Without my heart
to guide it, it is worthless—my strength is not in my
sword, but in my heart. If I lose my sword, I have lost a
tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her
strength through my body. I will shine in her legion,
and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not
surrender those under my command.
• I will never abandon a companion, though I will honor
sacrifice freely given.
• I will guard the honor of my fellows, both in thought
and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender,
but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give
honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my
behavior. I will strive to emulate Iomedae's perfection.
Master of Fallen Fortress
Void in the Void
Vision of Betrayal
Sanos Abduction (GM)
My Enemy's Enemy
You have what you Hold