Paladin of Iomedae

Anri Cahir's page

28 posts. Alias of MothDad.


Full Name

Anri Cahir

Race

Male LG Human Champion 1| HP 20/20| AC: 17 (19 w/ Shield)| Fort: +7; Ref: +0; Will: +6 | Init: +4 | Per +4 | Stealth +0 |Intimidate +5 | Spd 25 ft. | Hero Points: 1 | Focus Points 1/1 | ◆ ↺ ◇ | Buffs:

Size

Medium

Age

23

Deity

Iomedae

Languages

Common

Strength 4
Dexterity 0
Constitution 2
Intelligence 0
Wisdom 1
Charisma 2

About Anri Cahir

Medium Human (Versatile) Champion (Liberation) (Insurgent Background)

Background:
Anri is a former slave who escaped from the Technic League. He was very close with another slave, a woman named Neshka. One day she disappeared when the person who enslaved them had a fit over something. A few days after, in the middle of the night, Anri managed to break free and fled into the wastes; unfortunately, Numeria is not a hospitable place and he would have died had he not stumbled upon a camp of knights of Iomedae from Castle Urion located in the Felldales. They brought him to Castle Urion where he spent a few years training under the tutelage of one of the knights where he learned how to hold his own in a fight. The teachings of Iomedae resonated with him, and he felt called to take up her cause.

Anri was not meant for the Mendevian Crusades, however. Instead, Anri knew his purpose was to stand against the Technic League and to try and take them down. The trauma he suffered as a slave drives him to try and free all the others currently suffering under the league. Having heard about the eponymous Torch going out, Anri has made his way to the town believing he will find evidence that the Technic League was involved. He hopes any evidence he can find can be used to help rally people to stand up to the tyranny of the League

Appearance:
At first glance, Anri appears to be a relatively average looking Kellid man standing around 5' 8". He keeps his dark brown hair short, and his brown eyes always seem to be on the look out for something. He seems to flinch slightly at certain noises. A closer inspection reveals a muscular and toned body of a warrior. His back is scarred from his time spent as a slave.

Perception +4
Languages Common, Hallit
Skills Acrobatics +0, Arcana +0, Athletics (Trained) +7, Crafting +0, Deception (Trained) +5, Diplomacy (Trained) +5, Intimidation (Trained) +5, Warfare Lore (Trained) +5, Medicine +1, Nature +1, Occultism +0, Performance +2, Religion (Trained) +4, Society +0, Stealth +0, Survival +1, Thievery +0
Str +4, Dex +0, Con +2, Int +0, Wis +1, Cha +2
Wealth 2 GP, 1 SP
Items Longsword, Javelin X2, Breastplate, Steel Shield, Clothing (Ordinary), Wooden Religious Symbol, Backpack
Backpack Bedroll, Chalk, Flint and Steel, Rations, Rope, Soap, Torch, Waterskin
Current Bulk 4, Encumbered 9, Maximum 14

AC 17 (19 w/Shield)
Fortitude (Expert) +7, Reflex (Trained) +0, Will (Expert) +6
Speed 25 feet

Max HP 20
Current HP 20

Melee Longsword (Versatile P) +7, 1d8+4 S
Ranged Javelin x2 (Thrown 30 ft) +3, 1d6+4 P

Edicts and Anathema:
Edicts Do no knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them, oppose Slavery and Tyranny, fight for others' freedom to make their own decisions, respect choices others make for their own lives, be temperate, fight for justice and honor, hold valor in your heart
Anathema Commit murder, force or threaten someone to act a certain way, engage in slavery or tyranny, abandon a companion in need, dishonor yourself, refuse a challenge from an equal

Champion Abilities:
Focus Spells Lay on Hands (1 action, 1 point)

Consecration Holy Aura. You gain the Holy Trait and add that trait to any Strikes you make.

Champion's Aura You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall unconscious.

Liberating Step Reaction (Champion, Divine) Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion's aura; Effect You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it is able to move. Unimpeded Step (Feat) With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. If you have the exalted reaction benefit, this applies to everyone who Steps.

Shield Block Reaction Trigger While you have your shield raised, you would take physical damage (Bludgeoning, piercing, or slashing) from an attack. Effect You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Feats:
Ancestry Feats Haughty Obstinacy

Class Feats Unimpeded Step

General Feats Fast Recovery, Shield Block

Skill Feats Lengthy Diversion