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Modoru Redgrave

Sir Basil de Fermer's page

271 posts. Alias of Wellard.


Full Name

Sir Basil de Fermer

Race

Human

Classes/Levels

Paladin of Iomedae1 (Warrior of the Shining Light) FC

Gender

Male

Size

6'1" 185lbs

Age

18

Special Abilities

see below

Alignment

Lawful Good

Deity

Iomedae

Location

Kenebraes

Languages

Taldane, Varisian

Occupation

Smiter of the ungodly

Strength 15
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 13
Charisma 14

About Sir Basil de Fermer

Human Pal1: Size M; HD 1d10+2; hp 12); Spd 20 ft (base 30 ft); AL LG;Age 18; Height 6'1" Weight 185lbs; Hair Black; Eyes Grey; Skin Tanned.

Languages
Human stat bonus applied to Charisma, Stat boosts applied to strength

COMBAT

AC:19 (+6 Armour +2 shield +1 Dex)

BAB +1

CMB +3 CMD 13

Initiative +1(+1 DEX)

+3 melee (1d3+3), Unarmed

+4 melee (1d10+3(1d10+7)/crit 19-20, Sword, bastard

+3 melee (1d8 + 3),Mace,heavy

+2 ranged (1d8) crit 19-20 Light Crossbow

When using smite Evil +2 to hit and +1 damage(+2 vs evil outsiders, Evil Dragons and Undead on first strike)

+4 on one attack roll a day vs demons

SV: Fort +4,Ref+1, Will+3

OTHER DETAILS
Languages spoken: Common

Usable Skills
The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

5 skill points per level[ 2+ 1 INT +1 Race +1 FC]

Diplomacy +6(1 rank +3 class +2 Cha)
Knowledge Religion +5(1 rank +3 class +1 Int)
Sense Motive +5(1 rank +3 class +1Wis)
Ride -1(1 rank +3 class +1 Dex -6 ACP)
Knowledge Nobility +5(1 rank +3 class +1 Int)
Feats:
Exotic weapon proficiency(Bastard Sword)
Weapon Focus (Bastard Sword)

Traits
Child of the Crusade: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.)
The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way.
They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle,or other family member while traveling among the
border towns of Mendev.
This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.

Demon Smiter (Combat): You grew up around those who fight the demons streaming out of the Worldwound, and from their stories you learned about the demons’weaknesses. You are likely from Mendev or have joined that nation’s cause as a crusader. Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.

Class Features

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (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 (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 Charisma 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.

Warrior of the Holy Light
Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price. Warriors of the holy light have the following class features.

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.

At 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.

At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants the warrior of the holy light and her allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.

At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

Shining Light (Su): At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light's level + the warrior of the holy light's Charisma modifier. Good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.

Equipment(300Gp starting cash)
Breastplate.200Gp
Heavy wooden shield 7gp
Light Crossbow with 20 bolts 39Gp
Bastard Sword 35gp
Heavy Mace 7gp
Explorers outfit(free)
Paladin's kit 11gp

1GP in coin

This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Background

Basil's parents were not important members of the Crusade his father was a mere Low Templar his Mother an adept of Shelyn and they fell in battle when the boy was but 5 years old. He might have become another anonymous casualty had a company of Knights from far off Andoran not been passing. The leader of the Knights took the boy under his wing eventually adopting him formally and ensuring his training as first a page then a squire in Iomedae's service.Through his adoptive father Basil has a wide and far reaching web of family connections throughout the lands in which Iomedae is strong.

Recently Knighted and a new addition to the ranks of the Crusade Basil has come to offer his sword in the cause of driving the Hordes of the Abyss back to the darkness they belong in. His faith shines with the fervour of youth as yet untempered in the heat of battle but willing to lay his life on the line to hold back the tide of Evil

Personality
Basil is a quiet young man given to long silences and thoughtful pauses in his conversation...he isn't one for flowery speech though preferring to be blunt. Uncompromising in his attitude to Evil, he will have no truck with those who would come to an accommodation with it's servants whilst prepared to put his life on the line for the innocent.He does believe people can be turned from the path of evil by example and will strive to turn those he feels are worth saving to the path of righteousness.

Paladins of Iomedae

Iomedae’s Paladin Code
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely 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 the following affirmations.

• 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.


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