Paladin

Alec Jadder's page

275 posts. Alias of Walter das Sombras.


Full Name

Alec Jadder

Classes/Levels

GP | HP 14/14 | AC 19 / T 11 / FF 18 | F +5/R +1/W +4 (+2all) | Perc +2 | Init +1 | Darkvision

Size

Medium

Deity

Torag

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Alec Jadder

Posting Pattern:
Alec does this and that
[dice=PA Weapon]1d20+5-1[/dice]! H/M [dice=for]1dX+4+2[/dice] damage[ /ooc]
[ spoiler=AoO][dice=PA Weapon]1d20+5-1[/dice]! [ooc]H/M
[dice=for]1dX+4+2[/dice] [ooc]damage[ /ooc][ spoiler]

Background:
Alec Jadder is at a loss right now, confused as only the Starstone could make him. He understood only that he felt weak, his knowledge, power and experience stolen from him as a test he must pass. But that’s today. If you would have asked him two weeks ago, he would have told you that during his life he lost several things, and I'll tell you that story in his place, since you want to know more about him.

First of all, he lost peace. He was still in training in Janderhoff, with the group of paladins known as Stonelords, when a bunch of hated foes stealthily managed to infiltrate the place, and killed many of the dwarves. The dwarven Sky Citadel had many connections to the Darklands, but the Stonelords, along with other organizations, protected the city from these threats. But not anymore, as half of them were killed in the assault, which greatly decreased the city defenses. What could Alec do, still in training as he was? They thought the enemies had completed their objective and the alert level decreased after a few months, but then they came a second time, through some different path. And a third. As soon as the Stonelords realized it would not stop they decided to take another defensive manner: attack.

In that path, he lost his fear. The group acted as one while getting deeper and deeper on the Darklands. He protected his comrades and so they protected him. He realized wounds were an everyday addition to the job, and that his communion with earth made him tougher, durable, resilient. He was impressed. Enough to make him store his shield and favor the Earth Breaker, cross-charging battlefields with increasing skill. Nothing more suitable, right? Underground he found his haven, with stone and earth always under his foot. Torag showed his powers through him, and along with his team, they prevailed.

But then, he lost his hope. Although they won several battles in the Darklands, but there would be no end to it. Soon they lost the focus. It was an easy place to enter, but an endless maze for those who want to leave. They lost track of time, and soon the morale of the group was broken. Opinions were divided between keeping the withdraw action or moving deeper into the Darklands, and so the leader lost power and discord took place. It wasn't worst because he fell in love with a dwarf arcanist of his group, Liara. They were each other's light when all seemed to be sinking.

And then he lost her. What wouldn't he do to have died in her place, but he knew it was in vain. She was gone, and no one of the survivals had the power to raise her. Desperation took hold of him, and his rage led him to a path he would later regret deeply. He fell in disgrace doing wrong actions, and as punishment Torag cut their connection, throwing him deeper into a endless well of suffering. But while he had no objective to live, his rage guided him for a long time, just to leave him full of despair at the end. Alec knew he screwed up, but he didn't care anymore. It was so easy not to care, not to have a code of conduct, and he dug into it, progressing with his martial abilities to the disbelief of his comrades.

And so he lost his comrades. The remaining ones, Kirsh, Jelfai, Iorilan and Deserk, were certain that Father Torag would guide them out of the endless maze, but they needed to take what they called a leap of faith. Literally. Leaping onto a bottomless pit. Ha! Madness, he thought. He left them before they could abandon him, to make it easier for everyone. The ex-Paladin wandered through the maze for months before he found himself upon a lake. And there he saw his reflection, but did not recognized himself. What he saw was an ugly, dirty dwarf, with swollen eyes and a messed up beard. More than that, it was clear that dwarf was lost, without anything to lose. He could die right there and no one would miss him. No one would remember his valuable deeds during his life. He missed his love, his companions, the sunlight, and specially his connection to Father Torag.

So he lost his shame and begged for forgiveness, praying for nights and days, not that they had any difference anyway. But he stood faithful against all odds, although there was no progress in his quest for the surface again.

Then he lost a fight, the fight for his life. A group of drow nobles surprised him in tunnel. Alec was tough. And braver than anything they have fought before, he surely did a show. But it wasn`t enough. Five drows were slain by his hands, but in the end he was exhausted, and they dropped him. The last thing he saw was the diabolical smile of one of those creatures, certainly making plans for Alec. Death would not come easily to him.

But next he found it all. Forgiveness, companions, faith, comfort, power, all at once. His long-time lost companions saved him from the drows, and the entire world returned to its axis. It turns out they never took that exit, but instead came looking for him, and were about to lose hope of finding Alec, since so many months have passed. He was very happy indeed, having now enough reasons never to doubt the power of the Father, nor of his companions. He sought atonement for his acts, and felt his divine connection empower him once more. His blood and flesh hardened again, making him tougher than ever. Then it was just a matter of time before they took their leap of faith, and got out of the cursed dungeon. Their story was not over, but they were considered heroes by Janderhoff, since they secured information about the Darklands and caused much damage to the shadow dwellers, but his life was far from over. Alec then became a bastion of faith in Janderhoff, traveling throughout Golarion as an emissary of the city, and never lost his faith again. Guided by it he took flight when there was no ground, took arms when there were tyrants, but never again took someone to love. He just didn`t want to be vulnerable again, to have something to lose. So he lived to help his people, and they rewarded him well enough.

And that's the reason he approached the Starstone, to become a god, watching over all those whose faith seem to falter, grating them a second chance to return to the way of the Father.


Crunch:
ALEC JADDER
Male Dwarf paladin (Stonelord) of Torag 1 - LG medium humanoid (dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +2,
Aura Aura of Good, Weight 241 lbs
Languages Common, Dwarven, Terran

DEFENSE
AC 19, touch 11, flat-footed 18 (+6 Armor, +2 Shield, +1 dex)
hp 14 (1HD)
Fort +5, Ref +1, Will +4, +2 vs. poison, spells, and spell-like abilities

OFFENSE
Speed 20 ft. (4 squares)
Melee earth breaker (two handed) +5 ((two handed) 2d6+6/x3)
Melee MW Longsword +6 (1d8+4/19-20)
Melee waraxe (dwarven) +5 (1d10+4/x3)
Melee dagger +5 (1d4+4/19-20)
Ranged dagger (thrown) +2 (1d4+4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +5; CMD 16 (20 vs bullrush) (20 vs trip)
Atk Options Power Attack,
Special Actions Ancient Enmity,
Class Spell-Like Abilities: detect evil ( at will)

Abilities Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 10
Special Qualities Aura of Good, Darkvision, Detect Evil, Hardy, Lorekeeper, Rock Stepper, Stability, Steady, Stonestrike, Weapon and Armor Proficiency, Weapon Familiarity,
Feats: Power Attack (1st)
Skills: Acrobatics -2, Acrobatics (Jump) -6, Appraise +1, Climb +1, Craft (Untrained) +1, Diplomacy +4, Escape Artist -2, Fly -2, Heal +6, Knowledge (Religion) +5, Perception +2, Ride -2, Sense Motive +2, Stealth -2, Survival +3, Swim +1,
Possessions: Sheet

RACIAL ABILITIES
Ancient Enmity (Ex) Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype. Replaces hatred.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deep Warrior (Ex): Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). Replaces defensive training.
Hardy (Ex): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Language: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lorekeeper (Ex): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. Replaces greed.
Rock Stepper (Ex): Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. Replaces stonecunning.
Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.
Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

CLASS ABILITIES
Aura of Good (Ex): You project a faint good aura.
Detect Evil (Sp): At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to 2, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure
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).

OTHER ABILITIES
Traits:

  • Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
  • Nomadic: You have lived many places and know how to provide for yourself. You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.