Sir Holton

Armitron Foebane's page

236 posts. Alias of Dennis Harry.


Full Name

Armitron Foebane

Race

Human

Classes/Levels

Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Gender

Male

Size

M

Age

31

Alignment

L-G

Deity

Ilmater

Languages

Common, Celestial, Dwarven, Giant, Orc

Occupation

Holy Warrior

About Armitron Foebane

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

HP = 46 (+2 HP Favored Class)
AC = 19 (21 with Heavy Steel Chield)
Full Plate Light Fortification 25% negate critical (-6 Armor Penalty Check) (2500 GP)
Heavy Steel Shield (-2 Armor Check Penalty) (30 GP)

Initiative +4

Attack (Base +5)

Masterwork Greatsword [dice]1d20+9[/dice] Damage [dice]2d6+4[/dice] [Not Including Bond or Power Attack] (350 GP)

Flail Melee [dice]1d20+9[/dice] Damage [dice]1d8+3[/dice] (8 GP)

Ranged [dice]1d20+5[/dice] Damage [dice]1d8[/dice][19-20 x2] 80’ Range (35 GP)

Bolts 20 (2 GP)

CMB = +8
CMD = 18

Saving Throws:
Fortitude +10
Reflex +7
Will +9

Special Abilities:

Weal’s Champion 2xday
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.

Aura of Good
Detect Evil
Divine Grace
Lay on Hands 6x day 2d6 Heal Living or Harm Undead (+1d6 if No Mercy Applicable to the Healed)
Mercy – Fatigued

Tactical Acumen
At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.

Battlefield Presence
At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.

Channel Wrath - When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

Divine Bond – Enhanced Weapon +1 Bonus (5 Minutes per level)

Skills: 15 + 3 for Favored Class (Skill Point Expenditure) [* Class Skill]
Acrobatics 0 (with Boots +5) (1) (-6 Just Armor & -7 in Armor & Shield)
Climb -6 (1) (-7 in Armor & Shield)
* Diplomacy 10 (3)
* Heal 6 (1)
* Knowledge Religion 4 (1)
* Perception 8 (2)
* Ride 5 (2)
* Sense Motive 10 (5)
Stealth 0 (1) (with Cloak +5) (-6 Just Armor & -7 in Armor & Shield)
Swim -5 (1) (-6 with just Armor & -7 in Armor & Shield)

Background Skills: 10
* Handle Animal 9 (2)
Knowledge History 2 (2)
* Knowledge Nobility 5 (2)
Linguistics 6 (4) Celestial, Dwarven, Giant, Orc

Feats:
Lightning Reflexes (Human)
Improved Initiative (Level 1)
Shake it Off (Tactical Feat – Gain +1 bonus to all saves per adjacent ally) (Bonus Tactical Feat)
Power Attack (3rd Level)
Greater Mercy (5th Level)

Greater Mercy:
Your mercy has incredible recuperative properties.
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Traits:

Defensive Strategist - 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.

Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spell Per Day:
1st: Hero’s Defiance x2 = Heal 3d6 [4d6 if no Mercy] if dropped to 0 or below and Expend Lay on Hands.

Future Picks:
2nd: Iron Skin, Litany of Righteousness (DC 16 will Save Negates)

Gear:
Cold Weather Outfit (8 GP)
Grappling Hook (1 GP)
50’ Silk Rope (10 GP)
Lantern Hooded (7 GP)
Torches (10 - 1 SP) & Flint & Steel x2 (2 GP)
Signal Whistle (8 SP)
Waterskin x2 (2 GP)
Bedroll (1 SP)
Backpack (2 GP)

Magical Equipment:
Wand of Cure Light Wounds (50)
Cloak of Elvenkind (2,500)
Boots of Elvenkind (2,500)
Phylactery of Faithfulness (1,000)

GP 300

Appearance:

Armitron is 6'4" tall 265 lb. of muscle. His hair is a dark red and his eyes a soft brown. He wears full plate armor and carries a steel shield both with the holy symbol of Ilmater etched on both. His shield is generally strapped to his back unless he is called upon to fight with his Flail at which time he will pull his shield for extra defense.

Upon his brow is a small box that is affixed upon his head, Armitron can often be seen in deep thought with both and caressing this item. Armitron oft uses the Phylactery to ascertain if an action would be beneficial or detrimental to the cause of the Crying God.

He is 31 years old.

Background:

Armitron grew up in the city of Heliogobalus the son of a minor Noble family. Certainly loyalty to Dimian Ree was a necessity although given by the family begrudgingly. Armitron wished he could rise up and throw off the yoke of the evil Witch King but he knew that it would take a hero of legendary power to do so. Still he trained with the sword as frequently as possible and worshipped Ilmater in secret (as most residents of the Bloodstone Lands were forced to do during the occupation).

In his late teens a hero did rise in the form of Gareth Dragonsbane. As Gareth's victories grew so did Armitron’s excitement. With the fall of Dimian Ree, the Foebane’s were able to pledge their full support to the now crowned King Gareth. Too inexperienced to go to the final battle with Zhengyi Armitron along with his family and friends waited with bated breath for the return of Gareth and his powerful friends. They knew that if the new King would fall an avalanche of evil would once again spread throughout the Bloodstone Lands.

Luckily good triumphed and the King returned setting order to the Realm. Armitron pledged his loyalty to the King and was granted a place amongst the Paladins of the Realm.

While Zhengyi was defeated, his minions were not so fast to fall. Armitron aided the King and his new Court in rooting out the politicians and foes that attempted to remain behind and sow discord in the new Kingdom.

By the mid 1360's, most of that work had indeed been accomplished and Armitron knew that his calling would take him elsewhere. That place was Vassa for that is where the forces of evil had fled from the bright shining beacon that was now the Kingdom of Gareth Dragonsbane. It was in Vassa that Armitron met Flarghin Ironstone for the first of several forays into these Cold Lands. Occasionally for a bounty (the proceeds of which Armitron generally donated to the Yellow Rose Monastery). Often times his forays would not involve Flarghin at all and instead consisted of the defense of the Fortress settlement of Darmshall or the Half-Orc settlement of Palischuk from all manner of evil.

By 1372, Armitron has spent over 10 years fighting in defense of the Kingdom and his family convinced him that it was time for him to settle down back to Heliogabalus and create a proper heir for his family. "Enough good deeds have you done my son", his mother's final letter stated. Reluctantly, Armiton left his life north of the Gates and headed back south to leave the life of "adventuring" behind.

When he arrived Armitron discovered that he had been chosen to wed an heir of Dimian Ree to "provide the family with a chance to restore their honor". Armitron initially refused until he met the young woman Genevieva Ree who claimed that she had done her best to subvert her Uncle when he was in the grasp of the influence of the Witch King.

She was of all things a Sorcerer but after meeting with her several times, he agreed with his mother that she was a good match and set a wedding date in the Year 1373, the Year of Rogue Dragons.

A month before the wedding, Armitron received a missive from Flarghin Ironstone congratulating him on his wedding day. He also informed the, now not so young Paladin, that he was on the trail of a Bounty in nearby Trailsend and asked for help. "One last god deed for the Kingdom before you settle into Fatherhood".

Armitron felt the fires of adventure burn in him onece more and convinced his mother and his Fiance' that this would be "his last ride" in defense of the Kindgom, setting out for nearby Trailsend the next morning promising to be back within the week...