Yaniel

Bea's page

662 posts. Alias of Count Buggula.


Full Name

Beatrix

Race

Human

Classes/Levels

Paladin 5

Gender

Female

Age

26

Alignment

LG

Deity

Erastil

Location

Brevoy

Languages

Common

Occupation

Ex-Soldier

Strength 16
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 10
Charisma 14

About Bea

A fair skinned woman of medium build in her mid twenties, Beatrix has a somber face with dark hair and darker eyes. Usually seen wearing a breastplate and carries a large sword and a longbow strung over her back.

Combat:

Hit Points: 48/48
Speed: Walk 20 ft.

Total / Touch / Flat Footed
AC: 22 / 11 / 21
Initiative: +2
BAB: +5
Melee tohit: +8
Ranged tohit: +7

Fortitude: +7
Reflex: +5
Will: +6

CMB: +8
CMD: 20

Unarmed attack:
to hit: +8
damage: 1d3+3
critical: 20/x2

Greatsword +1:
to hit: +10
damage: 2d6+5
critical: 19-20/x2

Greatsword +1 (Power Attack):
to hit: +10 (+8)
damage: 2d6+11
critical: 19-20/x2

Longbow:
to hit: +7
damage: 1d8
critical: 20/x3
range: 100 ft.

Spear:
to hit: +8
damage: 1d8+3
critical: 20/x3
range: 20 ft.

Dagger:
to hit: +8
damage: 1d4+3
critical: 19-20/x2
range: 10 ft.


Skills:

Skill Total Rnk Stat Msc
Acrobatics -2 0 2 -4
Acrobatics (Jump) -6 0 2 -8
Appraise -1 0 -1 0
Bluff 2 0 2 0
Climb -1 0 3 -4
Craft (Untrained) -1 0 -1 0
Diplomacy 9 4 2 3
Disguise 2 0 2 0
Escape Artist -2 0 2 -4
Fly -2 0 2 -4
Heal 4 0 1 3
Intimidate 2 0 2 0
Knowledge (Religion) 3 1 -1 3
Perception 5 5 0 0
Perform (Untrained) 3 0 3 0
Profession (Soldier) 4 1 0 3
Ride 2 1 2 -1
Sense Motive 4 1 0 3
Stealth -2 0 2 -4
Survival 5 1 0 4
Swim -1 0 3 -4

Special Abilities:

Celestial Spirit (Sp)
Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 5 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Aura of Courage (Su)
You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good
You project a moderate good aura.

Detect Evil
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.

Divine Health (Ex)
You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Smite Evil (Su)
You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +5 to all damage rolls made against the target of your smite. 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 +10. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Lay on Hands
You can heal wounds (your own or those of others) by touch. Each day you can use this ability 4 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Mercy (Sickened) (Su)
Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.

Favored Class: Paladin
Favored Class Bonus
Bonus Skill Point: Perception
Bonus Skill Point: Perception
Bonus Skill Point: Perception
Bonus Skill Point: Perception
Bonus Skill Point: Perception


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.

Militia Veteran (any town or village) (survival)
Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.


Feats:

Furious Focus
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Focus (Greatsword)

Power Attack
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Armor Proficiency, Heavy
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency


Equipment:

Traveler's Outfit, Full Plate +1, Waterskin (filled), Ring of Protection +1
Backpack (29 lbs.)
Bedroll, Winter Blanket, Candle x2, Fishhook, Flint and Steel, Hooded Lantern, Oil (1 Pint Flask x4), Trail Rations x4, Silk Rope (50ft), Soap, Torch, Mead x2
Belt Pouch (1.42 lbs.)
Compass
Opel worth 100gp
4 CP
8 SP
29 GP
Total weight carried:
Current load: Light
Encumbrance
Light: 76
Medium: 153
Heavy: 230

Spells:

Prepared Spells
Paladin (CL 5th; concentration +4)
1st-
hero's defiance
Description: Allows the use of lay on hands while falling unconscious.
Restoration (Lesser)
Description: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.

Level 1
Animal Purpose Training (Enchantment)
Saves: none DC: 13 Casting: 1 minute
Duration: 2 hours Range: Close (30 ft.) Components: V, S, M (a swatch of black cloth)
SR: yes Effect: Animal gains a new general purpose. Target: one indifferent or friendly animal
DESC: Animal gains a new general purpose.

Bless (Enchantment)
Saves: None DC: Casting: 1 standard action
Duration: 2 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Bless fills your allies with courage. Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC: Bless fills your allies with courage.

Bless Water (Transmutation)
Saves: Will negates (object) DC: 13 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. Target: Flask of water touched
DESC: This transmutation imbues a flask of water with positive energy, turning it into holy water.

Bless Weapon (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S
SR: No Effect: This transmutation makes a weapon strike true against evil foes. Target: Weapon touched
DESC: This transmutation makes a weapon strike true against evil foes.

Blessed Fist (Transmutation)
Saves: none DC: 13 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S
SR: yes Effect: Target doesn't provoke attacks of opportunity with unarmed strikes. Target: creature touched
DESC: Target doesn't provoke attacks of opportunity with unarmed strikes.

Bowstaff (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 1 swift action
Duration: 2 rounds [D] Range: Personal Components: V
SR: Yes (harmless, object) Effect: A shortbow may double as a club, or a longbow as a quarterstaff. Target: one weapon [bow]
DESC: A shortbow may double as a club, or a longbow as a quarterstaff.

Challenge Evil (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 2 minutes [D] Range: Close (30 ft.) Components: V, DF
SR: Yes Effect: Sickens creature if it refuses to fight you. Target: one evil creature
DESC: Sickens creature if it refuses to fight you.

Compel Hostility (Enchantment)
Saves: see text DC: 13 Casting: 1 standard action
Duration: 2 rounds Range: Personal Components: V, S, M (a drop of your blood)
SR: see text Effect: Compels opponents to attack you instead of your allies. Target: You
DESC: Compels opponents to attack you instead of your allies.

Create Water (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water. Target: Up to 4 gallons of water
DESC: This spell generates wholesome, drinkable water, just like clean rain water.

Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage.

Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.

Detect Undead (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 2 minutes [D] Range: 60 ft. Components: V, S, M/DF
SR: No Effect: You can detect the aura that surrounds undead creatures. Target: Cone-shaped emanation
DESC: You can detect the aura that surrounds undead creatures.

Diagnose Disease (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: Detect and identify diseases. Target: One creature, one object, or a 5-ft. cube
DESC: Detect and identify diseases.

Divine Favor (Evocation)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, DF
SR: Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. Target: You
DESC: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.

Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.

Enhance Water (Transmutation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 round
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (object) Effect: Transform water into an alcoholic beverage, typically ale, beer, mead, or wine. Target: 2 pints of water
DESC: Transform water into an alcoholic beverage, typically ale, beer, mead, or wine.

Ghostbane Dirge (Transmutation)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 2 rounds Range: Close (30 ft.) Components: V, S, M/DF (an old reed from a wind instrument)
SR: Yes Effect: Incorporeal creature takes half damage from nonmagical weapons. Target: one incorporeal creature
DESC: Incorporeal creature takes half damage from nonmagical weapons.

Grace (Abjuration)
Saves: DC: Casting: 1 swift action
Duration: see text Range: Personal Components: V
SR: Effect: Movement doesn't provoke attacks of opportunity. Target: You
DESC: Movement doesn't provoke attacks of opportunity.

Haze of Dreams (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 2 rounds Range: Close (30 ft.) Components: V, M
SR: Yes Effect: You fill an enemy's head with waking dreams, reducing the target's speet by half. Target: One Creature
DESC: You fill an enemy's head with waking dreams, reducing the target's speet by half.

Hero's Defiance (Conjuration)
Saves: DC: Casting: 1 immediate action
Duration: Instantaneous Range: Personal Components: V
SR: Effect: Allows the use of lay on hands while falling unconscious. Target: You
DESC: Allows the use of lay on hands while falling unconscious.

Honeyed Tongue (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, M/DF (a drop of honey)
SR: Effect: Roll 2 dice when using Diplomacy, take higher roll. Target: You
DESC: Roll 2 dice when using Diplomacy, take higher roll.

Horn of Pursuit (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 round Range: Personal Components: S
SR: No Effect: Create three notes heard miles away. Target: 3 peals of a horn
DESC: Create three notes heard miles away.

Knight's Calling (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 round Range: Close (30 ft.) Components: V, DF
SR: Yes Effect: Forces target to move toward you and fight you. Target: one creature
DESC: Forces target to move toward you and fight you.

Know the Enemy (Divination)
Saves: None DC: Casting: 1 minute
Duration: Instantaneous Range: Personal Components: V, S, DF
SR: No Effect: Gain +10 on a monster Knowledge check. Target: You
DESC: Gain +10 on a monster Knowledge check.

Liberating Command (Transmutation)
Saves: Will negates (harmless) DC: 13 Casting: 1 immediate action
Duration: instantaneous Range: Close (30 ft.) Components: V
SR: Yes (harmless) Effect: Target makes an Escape Artist check as an immediate action and gains a bonus on it. Target: one creature
DESC: Target makes an Escape Artist check as an immediate action and gains a bonus on it.

Litany of Sloth (Enchantment)
Saves: no DC: 13 Casting: 1 swift action
Duration: 1 round Range: Close (30 ft.) Components: V, S, DF
SR: Yes Effect: Single target cannot make attacks of opportunity for 1 round. Target: one creature
DESC: Single target cannot make attacks of opportunity for 1 round.

Longshot (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 2 minutes Range: Personal Components: V, S, M/DF (a piece of fletching)
SR: Effect: Grants a +10 foot bonus to the range increment for any ranged weapon fired. Target: You
DESC: Grants a +10 foot bonus to the range increment for any ranged weapon fired.

Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched
DESC: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

Protection from Chaos (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.

Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.

Rally Point (Enchantment)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes [D] Range: 5 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Square gives good creatures bonuses. Target: one 5-ft. square
DESC: Square gives good creatures bonuses.

Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Resistance (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Restoration (Lesser) (Conjuration)
Saves: Will negates (harmless) DC: 13 Casting: 3 rounds
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless) Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. Target: Creature touched
DESC: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.

Sanctify Corpse (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S, DF, M
SR: No Effect: Prevent a corpse from becoming an undead creature. Target: Corpse touched
DESC: Prevent a corpse from becoming an undead creature.

Shield of Fortification (Abjuration)
Saves: Fortitude negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S, DF
SR: yes (harmless) Effect: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Target: creature touched
DESC: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.

Stunning Barrier (Abjuration)
Saves: none and Will negates (see text) DC: 13 Casting: 1 standard action
Duration: 2 rounds or until discharged Range: Personal Components: V, S
SR: no and yes (see text) Effect: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Target: you
DESC: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

Sun Metal (Transmutation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 standard action
Duration: 2 rounds [see text] Range: Touch Components: V, S
SR: Yes (object) Effect: Target: one melee weapon
DESC:

Tactical Acumen (Enchantment)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 rounds [D] Range: 30ft. Components: V, S, M/DF (a small piece of a map)
SR: Yes (harmless) Effect: You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Target: The caster and all allies within a 30-ft.-radius burst, centered on the caster
DESC: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.

Unbreakable Heart (Enchantment)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 rounds Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. Target: One creature
DESC: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place.

Veil of Positive Energy (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes [D] Range: Personal or 5 ft.; see text Components: V, S, DF
SR: Effect: +2 AC, +2 on saves vs. undead. Target: You or all creatures within 5 ft.; see text
DESC: +2 AC, +2 on saves vs. undead.

Virtue (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 1 min. Range: Touch Components: V, S, DF
SR: Yes (harmless) Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. Target: Creature touched
DESC: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Wartrain Mount (Enchantment)
Saves: None DC: Casting: 1 minute
Duration: 2 hours Range: Close (30 ft.) Components: V, S, M
SR: Yes Effect: Animal gains combat training. Target: One indifferent or friendly animal
DESC: Animal gains combat training.

Weapons Against Evil (Transmutation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 standard action
Duration: 2 rounds Range: Close (30 ft.) Components: V, DF
SR: Yes (object) Effect: Target weapons shed light and ignore the DR of some evil creatures. Target: 2 weapons, no two of which can be more than 20 ft. apart
DESC: Target weapons shed light and ignore the DR of some evil creatures.

Word of Resolve (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 immediate action
Duration: Instantaneous Range: Close (30 ft.) Components: V, DF
SR: Yes (harmless) Effect: Ally rerolls a save against charm or fear. Target: One ally
DESC: Ally rerolls a save against charm or fear.


Background:
Beatrix was raised in the south of Brevoy, a Rostlander daughter of farmers. Her brothers handled most of the work, and as she would be passed for any sizable inheritance, she left home to earn a living. At first it was simple guard jobs or escorting caravans, but she quickly found a place in the city guard before finally becoming a soldier.

Her company was sent to deal with a revolt in a small village, and upon arriving was ordered to burn the buildings and kill all inhabitants. Following orders, Bea and her companions slaughtered women and children as well as men who put up no resistance.

The guilt tore her apart. Rivers of blood tormented her dreams nightly, and she would be found furiously washing invisible blood from her hands. Unable to continue, she slipped out of camp one night and fled her company towards the anonymity of the Stolen Lands and safety from the army, who would surely put her to death for desertion if found.

Taking shelter from a torrential storm in a lodge of Erastil, in desperation she pledged her service to the god of families to atone for her crimes against him, and for the first time found some solace and peace in her wounded soul. She set off anew, hoping one day to forget the horrors of what she has done and finally face a new day with a clear conscience. In the next village, she met a halfling from some noble family up north who hired her as a bodyguard for his travels south into the unclaimed wild lands - the perfect place for her to shake off her past and make a fresh start.