Ulfen Guard

Theodora Galdron's page

234 posts. Alias of Justin L. Warren.


Full Name

Theodora Galdron

Classes/Levels

Inactive

Age

24

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common

Strength 21
Dexterity 10
Constitution 14
Intelligence 9
Wisdom 7
Charisma 16

About Theodora Galdron

Paladin 6 - HP 58/58 – AC 20/T: 10/FF: 20 – Perception: +4 – Fort: +10, Ref: +5, Will: +7 – CMB: +10, CMD 20 – Speed 20 ft - Init: +0

History:

Theodora was born into Taldor nobility, the product of her father's waning noble house and a Ulfen merchant's daughter. It was a clear at an early age that her natural trusting and friendly nature was not a good fit in the world of Taldan politics.

As a girl Theodora accompanied her father to Qadira on a diplomatic mission. It was there she first became acquainted with Sarenrae. Finding the philosophy of redemption and honesty very appealing, she took an immediate liking to the religion, but her lasting commitment to the goddess came when a priest prophesied that Theodora was destined to carry the goddess into the dark places of the world to redeem the wicked.

Over her parents' objections, Theodora left her family as soon as she was old enough and returned to Qadira to dedicate her life to Sarenrae. The only order that would accept an obvious outsider was a group of paladins who
reluctantly brought her into their organization and began training her.

Once she had finished her physical, mental, and spiritual conditioning, Theodora decided to put her destiny to the test, and journeyed to the Worldwound to help the Crusaders in their battle against the demonic forces threatening the world. Although she had brushes with death more than a few times, the paladin received a great deal of experience dealing with otherworldly threats. After an incident in which her timely intervention saved a group of crusaders from an ambush, she was awarded a magical silver falchion that she now regularly uses to dispatch the forces of evil.

Her natural trusting nature eventually lead to her dismissal from the crusades, however, as she found herself in the middle of a political battle between two factions and she refused to take a side. Finding herself a persona non grata, she left the Worldwound and began to slowly head back to the southeast. Finding herself now in Ustalav, she hopes to find another chance to live up to her destiny.

Description:
Age:
Height: 5'7”
Weight: 115 lbs

An earnest young human woman decked out in heavy armor and weapons. Her dark red hair is kept in two braids that flow over her shoulders, while her blue eyes suggest some degree of kindness despite her martial appearance.

Game Statistics
XP 23000
Initiative: +0
Senses: Perception +3
Speed: 20 ft

AC: 20 (10 + 10 armor)
Touch: 10 (10 + 0 Dex] )
Flat-footed: 20 (10 + 10 armor)
Hit Points: 58 [6x(d10+2 Con) + 6 Favored Class]
Fort: +10 Ref: +5 Will: +7

Combat:
Base Atk: +6/+1; CMB: +10; CMD: 20

Melee
+1 Silver Falchion: +13/+8 to Hit; Dmg 2d4+8 (S); crit 18-20/x2;
or
MW Cold Iron Flail: +12/+7 to Hit; Dmg 1d8+5 (B); crit 20/x2;
or
Dagger: +11/+6 to Hit; Dmg 1d4+5 (P or S); crit 19-20/x2

Ranged
MW Composite Longbow (16 Str): +7/+2 to Hit; Dmg 1d8+3 (P); crit 20/x3; range 100 ft
or
Dagger: +6/+1 to Hit; Dmg 1d4+5 (P); crit 19-20/x2; range 10 ft.

Armor
+1 Full Plate +9 AC, -4 ACP (Reduced by MW quality, Trait)

Skills:
Skill Ranks Per Paladin Level: 2 - 1 Int + 1 Human bonus
Acrobatics -4 (0 ranks + 0 Dex - 4 ACP)
Appraise -1 (0 ranks - 1 Int)
Bluff +3 (0 ranks + 3 Cha)
Climb +0 (0 ranks + 4 Str - 4 ACP)
Craft -1 (0 ranks - 1 Int)
Diplomacy +12 (6 ranks + 3 class + 3 Cha)
Disguise +3 (0 ranks + 3 Cha)
Escape Artist -4 (0 ranks + 0 Dex - 4 ACP)
Fly -4 (0 ranks + 0 Dex - 4 ACP)
Heal -2 (0 ranks - 2 Wis)
Intimidate +4 (0 ranks + 3 Cha + 1 Feat)
Knowledge (Planes) +1 (2 ranks - 1 Int)
Knowledge (Religion) +3 (1 ranks + 3 class - 1 Int)
Perception +4 (3 ranks - 2 Wis + 3 Feat)
Perform +3 (0 ranks + 3 Cha)
Ride -4 (0 ranks + 0 Dex - 4 ACP)
Sense Motive -2 (0 ranks - 2 Wis)
Stealth -4 (0 ranks + 0 Dex - 4 ACP)
Survival -2 (0 ranks - 2 Wis)
Swim +0 (0 ranks + 4 Str - 4 ACP)
Languages: Common

Feats:

Weapon Focus (Falchion): +1 to attack rolls with Falchion (1st Level Feat)

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Human Bonus Feat) [-2 attack, +6 damage]

Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Module Bonus Feat)

Extra Lay On Hands: You can use your lay on hands ability two additional times per day. (3rd Level Feat)

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. (5th Level Feat)

Traits:

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. (Combat Trait)

Indomitable Faith: Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result. (Faith Trait)

Paladin Abilities:

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 def lection 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,

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier (8). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies chosen: Fatigued, Staggered

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp) (Silver Falchion): This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, f laming, f laming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30- day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

1-level Spells Memorized (1 + 1 Cha bonus) (Caster Level 1; +5 Concentration)
Divine Favor
Bless Weapon

Equipment:

Weapons
+1 Silver Falchion [8 lbs]
MW Cold Iron Flail [5 lbs]
Dagger [1 lb]
MW Composite Longbow (16 Str) [3 lbs]
40 Arrows [6 lbs]

Armor
+1 Full Plate [50 lbs]

Gear
Belt of Giant Strength +2 [1 lb] {Belt Slot}
Silver Holy Symbol of Sarenrae [1 lb]
Waterskin [1 lb]
Silk Rope (50 ft) [5 lbs]
Backpack [2 lbs]
--: in Backpack
--Rations (4 days) [4 lbs]
--2 Sunrods [2 lbs]
--Flint and Steel
--Grappling Hook [4 lbs]
--Holy Water [1 lb]
--Antitoxin
--Alchemist Fire [1 lb]

Current Gold: 134gp

Total Weight carried: 95 lbs (Light)
Carrying Capacities: 153 lbs / 154–306 lbs / 307–460 lbs

Resources Tracking:

Starting Gold: 10500gp

Starting Purchases:
Belt of Giant Strength +2 4000gp
+1 Silver Falchion 2555 gp
+1 Full Plate 2650 gp
MW Cold Iron Flail 316gp
Dagger 2gp
MW Composite Longbow (14 Str) 600gp
40 arrows 2gp
Backpack 2gp
Waterskin 1 gp
4 days rations 2 gp
2 Sunrods 4 gp
Flint and Steel 1gp
Silver Holy Symbol of Sarenrae 25
Silk Rope (50 ft) 10gp
Grappling Hook 1 gp
Holy Water 25gp
Antitoxin 50gp
Alchemist Fire 20gp

Current Wealth: 134gp