Aldebert Piddlespot's page

1,854 posts. Alias of Euan.

Full Name

Aldebert Piddlespot, Knight Protector of Kelmarane




(Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)


2'10" & 32lbs




Lawful Good






Common, Halfling, Kellish


Holy Warrior

Strength 18
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Aldebert Piddlespot

Stats & Saves:
Paladin (14)
Base Stats (unenhanced by magic)
Str 14, Dex 12, Con 14, Int 14, Wis 10, Cha 16

Saving Throws
Fortitude = +17 (9 + 2 Con)
Reflex = +11 (4 + 1 Dex)
Will = +15 (9 + 0 Wis)
(+1 halfling luck (racial), applied)(+4 divine grace, applied)(+1 Princess Gratitude (luck))
+2 vs warm weather (hot weather outfit)
immune to fear, disease, charm

Armor Class = 26
Flat-Footed AC = 25 (+11 mithral plate, +2 deflection, +1 size, +1 amulet natural armor)
Touch AC = 14 (+1 dexterity, +2 deflection, +1 size)

BAB = +14/+9/+4 (+1 attacks, size)
CMB = 17 (-1 CMB/D, size)
CMD = 28

HP = 129 (d10+3 con+1 favored (mostly))(13+9+9+9+9+9+9+9+9+9+9+9+9+8)

Initiative = +1 (dex)
Movement = 30' (20' with encumbrance/armor)(+10' boots)

Feats & Traits:

Small Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fleet of Foot Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Fearless Halflings receive a +2 racial bonus on all saving throws against fear.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Finding Haleen Campaign Trait (+1 Appraise & Sense Motive when bartering, Appraise is class skill)
Armor Expert Trait (-1 Armor Check Penalty)
Eyes and Ears of the City Trait (+1 Perception and Perception is a class skill)
Family Ties Drawback (do what Amiamble says or -2 Wis/Cha checks (DC 20 Will save))
Simple Weapons
Martial Weapons
All Armor & Shields (except tower shields)
Combat Expertise (-3 attack, +3 AC (dodge))
Greater Mercy (+1d6 lay on hands when not using mercy)
Power Attack (-4 attacks, +8/12 damage (one handed/two handed)
Unsanctioned Knowledge (1) Timely Inspiration, 2) Mirror Image, 3) Good Hope, 4) Dimension Door)
Weapon Focus (Greatsword)
Improved Critical (Greatsword)


Acrobatics = +3* (+5 jumping (boots))
Appraise = +7 (1 rank)
Bluff = +5
Climb = +5*
Diplomacy = +19 (8 ranks, +3 circlet)
Disguise = +5
Fly = +16* (14 ranks)
Handle Animal = +12 (4 ranks) (+4 with Gretiem)
Heal = +1
Intimidate = +8 (+3 circlet)
Perception = +18 (14 ranks, +2 halfling, +1 trait)
Profession (Merchant) = +7 (3 ranks)
Ride = +16* (11 ranks) (+4 with Gretiem)
Sense Motive = +5 (1 rank)
Spellcraft = +7 (1 rank)
Stealth = +6* (+4 size)
Survival = +1
Swim = +5*
*Armor Check Penalty -2 (+1 Princess Gratitude (luck) applied to all)

Spells & Special Abilities:

Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Comand
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Sky Steed
4) Dimension Door, Inspiring Recovery

Djinni Princess's Gratitude - +1 Luck Bonus on all attack rolls, skill checks, saving throws, and level checks.

Aura of Good (Ex): My aura is my level for detection spells.

Aura of Courage (Su): Immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious.

Aura of Resolve (Su): Immune to charm spells and spell-like abilities. Each ally within 10 feet gains a +4 morale bonus on saving throws against charm effects.

Detect Evil (Sp): At will, detect evil, as the spell. 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.

Smite Evil (Su): (5x/day, +4 attack, +14 damage, +4 AC) As a swift action, if the target is evil, add Charisma bonus to attack rolls and level to all damage rolls. 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. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. Also gain Charisma bonus to AC against the smite target.

Divine Grace (Su): (+cha to saves)

Lay on Hands (Su): (13x day, 9d6 healing) Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses.

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

Mercy (Su): (Remove Fatigue, Remove Disease, Neutralize Poison, Remove Blindness) 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.

Divine Bond with a Mount (Sp): Summon Mount (sp, 2x day, full round action)

Aura of Justice (Su): Expend two uses of her 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. Evil creatures gain no benefit from this ability. (+4 attack, +11 damage, +4 AC)

Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Equipment & Wealth:

Ring of Feather Falling
Ring of Protection +2
Amulet of Natural Armor +1
Bracers of the Merciful Knight (+2/day, +2d6 healed, Lesser Restoration 1/day)
Hot Weather Outfit (+2 Fortitude vs warm weather)
Mithral Full Plate +2, glamered, radiant (12#) (+11AC, +3Dex, -3ACP) (remember -1ACP from trait)
Breastplate (30#)(+6AC, +3Dex, -4ACP)(remember -1ACP from trait)
Greatsword +3 (4#)
Greatsword Crystal, MW (4#) (+2 enhancement to damage, DR/magic)
Javelin +1, Frost x2
Warhammer +1 (2#)
Dagger (1#)
Morning Star, silver (3#)
Composite Long Bow (MW, 16 strength) w/20 cold iron, silver salted arrows (6#)
Holy Symbol, wooden (nicely carved scroll work)
Belt of Giant Strength +4
Boots of Striding and Springing
Cloak of Charisma +2
Circlet of Persuasion
Handy Haversack (5#)
- Potion Cure Light Wounds (1) x2
- Potion Expeditious Retreat (1)
- Potion of Fly (5)
- Potion Lesser Restoration (3)
- Potion See Invisibility (3)
- Potion of Touch of the Sea (2)
- Potion Shield of Faith (+4 so CL 12)
- Scroll of Blessings of the Mole (7)
- Scroll of Bless Weapon (3) x4
- Scroll Lessor Restoration (3)
- Scroll Endure Elements (1)
- Scroll of Sky Steed (7)
- Scroll of Water Breathing (5)
- Wand Lessor Restoration (14)
- Pearl of Power First (x2), Second (x1), Third (x1)

- Acid Flask x2
- Alchemist’s Fire x3
- Antiplague x2
- Antitoxin x2
- Bedroll & blanket
- Candle x5
- Chalk x5
- Crowbar
- Decanter of Endless Water
- Earplugs
- Flint & steel
- Holy Water x2
- Ioun Torch
- Metamagic Rod, Enlarge, lesser
- Pearl of Power (first) x3 (one given to Mahdi), (second) x1
- Rations x10
- Silk Rope w/ grapple, 50’
- Smelling Salts
- Spell Component Pouch
- Steel flagon and bowl
- Sunrod x5
- Tindertwigs x5
- Thunderstones x4
- Tanglefoot bag x2
- Waterskin (3 gal water) x3

Weight: 37# (medium load >57#, heavy load > 115#)
Total Cash: 2,670gp

Bayt al-Umniyya Manor and Stable Notes:
Buri the stable boy, fees: 120gp/year.

He has been a not to unsuccessful merchant until recently. Because his brother Amiamble likes to roam a bit, he chose the importation of goods from Solku (a town they lived in for some time) for sale locally. He had some trouble finding a reasonable export to tie in with his imports but he was finally getting the cash to put together an excellent two way caravan run. Unfortunately, his last caravan of goods was taken by Gnolls - a battle that cost him dearly. He lost his mount, and a dear friend, but escaped with his life and, of course, his brother. He was seeking Haleen to help with a new venture, possibly financially, but at the least with her sage advice.

He is ever and always a loyal follower of Abadar and firm believer in his faith. With all their wanderings, he and his brother always end in a civilized place. Furhter, Aldebert believes strongly in fair trade for equal goods. Like a good Abadarian, Aldebert looks forward to tax day. He treats it like a holiday, doing all his financial work the week before to make sure he's paying his fair share, and then he parties on that day, often drinking heavily. It's the one day he's really happy.

Finding Haleen's note was quite a shock. Once it was clear that her disappearance was not a choice, Aldebert sold off his remaining mecantile interests and began the hunt in earnest. Nearly out of funds, he has one last thin lead - Kelmarane. He hopes that by joining Garavel’s group, he'll be better outfitted for the desert travel than he could afford on his own (camels are soooo expensive!). But his focus is on Haleen, not whatever Garavel might desire - though he will, as always, give as much as he gets in the expedition.

Personality and Appearance:
Aldebert is not genial. Everything is a negotiation and everything must balance in the end or it's not fair. He's short for a halfling and that grates on him - he's even shorter than his younger brother, and that grates on him even more. He just bought a set of scale armor, and he's not looking forward to sweating in it in the hot sun, but he knows what the desert creatures can do so he hopes for the best. His weapons too are new and well appointed for the task at hand.

Gretiem, Lord of the Green