
DM Trawets |

@DM Trawets, I've been watching the thread since it started and thinking some about builds that might be interesting that haven't been suggested. It gets tricky given that we're all starting with Paladins, but I don't think that anyone has suggested a Holy Tactician yet. If I chose the archetype would I be able to use teamwork feats from both Ultimate Combat (where it was introduced) and the Advanced Players Guide (which came out earlier)? I'm considering a human (Ulfen) Paladin of Torag, as they seem to join the dwarves in worshiping him, who would take the Defensive Strategist trait so that starting at level 3 she would be able to use Battlefield Presence to keep Lookout up out of combat when we're exploring dungeons and what not. It seems to be one of the only ways to give that particular teamwork feat to the rest of the party in a useful way given the flat footed clause in Battlefield Presence....I'd also like to see if the Militaristic Tradition (Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture.
I will say this question put me on a bit of a journey. I reread Holy Tactician and the Battlefield Presence ability seems almost too powerful. A bonus feat for everyone with no time limit. The similar cavalier ability Tactician has time limits and number per day limits. From the research I did, it's meant to be that way. Defensive Strategist and lookout combination in my opinion is too powerful. I'd allow a different teamwork feat to stay up all the time but not lookout. I would allow teamwork feats from other sources.
I would allow Militaristic Tradition but the the weapons would have to be Ulfen or maybe Dwarven with the backstory you have mentioned.

Zorblag |

Sounds entirely fair! I was asking because I knew both might be pushing it. I'll take a look at weapons and see if there are dwarven ones that strike my fancy (or Ulfen themed ones at all,) and see what I can't put together. You said you wanted balanced stats; I think this build is going to give that.

DM Trawets |

Sounds entirely fair! I was asking because I knew both might be pushing it. I'll take a look at weapons and see if there are dwarven ones that strike my fancy (or Ulfen themed ones at all,) and see what I can't put together. You said you wanted balanced stats; I think this build is going to give that.
There is a trait for Ulfen Humans called Weapon Training.
Category Race
Requirement(s) Human - Ulfen
As soon as you were old enough to hold it, you were trained to defend yourself with traditional Ulfen weapons. You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Zorblag |

@Leothar, It's the sort of thing that I would be up for thinking about as we go, but I assume we wouldn't start with it at first level, but rather would choose them as we level up together. Unless some of us have backstories that are tied tightly enough to start working together well (which we easily might.)
@DM Trawets, interesting. I think I'm going with the Defensive Strategist trait, but that does give a list of weapons to think about. Right now I was looking at not going with Militaristic Tradition and just using a Bardiche (which is an axe-ish ranged weapon) and warhammer (which fits Torag well.)

Zorblag |

OK, I still need to type up the background, but here's the build that I've got in mind to look over. If anything looks out of place please do let me know!
Name: Torfinna Juve
Race: Human (Ulfen)
Class: Paladin (Holy Tactician) 1
Sex: Female
Alignment: Lawful Good
Religion: Torag
Initiative +2
Perception +1
=Defense=
AC 10 + 2 Dex +5 Armor = 17
TAC 12
FF 15
HP 10 + 1 Con = 11
Fort +3 Ref +2 Will +2
Special Defenses: Child of the Crusades (1 per day)
=Offense=
Melee
Bardiche +3 (1d10 +3 S,19-20 x2, brace, reach)
Dagger +3 (1d4 +2 S or P, 19-20 x2)
Warhammer +3 (1d8 +2(3) B, x3)
Space 5 ft.; Reach 5 ft.
Ranged
Dagger +3 (1d4 +2 S or P, 19-20 x2, Range 10 ft.)
Longbow +3 (1d8 P, x3, Range 100 ft.)
=Statistics=
STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 13 +2 R= 15 (+2)
BAB +1 CMB +3 CMD 15
Move 20 feet
=Powers=
Aura of Good (Level 1)
Child of the Crusades (1 per day)
Combat Reflexes (3 AOO)
Detect Evil (At Will)
Power Attack (-1 to hit, +2 damage)
Weal’s Champion (1 per day)
=Feats=
Combat Reflexes Human Bonus Feat
Power Attack Level One
=Traits=
Child of the Crusades (Campaign; Mythic [Marshal]): Your parents were members of the crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence.
Benefit: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Defensive Strategist (Religion [Torag]): Your study of dwarven history has trained you in defensive strategy.
Benefit: You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
=Skills=
2 Class +2 Int +1 FCB + 1 Race + 2 Background = 8 ranks
Acrobatics +2 Dex -5 ACP= -3
Appraise +2 Int = +2
Bluff +2 Cha = +2
Climb +2 Str -5 ACP = -3
*Craft +2 Int = +2
*Diplomacy +2 Cha +3 Class +1 Rank = +6
Disable Device +2 Int = NA
Disguise +2 Cha = +2
Escape Artist +2 Dex -5 ACP = -3
Fly +2 Dex -5 ACP = -3
*Handle Animal +2 Cha = NA
*Heal +0 Wis = +0
Intimidate +2 Cha = +2
Knowledge (Arcana) +2 Int = NA
Knowledge (Dungeoneering) +2 Int = NA
Knowledge (Engineering) +2 Int = NA
Knowledge (Geography) +2 Int = NA
Knowledge (History) +2 Int = NA
Knowledge (Local) +2 Int = NA
Knowledge (Nature) +2 Int = NA
*Knowledge (Nobility) +2 Int +3 Class +1 Rank = +6
Knowledge (Planes) +2 Int +1 Rank = +3
*Knowledge (Religion) +2 Int +3 Class +1 Rank = +6
Linguistics +2 Int = NA
Perception +0 Wis +1 Rank = +1
Perform +0 Cha = +0
*Profession (Soldier) +0 Wis +3 Class +1 Rank = +4
*Ride +2 Dex -5 ACP = -3
*Sense Motive +0 Wis +3 Rank +1 Class = +4
Sleight of Hand +2 Dex -5 ACP = NA
*Spellcraft +2 Int +3 Class +1 Rank = +6
Stealth +2 Dex -5 ACP = -3
Survival +0 Wis = +0
Swim +2 Str -5 ACP = -3
Use Magic Device +2 Cha = NA
=Languages=
Abyssal, Common, Dwarven
=Racial Traits=
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
=Holy Tactician 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.
Weal’s Champion (Su): Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.
At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).
This ability replaces smite evil.
=Equipment=
Enc: 96 lbs. Light Load 0-58, Medium Load 59-116, Heavy 117-175
Armor: Chain mail (+6 AC, Max Dex +2, ACP -5, 40 lbs. 150 gp)
Weapons: Bardiche (13 gp, 14 lbs), Dagger (2 gp, 1 lbs.), Longbow (75 gp, 3 lbs.) w/ 20 arrows (1 gp, 3 lbs.), Warhammer (12 gp, 5 lbs.)
Other Gear: Paladin’s Kit, (11 gp, 30 lbs.) 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.
Treasure: 36 gp

DM Trawets |

DM Trawets wrote:There are a couple other archetypes I was hoping to see as well.just out of curiosity. What are your favourite archetypes? :)
I don't know that I have a favorite archetype. I really don't use them much. When I started this I took a quick look at the list for paladins and there were some that I felt were unique or different. Chosen One was one of them. I'm not naming the others for now so I don't influence anyone's choicies; not that using one is a guarantee in either. :) I'll let you know after selection if you want.

MauveAvengr |

I've been eying the Tempered Champion and the Legate archetypes in combo with my Faithful Wanderer archetype.
Also, really want to play a Redeemer paladin. Will probably work on a build for that too as a backup (or maybe save it for another AP).

Jereru |

Right, background is ready, I just can't post it from the cell phone. Crunch will be ready as soon as I adjust according to your indications. What I did is I turned the Sacred Tattoo bonus into a Racial bonus instead of Luck, that way it doesn't combo with Fate's Favored (which I'm keeping because it was in the story already, and because of Divine Favor).
Let me just get home and you'll have it.

Patrickthekid |

Okay, here is the backstory:
His ancestors were one of the many sects of Azir who sought to overthrow the godless nation, albeit in less violent terms. As followers of the God of humanity, they hoped to unite the nation under the guise of Aroden. With that said, they had away been fond of the inheritor Iomedae. Thus, the transition to the Inheritor was easier for his great grandparents than most with Aroden's death.
His great-grandparents thought their work would be to grerator use taking up the crusade against the demon horde, and they were one of the first to leave Azir on route to Mendev. There, they have been a part of every crusade since. Many of his ancestors have lost their lives to the cause, but losing their lives for the hope of a better future for the region was worth it for him.
Jirak is a fourth generation crusader who has a rather unusual way of fighting. While most members of his family are familiar with the longsword, Jirak prefers to hone his physical body for close-range combat. Rergardlss, he is seen as noble as any Iomedaean with a surprising sense of humor. All he hopes is that he can bring an end to the crusade once and for all. For him, fixing at least one consequence of the Age of Lost Omens could bring hope for a better tomorrow...

DM Trawets |

Bron Frostbreath
Looks good. I do have one observation; your background says you don't have darkvision but your character sheet says you do.

Petsha Banica |

Here's the submission for Zorblag's Torfinna Juve.
While her parents were gone, Heral raised Torfinna with the martial training that he and other former crusaders, both human and dwarven, could provide. They taught her the fundamentals of combat, strategy and tactics, and sought to make sure she knew of the mistakes they had witnessed in the Third Crusade so that she could avoid them. When Naomi returned she helped with the teaching and provided what insight she had learned from participating in the grueling experience that was the Fourth Crusade. Torfinna has taken these lessons to heart, and knowing the toll the Worldwound has taken on her family, she has set out to be part of the next generation to try to end its threat.
While not as physically imposing as other crusaders, Torfinna is a presence on the battlefield, able to share her lifetime of tactical training with those willing to listen. She seeks to unite the forces of good, keeping the threat of the demonic host in front of them central in her calculations. She is determined to avoid the mistakes of mistrusting allies that hamstrung the efforts of her grandfather’s generation, and seek a more bold, inspired route than the one that her parents slogged their way through. She has now arrived at Kenabres to take stock of the situation before joining the crusaders there in their fight.
Name: Torfinna Juve
Race: Human (Ulfen)
Class: Paladin (Holy Tactician) 1
Sex: Female
Alignment: Lawful Good
Religion: Torag
Initiative +2
Perception +1
=Defense=
AC 10 + 2 Dex +6 Armor = 18
TAC 12
FF 16
HP 10 + 1 Con = 11
Fort +3 Ref +2 Will +2
Special Defenses: Child of the Crusades (1 per day)
=Offense=
Melee
Bardiche +3 (1d10 +3 S,19-20 x2, brace, reach)
Dagger +3 (1d4 +2 S or P, 19-20 x2)
Warhammer +3 (1d8 +2(3) B, x3)
Space 5 ft.; Reach 5 ft.
Ranged
Dagger +3 (1d4 +2 S or P, 19-20 x2, Range 10 ft.)
Longbow +3 (1d8 P, x3, Range 100 ft.)
=Statistics=
STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 13 +2 R= 15 (+2)
BAB +1 CMB +3 CMD 15
Move 20 feet
=Powers=
Aura of Good (Level 1)
Child of the Crusades (1 per day)
Combat Reflexes (3 AOO)
Detect Evil (At Will)
Power Attack (-1 to hit, +2 damage)
Weal’s Champion (1 per day)
=Feats=
Combat Reflexes Human Bonus Feat
Power Attack Level One
=Traits=
Child of the Crusades (Campaign; Mythic [Marshal]): Your parents were members of the crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence.
Benefit: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Defensive Strategist (Religion [Torag]): Your study of dwarven history has trained you in defensive strategy.
Benefit: You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
=Skills=
2 Class +2 Int + 1 Race +1 FCB + 2 Background = 8 ranks
Acrobatics +2 Dex -5 ACP= -3
Appraise +2 Int = +2
Bluff +2 Cha = +2
Climb +2 Str -5 ACP = -3
*Craft +2 Int = +2
*Diplomacy +2 Cha +3 Class +1 Rank = +6
Disable Device +2 Int = NA
Disguise +2 Cha = +2
Escape Artist +2 Dex -5 ACP = -3
Fly +2 Dex -5 ACP = -3
*Handle Animal +2 Cha = NA
*Heal +0 Wis = +0
Intimidate +2 Cha = +2
Knowledge (Arcana) +2 Int = NA
Knowledge (Dungeoneering) +2 Int = NA
Knowledge (Engineering) +2 Int = NA
Knowledge (Geography) +2 Int = NA
Knowledge (History) +2 Int = NA
Knowledge (Local) +2 Int = NA
Knowledge (Nature) +2 Int = NA
*Knowledge (Nobility) +2 Int +3 Class +1 Rank = +6
Knowledge (Planes) +2 Int +1 Rank = +3
*Knowledge (Religion) +2 Int +3 Class +1 Rank = +6
Linguistics +2 Int = NA
Perception +0 Wis +1 Rank = +1
Perform +0 Cha = +0
*Profession (Soldier) +0 Wis +3 Class +1 Rank = +4
*Ride +2 Dex -5 ACP = -3
*Sense Motive +0 Wis +3 Rank +1 Class = +4
Sleight of Hand +2 Dex -5 ACP = NA
*Spellcraft +2 Int +3 Class + 1 Rank = +6
Stealth +2 Dex -5 ACP = -3
Survival +0 Wis = +0
Swim +2 Str -5 ACP = -3
Use Magic Device +2 Cha = NA
=Languages=
Abyssal, Common, Dwarven
=Racial Traits=
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
=Holy Tactician 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.
Weal’s Champion (Su): Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.
At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).
This ability replaces smite evil.
=Equipment=
Enc: 96 lbs. Light Load 0-58, Medium Load 59-116, Heavy 117-175
Armor: Chain mail (+6 AC, Max Dex +2, ACP -5, 40 lbs. 150 gp)
Weapons: Bardiche (13 gp, 14 lbs), Dagger (2 gp, 1 lbs.), Longbow (75 gp, 3 lbs.) w/ 20 arrows (1 gp, 3 lbs.), Warhammer (12 gp, 5 lbs.)
Other Gear: Paladin’s Kit, (11 gp, 30 lbs.) 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.
Treasure: 36 gp

DM Trawets |

Okay, here is the backstory:
** spoiler omitted **
The only problem I have with the backstory is that Iroran Paladin's (aka Enlightened Paladins) have to worship Irori not Iomedae. the d20pfsrd sight can't use Golorian names for things so sometimes things get renamed. Better to use Archives of Nethys, aonprd.com, sometimes.

DM Trawets |

I've been eying the Tempered Champion and the Legate archetypes in combo with my Faithful Wanderer archetype.
Also, really want to play a Redeemer paladin. Will probably work on a build for that too as a backup (or maybe save it for another AP).
I don't know that there would be much of the original paladin left but they all stack.
If anyone wants to submit a second paladin feel free. I would recommend a different path but it isn't mandatory, if you have a different build for the same path go for it. I might like it better.
Just a reminder to all, recruitment is closing tomorrow, Friday May 1st at 8 PM EST.

Kulko |
Markos Dentros
A night in Mendev
Soaked in sweat young Markos sit up in his bed, breathing heavily and trying to shake the bad dream out of his thoughts. But the screams and the smell of Smoke dont seem to go away. Soon he realizes that it was not a dream after all, but the village was under attack by the Abbyssal forces.
He jumps out of bed and cries out for his mother when he is relaizign that he is not alone in the room. A small red devil with claws for his hands is sliding through the window seaching for prey. Markos panically runs for the door, but is to slow. Shortly before he reaches the doorhandle he feels a heavy weight in his back and is slammed forward into the ground. The attacker is sitting on his back and its claws grab for Markos' head trying to twist it off.
Fueled by his fear Markos pushes up and runs backward, crushing the devil into nearby wall, forcing the devil to release his hold shortly, leaving a huge Clawmark on Markos cheek.
Running as fast as he can Markos reaches the door and turns the handle. But when the door opens a huge shape in standing in the doorframe and grabs the boy.
"Nicodemos I found a survivor! Please come he is bleeding heavily."
Aftermath
A small Battalion of crusaders had reached the village and was soon able to scatter the invaders, but Markos PArents where among the Victims.
But Nicodemos had found a liking to the boy and he has travveled with the Crusaders for some time learning the art of Knightly Combat and looking for a way to take revenge for his parents.
Archetype
Knights Disciple (Silver Crane)
Exposed to Awfulness
STR 17 DEX 10 CON 14 INT 10 WIS 11 CHA 15
Weapon Longsword + Heavy Shied
Armor Splint Armour
Skills
Diplomacy
Know religion
Sense Motive
Intimitate
Do you need any more detail right now?

Ellioti |

Tiefling, Sword and Board Tortured Crusader (the first one here?)
The demon-spawn child was too much for the community and deemed an evil omen. Father and son were exiled. Hamidi loved his child above everything and fearing for their lives fled into the forests, where he was sheltered by strangely benevolent spirits and fey creatures. They helped him feed and caress the newborn until it was strong enough to travel on. Finally, near the Numerian border Hamidi and his son settled down and he made a living as a mercenary. The area was a dangerous place for everyone. The Worldwound was just around the corner and the demons raided and pillaged at will. Sarvin was only five years old, when his father fell to a demon's claw in protection of the settlement. He was taken in at the local orphanage that belonged to a small church of Iomedae. Haji respected his education and the Iomedaean believe, but for now never became a true follower.
Sarvin was a difficult child. The abandonment of his mother and the death of his father made him deeply troubled and angry. He was constantly picking fights with other kids or getting in trouble for running away. It took the local priest, Father Muril, all his efforts to be a guide, teacher and surrogate father.
When he got older, Sarvin was so full of anger that he needed a focus. He started martial training. First on his own, later with the local crusaders. He was still picking fights, but now it was with monsters around the village or with trouble-seeking, drunken soldiers. Almost every night he'd come home with at least a bruised eye that he got in a bar fight. The priest was of course not pleased, but supported Sarvin nevertheless, because this at least kept him in check.
Eventually Sarvin left. His need to do good and his anger for his lost father made him a crusader after all. So he went after them. One-by-one he banished demons or brought their mortal cultists to justice. For the latter, he prefered non-lethal methods. He knew, if he ever stepped over and killed unneccesarrily, he'd be a lost soul. In addition to the physical pain he endured on his crusades, he was tortured by the violence he had to inflict on others. But he could not stop as it was his duty to help the innocent and protect the village that gave him and his father refuge many years ago.
Sarvin feels no fear and never stops. Every night he has nightmares. They come from the struggles he had to live with, the guilt of never being able to save everyone.
One day, a powerful demon lord decided to take revenge and imprisoned him. For months he and his cultists tortured the paladin and made him take part in demonic rituals. Whatever the rituals' purpose may have been, it didn’t work out the way the captors envisioned. Rather than corrupting Sarvin's soul, he absorbed the rituals' energy and made it his own. Sarvin never stopped, never gave up. Pure determination eventually led to his escape barley alive. Ever since, he's been haunted by strange nightmares about the ritual.
After his escape, he somehow managed to reach his home and it took him weeks to recover. The moment he could walk on his own feet, he started his hunt for the cult, who he knew would return for him and his friends. Two weeks later, he returned from an unsuccessful investigation only to find his village burned to the ground, the ashes still warm. Father Muril dies in his arms within the orphanage's ruins.
With his bare hands he burried all 250 villagers before leaving his blighted home and never return. He finally swor to Iomeda and decided to visit Kenabres and officially join...
Sarvin
LG male Tiefling Paladin 1 Archetypes Tortured Crusader
Mythic Path Champion planned
Deity Iomedae
Init +2
=================================================
DEFENSE
=================================================
AC 19, touch 12, flat-footed 17 (+5 armor, +2 dex, +2 shield)
hp 12 ((1d10)+2)
Fort +4, Ref +2, Will +2
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee Longsword +3 (1d6+2/19-20)
Melee Longsword/Shield-bash +1/+1 (1d6+2/19-20 / 1d6+2)
Ranged Longbow +3 (1d8 /x3)
=================================================
STATISTICS
=================================================
Str 15, Dex 15, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Two-Weapon Fighting
Skills Knowledge (Planes) +5, Perception +6, Survival +6, Stealth +8, Use Magic Device +3
Background Skills Lore (Iomedae) +2, Profession (Soldier) +6
Traits Stolen Fury, Shield-Trained
Languages Common, Abyssal
Gear cold-iron Longsword, heavy wooden shield, Longbow, 40 arrows, Scale Mail, 11 gp
=================================================
SPECIAL ABILITIES
=================================================
Racial
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Light from the Darkness Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait.
Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Class
Torment A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands. This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Eye for Forgeries At will, a knight of coins can concentrate on a single item within 30 feet as a move action. When she does, the knight of coins can detect if it is magical, as per the spell detect magic. The knight of coins cannot concentrate on more than one item in this way at a time. This replaces detect evil.
Self-Sufficient A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier. This ability alters the paladin’s class skills and skill ranks per level.
All Is Darkness Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite. This ability replaces detect evil and divine grace and alters smite evil.
Traits
undecided Magical Knack, Shield-Trained, Purity of Faith, ...
Stolen Fury You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Shield-Trained is technically tied to Gorum, but I thought I ask. Maybe an Iomedaean would use heavy shields, too?

Jereru |

Jereru wrote:Bron FrostbreathLooks good. I do have one observation; your background says you don't have darkvision but your character sheet says you do.
Damn! I forgot to change that part. The character has indeed Darkvision. I'll change it in a bit.

DM Trawets |

Here's my submission for the Bard slot, Ambrose Kessler.
I've no problem with either archetype, however they both alter skills and can't stack.

YoricksRequiem |

YoricksRequiem wrote:Here's my submission for the Bard slot, Ambrose Kessler.I've no problem with either archetype, however they both alter skills and can't stack.
Even though they don't alter the same skills? Knight of Coins is straight additions, and the Oath swaps a few of the unaltered ones. I'll swap out one of the archetypes for something else, but I don't actually see why they shouldn't stack.

Ian Passeri |
Ok, I've had the crunch done for a bit, but just finished the fluff.
This is RH's Paladin of Iomedae, hoping to be able to fill either the Marshal or Guardian roll. In a stereotypical 5-party build I think he would officially be either the 'canon fodder' or the 'red shirt'
Ian was born and raised in Kenebra, his parents being crusaders. His father Elek a paladin of Iomedae whose family came to fight the world wound generations ago. At that time the Passeri family were Cheliaxian clergy of Aroden. When Aroden died and the world wound opened, they came to fight the growing evil, eventually becoming worshipers of Iomedae. His mother Valda is a Celestial touched Sorceress who's family hails from Kenabres. His parents met on the battlefield and eventually fell in love. Ian was the second child of five. His older sister Lynnette, himself, his two younger brothers Lyndon and Angus followed by his little sister Jennifer. When their parents weren't in Kenebra the kids stayed with their fathers sister, Naomi.
Ian was always large for his age and physically gifted. He would spend a lot of time flaunting his abilities and picking on his younger brothers and cousins. Though being trained for combat by the different orders of the church of Iomedae, Ian thought he would go south away from the worldwound, where his talents could be appreciated.
All of that changed one fall night late in the month of Lamashan. Ian had snuck out, not only of aunt Naomi's house but out of the city as well, to go to a party with older youths in one of the camps. In the darkness he had gotten lost and was attacked. He did not see the demon until it was right on him. The creature stood only a few feet tall, and seemed as surprised as Ian. Instead of running, the arrogant lad drew his shortsword and slashed at the creature. Surprisingly the beast caught Ians hand in it's mouth, while it raked his chest with it's right claw. The pain in his hand and chest caused him to start to grow faint. The demon biting hold of Ians right hand grabbing his arm in it's left claw tossing Ian to the ground, ripping his right hand appart. As Ian went unconscious the last thing he saw was a bright light illuminating from his own chest.
Ian awoke forty eight days later. He learned that the attack had been a group of Dretch that found a way into the area. They had all eventually been killed, but that held little comfort for the boy. The lone dretch that he faced left him scared physically and mentally.
The wound on his chest had almost killed him. The three talloned claw mark started at his left ear, tearing the bottom of the lobe off, going down the left side of his neck, crossing his chest, ending in deep marks in his abdomen. Harder to deal with was the damage to his right hand. The demon had bitten off the ring finger, pinky, and lower portion of his hand. Ian could no longer use the hand to do anything of any grip or strength requirement. He could still manipulate a quill pen or fork, but he could not steadily hold much else. The attack also awakened something else in Ian. He learned he shared his mother's celestial bloodline and it had manifested itself in the light that appeared from his chest.
Due to the nature of Ian’s wounds he would never fully recover. However, with the help of the clerics and instructors of Iomedae’s church he learned to function after a manor. He learned to appreciate the effort of others, patiently helping him relearn things that he had excelled at previously. He learned more about his Aasimar heritage and what tools it provided to fight evil. He learned to value the effort given more than the results. He learned to love the family that supported him through the difficult times.
Eventually, Ian blamed no one but himself for what happened to him. He realized it was his own arrogance and pride that led him out of the city into danger. Gone was the child who prided himself on his own strength and talent demanding respect and fear from his own peers. In that youths place stood a different young man. A young man who desired to help others. A young man who desired to protect the ones he loved. A young man who desired to serve Iomedae. A young man who desired to fight the evil that had harmed others so much more than it had harmed him.
Wearing his squire tabbard, splint mail, kite shield and kettle hat Ian looks like many of the tall fit young men in the camps training for war. But nothing that would separate him apart. Oh, you notice some oddities, he wears his shield on his right arm and has sword and mace positioned to draw with his left. You notice he carries no ranged weapon, just a pouch of the odd Vudrani chakrams. You notice his facial features: Aquiline nose, square jaw, high forehead. dark shoulder length hair, pale skin and green eyes, reflect Chelaxian decent. but still not uncommon. His youthful appearance and quick smile, though appealing, are not that different from others.
No, looking at Ian you'll only notice a couple of things that reflect his decision to become a paladin of Iomedae. The easiest to see is a row of scars starting at his mutilated left ear, winding down his jaw line onto his neck, disappearing below his neck guard. Harder to notice, and only if you look into this green eyes long enough for the smile to disappear, you will see the pain, the loss, the need, the love that drew him to this cause.
When in armor he hides the fact his right hand is mutilated. when relaxing with friends it is a comfortable topic that he shares and jokes about.
Ian believes people can learn from their mistakes. When he was young he was gifted and handsome other children would follow him, wanting to be a part of whatever he was doing. He was also arrogant, proud, violent and a bully. Through a life changing event, he learned humility, patience and a desire to help others. What he has lost in magnetism, he has gained in confidence in himself and those he trusts.
On the Myers Briggs scale Ian is a Consul

DM Trawets |

DM Trawets wrote:Even though they don't alter the same skills? Knight of Coins is straight additions, and the Oath swaps a few of the unaltered ones. I'll swap out one of the archetypes for something else, but I don't actually see why they shouldn't stack.YoricksRequiem wrote:Here's my submission for the Bard slot, Ambrose Kessler.I've no problem with either archetype, however they both alter skills and can't stack.
My reading and understanding of the archetype rules come from here:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature.
Since they both alter skills, even though in different ways, I believe RAW, they are not allowed.

YoricksRequiem |

My reading and understanding of the archetype rules come from here:
PRD wrote:A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature.Since they both alter skills, even though in different ways, I believe RAW, they are not allowed.
Ah, I didn't read it that way but fair enough! I've updated my sheet to reflect dropping Knight of Coins in favour of Divine Guardian.

Robert Henry |
1 person marked this as a favorite. |

So decided to post it by build, If I've missed anyone please let me know.
Trickster
chunky04: Duron DaygenHuman (virtuoso Bravo) Trickster
MayveAvengr: Fley FlaxonGnome (Faithful Wanderer) Trickster
Agent Eclipse:Khanon Sirian Human(divine hunter/tempered champion) Trickster
Marshal
Cuàn: two possible pathsAasimar Martyr Paladin of Vildeis. duel path: Heirophant and Marshall
YoricksRequiem: Ambrose Kessler Human (Oath of the People’s Council / Divine Guardian) Marshal
Robert Henry:two possible paths Ian Passeri Aasimar sacred shield/Warrior of the Holy Light Marshal or Guardian
adsapiens: donnen PHelps Dwarf (stonelord) Marshal
Zorblag: Tofinna Juve Human Paladin Marshal build
Patrickthekid Jirak Regillus Enlightened Paladin Marshal
kulko Markos Dentros (Knights disciple) Guardian
Guardian
Ellioti: Zero. Human (Sacred Servant, Knight of Coins) Guardian
The Archlich: Dwarf Stonelord Guardian
Robert Henry: two possible paths Ian Passeri Aasimar sacred shield/Warrior of the Holy Light Marshal or Guardian
Archmage
Phntm888: Ardriel Zinro Archmage
Champion
Ellioti second applicant Sarvin tiefling (Tortured soul) Champion
Aldizog: Leothar Paladin (Oath of the Skyseeker) Champion
Jereru: Bron FrostbreathHalf-Orc (vanilla) Champion
Andrea1 Don Guy Champion
Hierophant
Cuàn: two possible paths Aasimar Martyr Paladin of Vildeis. duel path: Heirophant and Marshall
Nathanael Love: Æthelweard Tinytoes, (Hospitaler) Hierophant
Agent Eclipse second applicant Mavrik Jozen Human(oath of vengeance/tempered champion) Hierophant
Undecided
Oyzar: Irorian Paladin and pick Racial Heritage (Gnome)
Spazmodeus: ranged specialist Paladin
Orodhen: Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat
Fighting Chicken: Thinking about a concept to fill either the Marshall, Heirophant, or Champion
Looks like we have one day left, good luck everyone.

Don Guy |

Ok. Don Guy will be Sacred Servant/Oath of Vengeance. Will worship Ragathiel.
My plan(If he survives that long) is to take Rage Subdomain so I can rage like a barbarian and smite
So I can turn into this guy

Zorblag |

This is alternate submission because you're allowing Divine Hunter/Tempered Champion builds and that's a fun one to make. Petsha is a Paladin of Erastil and would be more of a druid/ranger type who would definitely go Hierophant, and might dual path to champion depending on what the party looks like.
Petsha’s dreams of Old Deadeye have continued to this day, and lately in his visions he has felt drawn to some duty elsewhere to the north. Never one to ignore the call of his God, Petsha set out from the woods he knew his entire life, making his way first to Numeria, and up the Sellen River to Chesed, his last stop before what he now knows is the Mendevian Crusades. There is something in Kenabres that Erastil needs him to do, and he is now here to discover what that is.
Petsha Banica
Human (Varisian) Paladin of Erastil (Divine Hunter, Tempered Champion) 1
Str: 14 Dex: 18 Con: 12 Int: 10 Wis: 10 Cha: 13
Feats: Point-Blank Shot, Precise Shot, Weapon Focus (Longbow)
Traits: Touched by Divinity (Bless), Deadeye Bowman
Racial Traits: Bonus Feat, Practiced Hunter (Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.)
Skills: Craft (Bows) +4, Handle Animal +5, Perception +1, Stealth +8, Survival +4

Kulko |
Kulko wrote:Knights Disciple is not a Paizo archetype and is not available.Markos Dentros
** spoiler omitted **
** spoiler omitted **
Do you need any more detail right now?
Thanks for the warning.
In that case Markos is driven by his wounds to wander the lands near the worldwound as a Faithful wanderer.
Markos Dentros
A night in Mendev
Soaked in sweat young Markos sit up in his bed, breathing heavily and trying to shake the bad dream out of his thoughts. But the screams and the smell of Smoke dont seem to go away. Soon he realizes that it was not a dream after all, but the village was under attack by the Abbyssal forces.
He jumps out of bed and cries out for his mother when he is relaizign that he is not alone in the room. A small red devil with claws for his hands is sliding through the window seaching for prey. Markos panically runs for the door, but is to slow. Shortly before he reaches the doorhandle he feels a heavy weight in his back and is slammed forward into the ground. The attacker is sitting on his back and its claws grab for Markos' head trying to twist it off.
Fueled by his fear Markos pushes up and runs backward, crushing the devil into nearby wall, forcing the devil to release his hold shortly, leaving a huge Clawmark on Markos cheek.
Running as fast as he can Markos reaches the door and turns the handle. But when the door opens a huge shape in standing in the doorframe and grabs the boy.
"Nicodemos I found a survivor! Please come he is bleeding heavily."
Aftermath
A small Battalion of crusaders had reached the village and was soon able to scatter the invaders, but Markos PArents where among the Victims.
But Nicodemos had found a liking to the boy and he has travveled with the Crusaders for some time learning the art of Knightly Combat. But sooner or later the restlessness and the discomfort caused by his hideous wounds drove him to search for a more solitary way of revenge.
Archetype
Faithful Wanderer
Exposed to Awfulness
Weapon finesse
STR 12 DEX 17 CON 11 INT 10 WIS 13 CHA 15
Weapon Rapier and bow
Armor Studded Leather
Skills
Perception
Stealth
Know Nature
Survival

Phntm888 |
thx Robert Henry.
So the archmage option is currently uncontested?!
Aldizog was thinking of making one originally, but decided to go a different direction.
It's also probably the most challenging direction to go with a Paladin, as the majority of its options don't synergize well (if at all) with Paladin abilities. I imagine that's one of the things putting people off from submitting applications in that direction.

Cuàn |

I'm still working on my character.
Part of the delay comes from the fact that I decided that for a follower of Vildeis I'd have to go all in and that would mean using things that are out of scope for this game. As such that character is put in cold storage.
A Martyr being less useful in an all Paladin group is also a factor.
Instead I'm looking at an Aasimar who traces her heritage back to the Dragon Empires, the nation of Tianjing to be precise. That's a nation that used to be plagued by Qlippoth invasions but they closed the gates long ago (as far as they know). My character's father, descendant of the celestial army that fought the qlippoth and trained to stand guard over what remains of the gates, decided his help was more needed in Mendev after he heard of the Worldwound.
Her mother is a Riftwarden from Mendev. But shortly after my character's birth her parents disappeared in the Worldwound, never to be seen again. Mae Chun-Hei, my character, found comfort in the teachings of Tsukiyo, a god from her father's homeland.
So yes, that's an Archmage background. I will be dualpathing Heirophant though as the useful abilities in Archmage are very limited for a Paladin.
As for class I'll be going Sacred Servant Paladin with a very unorthodox domain choice at 4th level: Madness
I expect to present her in full later today.

Donnen Phelps |

I like your concept, Cuan. A pity paladins can't get Dreamed Secrets.
Fixing the list:
Guardian
The Archlich: Donnen Phelps Dwarf Stonelord Guardian
Ellioti: Zero Human (Sacred Servant, Knight of Coins) Guardian
Robert Henry: two possible paths Ian Passeri Aasimar sacred shield/Warrior of the Holy Light Marshal or Guardian

Robert Henry |

Hey Donnen, sorry about the error, I found a couple more that I think I have fixed, and have updated.
Trickster
chunky04: Duron DaygenHuman (virtuoso Bravo) Trickster
MayveAvengr: Fley FlaxonGnome (Faithful Wanderer) Trickster
Agent Eclipseone of two applications Khanon Sirian Human(divine hunter/tempered champion) Trickster
Marshal
Cuàn: two possible pathsAasimar Martyr Paladin of Vildeis. duel path: Heirophant and Marshall
YoricksRequiem: Ambrose Kessler Human (Oath of the People’s Council / Divine Guardian) Marshal
Robert Henry:two possible paths Ian Passeri Aasimar sacred shield/Warrior of the Holy Light Marshal or Guardian
Zorblag: one of two application Tofinna Juve Human Paladin Marshal
Patrickthekid Two possible paths Jirak Regillus (dip in brawler) Marshal 0r Champion
Guardian
Ellioti: one of two application Zero. Human (Sacred Servant, Knight of Coins) Guardian
The Archlich:Donnen PHelps Dwarf Stonelord Guardian
Robert Henry: two possible paths Ian Passeri Aasimar sacred shield/Warrior of the Holy Light Marshal or Guardian
Kulko: Markos Dentros Human (Faithful Wanderer) Guardian
Archmage
Phntm888: Ardriel Zinro Archmage
Champion
Ellioti one of two applicantiions Sarvin tiefling (Tortured soul) Champion
Aldizog: Leothar Paladin (Oath of the Skyseeker) Champion
Jereru: Bron FrostbreathHalf-Orc (vanilla) Champion
Andrea1 Don Guy Champion
Patrickthekid Two possible paths Jirak Regillus (dip in champion) Marshal 0r Champion
Hierophant
Cuàn: two possible paths Aasimar Martyr Paladin of Vildeis. duel path: Heirophant and Marshall
Nathanael Love: Æthelweard Tinytoes, (Hospitaler) Hierophant
Agent Eclipse one of two applications Mavrik Jozen Human(oath of vengeance/tempered champion) Hierophant
Zorblag: one of two application Petsha Banica Human (Divine Hunter, Tempered Champion) Hierophant
Undecided
Oyzar: Irorian Paladin and pick Racial Heritage (Gnome)
Spazmodeus: ranged specialist Paladin
Orodhen: Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat
Fighting Chicken: Thinking about a concept to fill either the Marshall, Heirophant, or Champion
I will update one more time before I go to bed this evening. Again good luck all!

Robert Henry |

Ok, error to be fixed;
Agent eclipse second character Khanon Sirian (divine hunter, tempered champion) trickster is here, on Mavrik Jozen's page.
Kulko: Markos Dentros Human (Faithful Wanderer) Guardian

Zorblag |

Ellioti wrote:thx Robert Henry.
So the archmage option is currently uncontested?!Correct.
Hierophant may be as well. I haven't seen one of the builds, and the other I'm not sure where the healing will come from, other than lay on hands as they've given up spells.
Hmm, it's the other Tempered Champion build you're talking about here I suspect (as it had been around longer,) but spell casting is an issue that Petsha would have as well. My plan had been to use lay on hands, a group of paladins, SLA (through legendary items, et all,) and items in general to work around that, but dropping the Tempered Champion part of the build wouldn't actually change anything much until 4th level anyhow.
So, here's the revised alternate submission for Petsha Banica (Hierophant Path):
Petsha’s dreams of Old Deadeye have continued to this day, and lately in his visions he has felt drawn to some duty elsewhere to the north. Never one to ignore the call of his God Petsha set out from the woods he knew his entire life, making his way first to Numeria, and up the Sellen River to Chesed, his last stop before what he now knows is the Mendevian Crusades. There is something in Kenabres that Erastil needs him to do, and he is now here to discover what that is.
Petsha Banica
Human (Varisian) Paladin of Erastil (Divine Hunter) 1
Str: 14 Dex: 18 Con: 12 Int: 10 Wis: 10 Cha: 13
Feats: Point-Blank Shot, Precise Shot, Weapon Focus (Longbow)
Traits: Touched by Divinity (Bless), Deadeye Bowman
Racial Traits: Bonus Feat, Practiced Hunter (Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.)
Skills: Craft (Bows) +4, Handle Animal +5, Perception +1, Stealth +8, Survival +4

Cuàn |

Here is Mae Chun-Hei, though she's mostly gearless at the time of posting.
She's also missing a feat as I have a question there: would you allow Heaven's Light?
She'll be going Archmage|Heirophant dual path, Archmage as the initial path.
She'll also adhere to Tsukiyo's Paladin code
I am the eyes for those who cannot understand the truths of others who are not like them. I shall teach others how to accept, support, and celebrate those who think and speak differently than they do.
I am the guide for mortal minds and souls. I shall offer kindness and aid to the lost, the frightened, the confused, and the dead. I shall calm restless spirits, and I shall banish violent ones with what compassion I can provide without endangering others.
A different perspective can bring both fulfillment and pain. I do not judge those who wish to remain as they are, no matter what disadvantages it may bring them, nor do I judge those who suffer and wish to be changed.
There is no shame in madness, and so I do not make madness shameful by imposing it on my enemies as a punishment. Though darkness and attacks on the mind are tools I may use to vanquish the unjust, my actions will never force lasting insanity upon my foes.
As for her background, the basics I mentioned previously (Aasimar father from Tianjing, local Riftwarden mother, vanished together shortly after Chun-Hei's birth). What happens after is in the following spoiler.
As such all she took from the books was Tsukiyo's teachings, though she did also use the books to teach herself the language of her father. From her grandmother she got lessons in the structure of the outer planes, grandma's area of expertise, and Chun-Hei took to it with gusto and an intuitive talent for it. A talent almost as strong as her talent for speaking to others and bringing comfort.
As she grew older Chun-Hei started martial training, as she figured a way to defend yourself was essential if living in Kenabres and she didn't have her mother's profound talent for the arcane. The rest of her time was spent caring for those damaged by the crusade, either directly or indirectly. She worked to bring comfort to the many orphans the crusades produced and offered patient understanding to the crusaders that came back traumatised by what they had seen in the Worldwound. Reactions were very mixed. Some, especially those in command, said there was no place or time for such frivolities as mental care. The orphans needed to harden up and learn to vent their frustrations on the demons and cultists while the damaged crusaders should stop whining and just head back to die heroically if they couldn't handle things.
Others, especially those who were less blinded by zeal, actually saw hers as a worthwhile endeavour and sponsored her so she could keep doing this and still keep herself fed and have a roof over he head.
All the talks with crusaders coming back were also partially motivated by self interest: in every conversation she dug for clues to figure out what had happened to her parents.

pippinTook |
I submit for your consideration Gunniston "Gunny" Thistledown, Gnome Divine Hunter going for the archmagi route. I tried to find ways to stay purely paladin, but still get the arcane concept. Hope you like it!
Gnome Divine Hunter
Str: 10 +0
Dex: 16 +3
Con: 14 +2
Int: 10 +0
Wis: 11 +0
Cha: 16 +3
Deity: Gozreh
Traits: Balanced Offensive (1/day can use domain elemental blast which would be icicle or lightning arc because of Gozreh's domains), Riftwarden Orphan (WotR trait, archmagi, +2 concentration checks)
SQ: Darkvision; 4/day dancing lights, flare, prestidigitation, produce flames; +1 size bonus to attack and AC
1st Divine Hunter: feats-precise shot, extra Gnome magic (+3 uses/day)
2nd Divine Hunter:
3rd Divine Hunter: feat-point blank shot
4th Divine Hunter:
5th Divine Hunter: feat-symbolic mastery (use holy symbol to cast an elemental bolt of energy)
6th Divine Hunter:
7th Divine Hunter: feat-vital strike (to increase symbolic mastery damage)
OR if you're cool with multiclassing, she'll go vanilla cleric for 2nd level forward and will use lots of lighting arc and icicle as well as her produce flame to be more of a "blaster caster"
Backstory: "Gunny," as she is commonly called, grew up as an orphan. She was always seen as a bit of a peculiarity. One reason was her blue hair, a feature brought about by her Gnomish blood which stood out in a dominantly human neighborhood, but more telling was the oddly intricate marking on her forehead. It swirled in strange shades of blues, blacks, and had odd flickers of silver. It looked like the sort of thing one might find on the cover of a book about magic. The foster parents who raised her were kind and nurturing and continually strove to help her have an enjoyable childhood. One of her favorite childhood memories were their walks and picnics in nature. Being amongst the trees, hearing a babbling brook, feeling the sun warm her skin and the wind cool it off again. This balance and beauty was brought her to the worship of Gozreh, and her desire to restore the beauty of the nature upset in the Worldwound is a strong reason she's bound there. But the feeling deep within her that the person, or thing, responsible for her parents' death is an even stronger pull. Balance must be restored. A life for a life.