Str ____ +6
Dex 14______ +2
Con ____ +4
Int 14______ +2
Wis 10______ +0
Cha 21______ +5
Hero Points: 3
CURRENT HP 111 (100%)
Max HP: 111=Paladin (10+5+5+3+10+4+6+5+8) + Con (+4x9) + Favored Class (Paladin) (+1x9) + Holiday 2011 gift (+10)
Move 20ft. = 30ft base + Plate armor
Limited to triple in a run.
Tall, broad shouldered and extremely handsome. He has 'classical' aasimar features, with golden skin, shocking blue eyes and a magnificent mane of white hair. He is usually wearing his armor, polished to a very high sheen and lit up with a Light spell to enhance his visibility to his allies. He wears a surcoat with the insignia of Iomedae prominently displayed.
When mounted he holds his lance high and flies his knights Pennant its tip, his horse galloping effortlessly and seemingly not even touching the ground.
When out of his armor, he is dressed resplendently in a courtiers outfit.
In dim light he appears to have a faint numbus of light around him.
He exudes confidence, courtesy, and charm in all his interactions with people, zealousness in the prosecution of evil, humility before his superiors in the church, and just a little bit of a showboat; you can see by his impeccable appearance as well as the way he salutes the crowd in jousting tournaments. He has an immensely appealing touch of shy awkwardness around women. He is a little impatient with court life and desires to make a difference fighting evil directly as he has trained to instead of performing his “Shining Knight” role in court.
Born into a poor family, a lot of neighbors tongues wagged when he was born looking nothing like either of his parents.
While watching a tournament with fascination one day as an eight year old, a passing Knight of Iomedae spotted him and realized that he was touched with the power of a Paladin and offered his parents a place for him as a page in the Order. They accepted and he began the rest of his youth in military training, religious education and even classes at the University. Among all that he learned a great deal about how the nobility works while assisting at court. He also took to riding like a duck to water and he became a champion jouster at a young age.
THE WAR ERUPTS
When the war erupted, Sir Justahl expected to be assigned to a Company and sent into battle. The Knight Commander had other ideas. He was instead assigned to the embassy to the Court of Stormfare as a kind of living recruiting poster while he rides in jousting tournaments; his charisma, diplomacy and exotic looks making him very popular amongst the nobility.
That has become a problem.
As the Knight Commander intended, he has become very popular among the nobility. Especially the women.
As a VERY handsome, well built and most importantly, Unmarried Knight, the women of the court pursued him relentlessly. Even some of the very married noble ladies of the court made some shocking propositions. To a man already shy around women, he has had to work very hard to keep them all at arms length; even resorting to claims of Vows of Chastity that didn’t actually exist in his particular Order. Increasingly, competition amongst some very powerful and obsessive noble ladies has become vicious, with accidents, poisonings and unknown assailents becoming more and more common. This has made the noble lords unhappy as well.
Sir Justahl, not being a complete fool, knew he had to get out of town somehow. But how?
Then Iomedae came to him.
The Inheritor shakes her head.
"No time, my child. You have work to do. You must be my hands in an important matter, and I cannot have you wasting time dodging useless aristo harpies." Her right hand reaches under your hood and cups your left cheek. You feel divine energy coursing through you...
Iomedae steps back.
"Now. You are too late to help the girl in her current predicament, but perhaps you can help the others who are already there.
Close your eyes, concentrate, let the light be your guide."
She points back over your shoulder. Turning, you see a small smudge of silvery light in the sky, like a beacon or bullseye lantern.
When you concentrate, it gets brighter. It is not exceedingly far away, but is back the way you came; away from the university and closer to the market district.
"Find the girl, Justal, and do as she asks. You are to be her escort and protector.
Choose whatever companions you need to assist you, but know that your road will be perilous, and you must not let her come to any harm.
I charge you with this task, chosen one. Be swift, be pure, my blessing is upon you."
You whirl around, a thousand questions burning your mind, but she is gone.
----TOTAL = Class + Stat + Div Grace + Cloak
FORT +16 = 6 +4 +5 +1
REFL +11 = 3 +2 +5 +1
WILL +12 = 6 +0 +5 +1
*Immunity to Fear. Paladin feature.
*Immunity to Charm. Paladin feature.
*Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
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).
Skill Ranks per Level: 2 + Int modifier.
SKILL RANKS: 36 = (2+2)x9
17 DIPLOMACY (7 Ranks +5 Cha +3 Trained Class +2 Racial)
13 HANDLE ANIMAL (5 Ranks +5 Cha +3 Trained Class)
4 HEAL: (1 Ranks +0 Wis +3 Trained Class)
9 KNOWLEDGE (Nobility) (3 Ranks +2 Int +3 Trained Class +1 Trait)
9 KNOWLEDGE (Religion) (3 Ranks +2 Int +3 Trained Class +1 Trait)
14 RIDE (9 Ranks +2 Dex +3 Trained Class)
6 SENSE MOTIVE (3 Ranks +0 Wis +3 Trained Class)
6 SPELLCRAFT (1 Ranks +2 Int +3 Trained Class)
>MOUNTED COMBAT: Avoid attacks on mount with a Ride Check.
>RIDE-BY ATTACK: Move before and after a charge attack while mounted.
>POWER ATTACK: Trade -2 to hit for +4 damage (+6 dam if 2 hand wpn).
>CLEAVE: If you hit with a primary attack, can make same attack against a secondary target adjacent to the first. -2 AC for the round. Standard act.
>SHIELD FOCUS: Gain a +1 bonus to AC when using a shield.
GENERAL TRAITS (2)
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Child of the Temple:
You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks.
SPELL LIKE ABILITIES:
Aasimars can use Daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Iomedae has blessed you with the "Mark of the Inheritor."
Once a day, as a Spell-like ability, as a swift action that does not cause an attack of opportunity, you can invoke this disguise spell; it changes your hair and eye color to black, shortens your hair, and gives you a magnificent scar on your right cheek.
Sense motive or perception checks can be made to discern who you really are, but at a dc of 20+your current level [DC29].
PALADIN CLASS FEATURES:
Weapon and Armor Proficiency:
all simple and martial weapons, all types of armor, all shields (except tower shields).
Aura of Courage (Su):
Immune to fear. Allies within 10 feet gain a +4 on saves against fear.
Aura of Good (Ex):
The power of a paladin's aura of good is equal to her paladin level. (Aura level 9)
Channel Positive Energy (Su):
channel positive energy like a cleric.
Using consumes two uses of her lay on hands. A paladin uses her level as effective cleric level when channeling positive energy.
(5d6, 30ft radius, Undead Will save DC19 for half dam)
Detect Evil (Sp):
At will, can use detect evil, as the spell.
As move action, can concentrate on single target in 60 feet, determine if evil, strength of aura as if studied for 3 rounds.
While focusing on one, can't do any others.
Divine Grace (Su):
A paladin gains Charisma bonus on all saving throws.
Aura of Resolve (Su):
Immunity to Charm spells and abilities. Allies within 10 feet gain +4 morale bonus to such saves.
Lay On Hands (Su): heal by touch.
Can heal (4d6)
Using standard action, (if self a swift action).
Only needs one free hand to use.
Can use to damage undead, dealing (4d6). Using melee touch attack (doesn't provoke AoO). Undead do not save.
Mercy (Su): All mercies add to the lay on hands ability.
A mercy can remove a condition caused by a curse, disease, or poison without curing. Such return after 1 hour unless actually removed.
• Shaken: The target is no longer shaken.
• Diseased: also acts as remove disease, using the paladin's level as the caster level.
• Poisoned: also acts as neutralize poison, using the paladin's level as the caster level.
SMITE EVIL (Su): 3/day.
As a swift action, chooses one target within sight to smite.
IF evil, adds Cha bonus to attack rolls and adds paladin level to all damage rolls made against the target of her smite.
(+5 to hit, +9 damage)
If the target is an evil outsider, an evil dragon, or undead, the bonus to damage on the first successful attack increases to 2 points per level.
Auto bypass any DR.
While Smiting, 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.
(+5 deflect AC)
IF target NOT evil, smite wasted; no effect.
The smite effect remains until the target is dead or the paladin rests.
Divine Bond (Sp):
A paladin gains the service of an unusually intelligent, strong, and loyal steed to serve.
2/day, as a full-round action, call her mount to her side. The mount immediately appears adjacent.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or she gains a paladin level.
During this period, –1 penalty on attack and weapon damage rolls.
Code of Conduct:
A paladin must be lawful good and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that he:
*Respect legitimate authority,
*Act with honor (not lying, not cheating, not using poison, and so forth),
*Help those in need (provided they do not use the help for evil or chaotic ends),
*Punish those who harm or threaten innocents.
A paladin avoids working with evil characters or those who consistently offends her moral code.
Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil.
A paladin should seek an atonement periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good.
A paladin may accept only henchmen, followers, or cohorts who are lawful good.
SHINING KNIGHT CLASS FEATURES:
A Shining Knight takes no penalty to his ride skill due to armor check penalty.
In addition, any mount ridden gains benefit of the Shining Knight's Divine Grace. [Replaces Divine Health.]
When Divine Bond becomes available, the Mount must be chosen.
Aasimar Characters are defined by class levels—they do not possess racial Hit Dice.
Aasimars have the following racial traits.
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks
• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able.
• Come (DC 15): The animal comes to you, even if it normally would not do so.
• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command
the animal to defend another specific character.
• Down (DC 15): The animal breaks off from combat or otherwise backs down.
• Guard (DC 20): The animal stays in place and prevents others from approaching.
• Heel (DC 15): The animal follows you closely, even to
places where it normally wouldn’t go.
Bonus tricks: 3
• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Link (Ex): Can handle her animal companion as a free action, (or push it as a move action).
Gains a +4 circumstance bonus on Handle Animal regarding an animal companion.
Share Spells (Ex): May cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. Even if the spells normally do not affect creatures of the companion’s type (animal).
This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If allowed a Reflex save for half damage, it takes no damage on a successful saving throw.
Ability Score Increase (Ex): adds +1 to one of its ability scores.
Devotion (Ex): gains a +4 morale bonus on Will saves against enchantment spells and effects.
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from
the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells.
(O)Divine Favor: You gain +1 per three levels on attack and damage rolls. 1 min./level.
(O)Grace: Movement doesn't provoke attacks of opportunity. 1 round.
(O)Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
(O)Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
(O)Paladin's Sacrifice: Take the damage and effects for another creature.
1st-Level Paladin Spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes, auto confirm critical hits.
Challenge Evil: Sickens creature if it refuses to fight you.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Grace: Movement doesn't provoke attacks of opportunity.
Hero's Defiance: Allows the use of lay on hands while falling unconscious.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Knight's Calling: Forces target to move toward you and fight you.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
Rally Point: Square gives good creatures bonuses.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
Virtue: Subject gains 1 temporary hp.
2nd-Level Paladin Spells
Aura of Greater Courage: Increases strength of a paladin’s aura of courage.
Bestow Grace: Subject gains bonus on saving throws equal to Cha modifier.
Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fire of Entanglement: Your ability to smite evil also entangles your foe.
Instant Armor: Summon armor temporarily replacing your current attire.
Light Lance: Creates a soaring beacon of light.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Paladin's Sacrifice: Take the damage and effects for another creature.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Righteous Vigor: Boosts attack bonus with each hit.
Sacred BondF: Cast touch healing spells from a distance.
Saddle Surge: Bonus damage for moving on mount.
Shield OtherF: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
Wake of Light: Magical trail aids good creatures, hinders evil ones.
Weapon of Awe: Weapon gets +2 on damage rolls.
Zone of Truth: Subjects within range cannot lie.
ARMOR PLATE ARMOR, FULL +3, Base AC +9, Armor Enhance +3, Medium encumbrance, Max Dex to AC +1, Armor check penalty [-5]. 50 lbs.[10,650 gp]
SHIELD, HEAVY STEEL +2, Base AC +2, Armor Enhance +2, Armor check penalty -2. 15 lbs.[4,020 gp]
WEAPONS LONGSWORD +1-- Longsword, Cold Iron, +1 enhancement. 4 lbs.[4,015 gp]
LONGSWORD +1 Longsword, +1 enhancement, Shocking Burst +1d6 electric on a hit, +1d10 additional on a critical hit.
BATTLEAXE--Thunder Stormaxe: +1 Adamantine Thundering Menacing Battleaxe; on a confirmed crit, sound of thunder, +2d8 extra sonic damage and DC14 fort save or permantent deafening; allies flanking with wielder gain +4 flank bonus instead of +2. Dwarven writing.
WARHAMMER +2 Warhammer +2, Silver, Axiomatic [law-aligned, +2d6 vs chaotic], can do piercing or bludgeoning.
Weapon description: It is a silver warhammer with celestial writing along the handle. One side is conical and ends in a spike, the other side is a regular warhammer head. It is gloriously clean and sleek and when you take it by the handle you feel a thrill of celestial energy course through your arm. (Consecrated to Abadar)
LONGBOW, Composite +1 +2 Strength limit, Shock +1d6 electric damage.
LANCE +1 10 lbs.[2,010 gp]
DAGGER 1d4 [4gp]
BELT of Physical Might, +2 to Strength and Constitution [10,000 gp]
AMULET of Natural Armor +1 [2,000 gp]
CLOAK of Resistance +1 [1,000 gp]
RING of Water Breathing
STUDDED LEATHER BARDING, Base AC +3, Light encumbrance, Max Dex to AC +6, Armor check penalty -1. 40 lbs.[100 gp]
SADDLE Military. 30 lbs. [30 gp]
HORSESHOES OF A ZEPHYR Allows travel without touching the ground. 4 in. above. Non solid or unstable surfaces can be crossed, and leaves no tracks of any kind.
POTION Cure Light Wounds [50gp]
POTION Enlarge Person [50gp]
POTION Enlarge Person [50gp]
POTION True Strike [50gp]
POTION Cure Moderate Wounds.
POTION Cure Serious Wounds.
POTION Greater Invisibility.
A Gorumite Prayer scroll, with certain passages underlined.
A small spikey compass that hurts to hold, and does not point to true north.
One 50ft silk rope [10gp]
Courtier's Outfit. [30gp]
plus associated jewelry [50gp]
GM's Combat Header Note
Okay, so, reminder for everyone (and especially Hurin and Astar since they're new 'round here). I would really appreciate it if everyone could use a combat header in their combat posts. Here is an example from my inquisitor character in DM Barcas' Kingmaker campaign:
I don't care if you do it before or after your fluff, but it needs to be there. Start by listing the round # and your init roll, then your status, then any buffs currently affecting you, then what you're doing for each of your actions. The way I usually do it is I figure out my crunchy stuff i.e., the combat header, then write fluff above it to describe what happens. The reason for all the pluses in there is I'm listing buff bonuses separately from usual old run-of-the-mill "I hit a dude" bonus. This is for clarity and prevents cheating via fuzzy math since you're listing exactly what all your bonuses are that are outside your usual to-hit or damage as listed on your character sheet.