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Trevor the Yellow's page

1,607 posts. Alias of Dreaming Warforged.


HP 114/122 (6 unholy); AC 24/13/21: +1 Haste, +5 Smite Evil, Holy, Flaming


Used LoH(1/10) Used Smite (1/4) Used Divine Bond (0/2) Effects:

About Trevor the Yellow

Male Human Paladin (12) of Iomedae
LG, M, Humanoid, Aura of Good
Init +4; Senses Perception +12, Detect Evil

To Add to Attack description:

[ quote=]
[ b][ bigger]Current Status[/bigger][/b]
[ b]Current Stats:[/b] Hps 122/122, AC 24 T 13, FF 21, Saves: F +14 R +10 W +13, CMD 31
[ b]Active Spell/Effects:[/b]
[ b]Additional Bonuses from Spell/Effects:[/b] Immune to fear, disease, charm, +2 save vs charm and compulsion, aura of courage and aura of resolve 10 ft (+4 vs Fear and Charm), Potion Resistance: Gain SR 10 to all potions you consume. Ring of Freedom of Movement.

AC 24 (+2 w/ shield), touch 13, flat-footed 21+2 (armor +10, nat, dex +2(+1), defl +2, dodge)
HP 122 (12x(1d5+5)+24 Con); DR --
Fort +14, Ref +10, Will +13; Divine Grace, +2 vs Charm and Compulsion (Birthmark)
Immune Fear, Disease, Charm
Resist Potion Resistance: Gain SR 10 to all potions you consume.
Spcl Def. Lay on Hands (10/day, 6d6 (1/2 lvl + CHR per day, Standard action (Swift for self), 1d6 per 2 lvl, touch attack against undead). Hero Points (0). Aura of Courage (immune to fear, ally within 10 feet +4 morale). Divine Health (immune to all diseases), Mercy (Sickened, Staggered, Poisoned, Blinded). Channel Energy (2 uses of lay on hands), Aura of Resolve (immune to charm, ally within 10 feet +4 morale). Ring of Freedom of Movement.

Speed 20 (Heavy Armour)
Melee +3 Fauchard (2-h, reach) +22/+17/+12 or +18/+13/+8 (1d10 +13/+25, 15/x2)
Melee Lucerne Hammer (2-h, reach) +19/+14/+9 or +15/+10/+5 (1d12+10/+22, 20/x2) brace, reach, +2 to CMB to sunder medium or heavy armor
Melee MWK Flail (1-h) +20/+15/+10 or +16/+11/+6 (1d8+7/+15, 20/x2), disarm, trip
Melee Spiked Gauntlet +19/+14/+9 or +15/+10/+5 (1d4+7/+15, 20/x2)
Range Javelin +14/+9/+4 (1d6+7, 20/x2)
Range MWK Composite Longbow (+5 Str) +15/+10/+5 (1d8+5, 20/x2)
Spcl Att. Smite Evil (4/day) H: +CHR (+4); D: +1/lvl, +2/lvl (first successful attack) if evil dragon, evil outsider or undead + CHR to AC). Divine Bond (+3 weapon, StA, 2/day, lasts 1 min/lvl; Axiomatic (+2), Defending, Disruption (+2), Flaming, Flaming Burst (+2), Holy (+2), Keen, Merciful, Speed (+3)). Aura of Justice (2x smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action), Improved Vital Strike (3x).

Spells per day: (CL 8)
Level 1 (2+1): Hero's Defiance, Litany of Sloth, Bless Weapon
Level 2 (2+1): [open], xLitany of Righteousness, xLitany of Righteousness
Level 3 (1+1): xLitany of Sight, Angelic Aspect

Str 24, Dex 14, Con 14, Int 10, Wis 10, Cha 18
BAB +12; CMB +19; CMD 32
Feats H-Power Attack (-4/+8), 1-Exotic Weapon Proficiency (Fauchard) (retrained from Point Blank Shot at level 9), 3-Furious Focus, 5-Combat Reflexes, 7-Vital Strike, 9-Improved Critical (Fauchard), 11-Improved Vital Strike, 13-, 15-, 17-, 19-)
Traits Birthmark, Reactionary.
Bonus Trait A Shining Beacon (Iomedae): You carry a burning hatred in your heart for all things undead. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon on an undead creature. This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiple.
Skills ((Paladin 2 + Human 1 + Favored Class 1) x 12)
Armor Check Penalty: -5, -7 with shield
Craft (+1) = 0+1+3
Diplomacy (+16) = 10+3+3
Handle Animal +6 = 1+2+3
Heal +4 = 1+0+3
Knowledge (nobility) (+5) = 2+0+3
Knowledge (religion) (+6) = 3+0+3
Knowledge (geography) (tr)
Perception (+12) = 12+0
Profession (tr) = 0+0+3
Ride (+7) = 4+0+3
Sense Motive (+15) = 12+0+3
Spellcraft (+4) = 1+0+3
Swim (+9+5) = 2+7+5, Ring of swimming
SQ Detect Evil: 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.


Worn or carried gear
+3 Fauchard (18,000 gp)
MWK Composite (+5 Str) Longbow (900 GP)
60 arrows
2 Javelins (2 GP, 4 lbs)
+1 Greataxe (2020 GP, 12 lbs)
MWK Flail
Cold Iron Dagger (4 GP, 1 lbs)
Spiked Gauntlet (5 GP, 1 lb)
+2 Full Plate Armor (+2 upgrade by Rauno for 1,500 gp)
+1 Heavy Steel Shield (585 lbs, from loot)
Signal whistle (8 SP, -)
Rafan’s necklace (5 GP, -)
Traveler’s Outfit (1 GP, 5 lbs)
Belt of Giant Strength +4 (2,000 GP from Rauno, 12,000 GP for upgrade)
Headband of Charisma +2 (4,000 GP)
MWK Composite Longbow (+5 STR) (900 GP)
Studded Leather (25 GP)
Slippers of Feather Step (1,000 gp, from Rauno)
Golembane Scarab (1,250 gp, necklace)
Drank from the Ivory Cup (+1 Str, potion resistance)
Ring of Protection +2 (8,000 gp, but taken from loot for half value)
Rod of Seven Parts traded for Ring of Freedom of Movement (worth 40,000 gp)
(Wishlist Righteous Armour (+27,000), Adaptive Longbow (+1,000), and transformative fauchard (+10,000)...)

Gear Cash = 47 GP, 9 SP, 7 CP +583 GP +17,789.5 gp
Handy Haversack (1,000 gp, from Rauno)
Belt pouch (1 GP, ½ lbs)
Waterskin (1 GP, 4 lbs)
Sunrod (2 GP, -)
Silk Rope (50 ft) (10 GP, 5 lbs)
Grappling Hook (1 GP, 4 lbs)
Flint and Steel (1 GP, -)
Trail Rations (4 days) (2 GP, 4 lbs)
Studded Leather (25 GP, 20 lbs)
2x Potion of Air Bubble (50 GP)
2x Potion of Touch of the Sea (50 GP)
Potion of Spider Climb (50 GP)
Potion of Haste
Potion of CLW (2)
Potion of CMW (1)
Potion of CSW (3)
4x Oil of Enlarge Person
2x Oil of Magic Weapon
Donation of 500 GP to improve the shrine to Iomedae and get someone to keep it in shape over time.
Retraining Feat at level 9 (450 GP)

Carried Weight 73.5 lbs (L = 100 lbs or less; M = 101-200 lbs; H = 201-300 lbs)

Iomedae's Paladin Code:

1. Learn the weight of your sword. Without a heart to guide it, it is worthless- your strength is not your sword, it is your heart. If you lose your sword, you have lost a tool. Betray your heart and you have died.
2. Have faith in the Inheritor and channel her strength through your body. Shine in her legion, do not tarnish her glory through base actions.
3. You are the first into battle and the last to leave it.
4. Do not be taken prisoner by your own free will. Do not surrender those under your command.
5. Never abandon a companion, but honor sacrifice freely given.
6. Guard the honor of your fellows, both in thought and deed and have faith in them.
7. You may accept surrender, but you are responsible for your enemy's life thereafter.
8. Never refuse a challenge from an equal. Give honor to worthy enemies and contempt for the rest.
9. Suffer death before dishonor.
10. Be temperate in your actions and moderate in your behavior. Strive to emulate Iomedae's perfection.
Paladins of Iomedae can back down or withdraw from a battle if they are overmatched, but if their lives buy time for others to escape they must give them. Despite the crusading bent of her church, most followers of Iomedae would rather solve problems without bloodshed. Unless confronted with irredeemable evil or if there are no other options, of course.

If you see an opportunity to right a wrong and don't take it, you've sinned and have to perform a penance that fixes that situation. Or you must find three other wrongs like it and make those right instead. Stand for justice; the only exception is if suffering an injustice to go unanswered in the present for the sake of a greater act of justice in the future.


Trevor is, at seventeen, tall and wide, with muscular arms. He has a fair face and a reassuring smile. He wears his brown hair long, in two braids framing his face down to his chin. His steel black eyes are now filled with an inner peace that radiate redemption.

He is clad with an old footman's leather armor that has seen a lot of combat and is clearly out of style. Expert eyes can notice that his armor and his long hafted axe blade are not from around here, but from Lastwall. His once white tabard bears the shining sword of Iomedae, over Lastwall's field of dark green shield.


Trevor's blood is hot and young. He has an innocence about people and life that tells of a life of submission. He is always overly polite with people, as if fearing a beating. Yet, there is a definite goofiness in this very young men and a carelessness that puts him often in trouble. The recent events have put a dark cloud over him, but he feels that he can redeem his name by hard work in the Lady's name. He hopes that some day he'll have atoned for his cowardliness, but deep down, he knows that day may never come.


“It is late as a heavy hand shakes me out of Desna’s embrace. Startled, I first feel reassured by the massive presence of my big brother Garas in bed. It is Dadda that wakes me so. His face is different. I heard him and Garas laugh and drink heavily before Desna took me. Garas’ body is like lead, and Dadda’s face is like steel. He signals me to remain calm and quiet.”

“We leave the house in the middle of the night. I ask him where we are going; he just says it’s far. I ask him why we don’t take Suug the mule; he just says Suug’s gone. I ask him where has Suug gone; he tells me to stop talking. His voice is different tonight, like Mamma’s after she goes to Mr Sennd’s store.”

“We walk the rest of the night and the length of the day. Dadda often carries me on his shoulders. My legs hurt and I’m exhausted as we reach a small abandoned inn by the road. Dadda tells me to wait for him and to stay quiet. An hour later, he comes back with a big, square man, wearing a brown long and thick leather coat, leading an immense white horse. Dadda introduces me to Master Denko, tells me he’s my new father now, kisses me on the forehead, eyes filled with tears, and simply takes off. I was probably three or four at the time.”

“That evening, as we walked to my new home, Master Denko stopped to beat me three times and explained that my life was in his hands and that I was to obey him for the rest of my life.”

“The next years of my life are spent in a small logging town of Wartle, in Varisia, as the son (some would say slave) of Master Denko, a mid-level boss of a logging company. I have three sisters, all older than me. I learn that their mother died a few months before my arrival. My younger sister Rafan and I get along very well. She often protects me from the furies of Master Denko, by warning me to hide or even by standing between me and him. Her courage and will amazes me and I wish I could muster half her courage to face and defy him. I am raised to help the loggers, and eventually learn their trade. I develop good skills with the axe and a strong friendship with many loggers, under the unapproving eyes of Master Denko. I learn that my real father sold me for money, but also left some things for me, as a form of inheritance. Master Denko refuses to let me see the items. Of course, one night, I decide to take a peek, only to find more questions than answers: I find an old set of armor and some weapons, all with Lastwall signs, and clearly from an old war, with the signet of the city guards of Magnimar. I replace the items in the bag with some scraps of metal and bury my inheritance in the woods.”

“A year ago, my friendship with Rafan evolved into pure and innocent love. We remained discreet and cautious, but eventually got caught one night, as Calistria played her tricks, by Master Denko himself. As usual, she faced him, and I ran. But Master Denko’s rage was such that Calistria’s sting seemed to have found his heart. Behind me, I heard her skull crack loudly. I stopped and turned, only to see the fallen body of my loved maiden, and the rage-filled eyes of my master. And I ran, cowardly, as I heard him pounding and pounding on her still body.”

“Filled with fear, shame and rage, I ran to a random building and hid there for the night. I cried myself asleep. As dawn broke, I was awakened by the most beautiful light I had ever seen, as the Sun’s holy rays broke through the old stained glass of Iomedae’s temple. The glass depicted her Seventh Act where she called upon the holy power of the Starstone. As I looked at the Lady, I saw in her the likeness of Rafan. The warmth of the morning light, steadied my breathing, and I grasped that I needed to end this, to fight, true to the Ideal of Lastwall, for freedom and for good, as Rafan had taught me.”

"But the village awakes too, to the nightmare of Master's Denko's murder. He is tried and executed swiftly. After my testimony, which sealed his fate, people gave me my nickname, a scar on my unknown lineage. Despair takes hold of me as my newfound strength is put to the test and it seems I am failing.

Is my Calling true? My first step is to get to Magnimar and find out about the city guard's signet. Perhaps my dad served there..."


You leave The Sleeping Giant and head down the vein towards the town square. The building next door is a place called The Midnight Salute with a number a scantily clad women out front. They call for you as they walk past, but mostly for Trevor. Dragging him past the business you pass Lakeside Stables.

One more block and the number of people walking around greatly increases and you walk into the town square. Here you are assailed on all front, sights, sounds and smells. The number of people here are staggering, you must have come here right as the mine shift was over. You notice a number of businesses here as well as food carts.

On your left looks to be some sort of jeweler called Tidwoad's. Past that the Church of Pharasma and the The Feral Dog, some sort of tavern.

To your right you see the Sheriff's Office and The General Store. Past those two buildings you see a restaurant called The Hungry Gar.

Across the square you notice two buildings on opposite sides of The Vein that continues past the square on the other side. On the right stands a large garish building called The Emporium, and on the left stands Lazare's House. Both seem to be some sort of gambling dens.

Assuming for now you will continue on to Allustan's

Following the direction given to you by Nimiscent you take the road to the left and follow it a short ways. At Venelle's, another armory that looks to specialize in ranged weapons, you take another left and follow it all the way to the end.

Letters from the 2nd temple
The Faceless One's Note:

The secrets of this page are most holy. Know ye heretics who invade them that the hidden eyes of Father Skinsaw are upon you. If you read this, Theldrick, you have either slain me and doomed our cause, or the time is nigh for our final victory.
At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sundered faiths shall be made whole.

The undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an invasion by heretics, a great battle fought within these halls – could awaken it. But even then it will attain only a minor form. The Way of the Ebon Triad speaks of the danger of awakening the aspect too soon. Our work will be for naught.

We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Rift. If Kyuss himself, or his agents, cannot shepherd in the Age of Worms, then we shall do it ourselves so that the Overgod may live.

Our course is clear, my dear Theldrick. Smenk is longer useful to us and must die. Kill him, then send agents to the Mushfens to the south. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your warriors. If the calculations and portents are correct, the time for covert action is at an end. As the Age of Worms begins, we must strike hard and fast to prepare the
coming of the Overgod.

Of course, dear Theldrick, if you were so rash as to slay my followers and I, then you, soon, shall join me in the afterlife. Doubtless your treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.

Thedrick's Journal Deciphered:

Excerpt #1
Praise Be to the Midnight Lord,

The Faceless One grows increasingly concerned. That addled beast Grallak Kur has yet to provide new insights into the Overgod’s nature. The crude missives he sends speak of the worms, of a slumbering power that must be awoken, but nothing more. I wish he would go back to the black pit that spawned him if he has nothing more to offer.

The Faceless One tells me this ties into an ancient figure, a being of great power. Of course, he tells me little else. He enjoys keeping his secrets, but he forgets that they fl ourish only behind the protection of Hextor. His latest taunt is a scroll that he tells me contains all the answers I seek. Of course, the fool wrote it in a cipher. Were it not for the dictates of the Ebon Triad, I would lead my troops into their damnable labyrinth and kill every last bird and wizard within it.

Grallak is the key. Thank the Scourge that he trusts me and not the Faceless One. Otherwise, I doubt the Faceless One would bother imparting anything to us. We cannot trust these mages. When the Overgod arises, I think it will be time to settle some old scores.

Excerpt #2

Under the Herald’s Watchful Eye We Conquer,

Grallak Kur has finally yielded a useful clue. I personally delivered it to the labyrinth, and the Faceless one giggled like a blood addled berserker when he saw the message. Grallak spoke of the worms again, of course. He says that even now they stir and writhe.

The world is like an apple infested with them. All seems well for now, but soon they burst through the skin and swarm across the land. Still, part of this vision troubles me. Grallak spoke of a great power behind them, but the Ebon Triad teaches that these worms will awaken the Overgod. Is there some other power at hand here that we cannot see? Is it friend or foe?

The Faceless One knows more, but he of course has little to say. Perhaps Grallak has invented everything. His monstrous kin are few in number and battered after their pilgrimage through the Underdark. If he is an imposter or trickster, we may need to root him out of this place. In that case, our agents must make another supply run. Six coils of rope, and perhaps bows and more arrows, should do the trick. With the petitioners leading the way we can uncover any ambushes they have within the cliffs.

Feat Wish List:
Unsanctioned Knowledge (13 int), Greater Mercy, Extra Lay on Hands, Blind Fighting, Weapon Focus, Improved Critical, Critical Focus, Devastating Strike, Improved Bull Rush, Improved Overrun, Charge Through, Critical Staggering, Critical Stunning, Step Up, Big Game Hunter, Lunge, Dodge, Mobility, Opening Volley, Quick Bull Rush, Dazzling Display and Shatter Defenses?, Combat Reflexes and Stand Still?, Stunning Assault, .

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