About Sir Basil de FermerHuman 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
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
Usable Skills
5 skill points per level[ 2+ 1 INT +1 Race +1 FC] Diplomacy +6(1 rank +3 class +2 Cha)
Traits
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
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)
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
Paladins of Iomedae Iomedae’s Paladin Code
• I will learn the weight of my sword. Without my heart to
• I will have faith in the Inheritor. I will channel her
• 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
• I will never abandon a companion, though I will honor
• I will guard the honor of my fellows, both in thought and
• When in doubt, I may force my enemies to surrender, but
• I will never refuse a challenge from an equal. I will give
• I will suffer death before dishonor. • I will be temperate in my actions and moderate in my
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