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Modoru Redgrave

Sir Basil de Fermer's page

270 posts. Alias of Wellard.


Full Name

Sir Basil de Fermer

Race

Human

Classes/Levels

Paladin of Adabar 1 (Warrior of the Shining Light) FC

Gender

Male

Size

6'1" 185lbs

Age

18

Special Abilities

see below

Alignment

Lawful Good

Deity

Adabar

Location

Magnimar

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:17 (+4 Armour +2 shield +1 Dex)

BAB +1

CMB +3 CMD 13

Initiative +1(+1 DEX)

+4 melee (1d3+3, Unarmed)

+5 melee (1d10+3(1d10+7)/crit 19-20, Sword, bastard

+4 melee (1d8 + 3,Mace,heavy )

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

All critical threats are +1 to confirm

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)
Feats:
Exotic weapon proficiency(Bastard Sword)
Weapon Focus (Bastard Sword)

Traits
Ruin Raider: While the mercantile industries of
Magnimar appeal to your keen eye for monetary gain, you
know that the boldest route to true fortune lies in hunting
down rare relics and selling them to the highest bidder.
Becoming a Pathfinder seemed like an obvious decision,
allowing you to travel throughout Varisia in your search for
wealth, so you signed up right away. You brought with you
a sharp eye and keen ability to distinguish fakes from the
genuine article. You gain a +1 trait bonus on Appraise checks.
Additionally, you gain a +4 bonus on Perception checks
made to distinguish statue-like creatures (like caryatid
columns and gargoyles) from actual sculptures.

Stalwart of the Society (faith): The courageous powers of
Golarion’s ancient paladin orders are open to you thanks
to the Society’s records of heroic deeds. As a result, your
aura of courage class ability grants an additional +1 trait
bonus on saving throws against fear effects.

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(175Gp starting cash)
Scale mail 50gp
Heavy wooden shield 7gp
Bastard Sword 35gp
Heavy Mace 7gp
Explorers outfit(free)
Backpack,Bedroll,Waterskin.1gp 1sp
74 gp 9sp in purse

Background

Basil was born in a village on the borders of Andoran where his parents kept an inn. When he was only 9 years old the village was destroyed by Chelaxian Raiders and Basil was one of the few survivors. Destined for the slave markets of the Empire he and the other survivors were rescued by a band of mercenary knights in the service of Andoran's Government and he became a camp servant to them . Gradually the boy began to pick up the rudiments of combat and one of the knights a paladin of Adabar took him on as first a page then as his squire.

Recently Knighted and a new addition to the ranks of the Pathfinder Society Basil has come North in search of the riches he is certain his God wishes him to have

Personality
Basil is a quiet young man given to long silences and thoughtful pauses in his conversation...he isnt 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 accomodation with it's servants (even other followers of Adabar)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 rightousness

Paladins of Abadar
Of all the gods of balance, only one supports and promotes a holy order of paladins: Abadar. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition,an Abadaran paladin upholds the following creed.
• I am a protector of the roadways and keep travelers from
harm. No matter their destinations or goals, if they are
peaceable and legitimate travelers who harm no others
on the road, I will ensure that they pass safely.
• Bandits are a plague. Under my will they come to justice.
If they will not come willingly before the law, where they
can protest for justice in the courts, they will come under
the power of my sword.
• Corruption in the courts is the greatest corruption
of civilization. Without confidence in justice, citizens
cannot believe in their countries, and civilization begins
to disappear. I will root out corruption wherever I find it,
and if a system is fundamentally flawed, I will work to aid
citizens by reforming or replacing it.
• I am an aid to the markets. I ensure equitable trade between
merchants and citizens. Theft on either side is intolerable.
• I make opportunities, and teach others to recognize
them. When I aid others, I open the way for them, but
will not carry them—they must take responsibility.

Party Treasure

3 red gems
a fine-looking silver dagger
a silver ring with a feather pattern around its edge.


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