STATISTICS
Str 10 (0)
Dex 18 (+1) [16 base, +2 racial]
Con 14 (+2)
Int 10 (0)
Wis 10 (0)
Cha 16 (+3)
FEATS Weapon Focus - Katana [Human 1]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Proficiency [Level 1]: Choose one weapon group listed under the fighter’s Weapon Training class feature (Heavy Blades). You understand how to use all weapons from that group.
Slashing Grace [Level 3]: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
TRAITS Stolen Fury (Campaign): When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Defensive Strategist (Religion): 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.
Indomitable Faith (Faith): You gain a +1 trait bonus on Will saving throws.
Scarred (Drawback): You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
278 gold 0 silver 0 copper
Weight Carried: -lbs.
SPECIAL ABILITIES Bonus Feat: Humans select one extra feat at 1st level.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Favoured Class Bonuses (Paladin): 3x HP.
Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers).
Bravo’s Finesse: A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.
Bravo’s Smite: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day to a maximum of seven times per day at 19th level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, 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. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Nimble: At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.
Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces mercy.
-------------------------------------------------------
APPEARANCE
Benedict (Ben to his friends) is tall and weathered, his naturally pale skin darkened by the relentless weathering of Sarkoris’ blistering summers and freezing winters. His hair is cut short, a ritual he completes every week or two for both hygiene and safety reasons. When it does manage to grow out his hair proves to be a dirty blonde which fades into brown during the winter or whenever it lacks sun.
A veteran of the fourth crusade Ben is much like his weapons, well used, impeccably maintained, and somewhat battered. He has numerous scars including a particularly nasty double track across his left cheek that pulls the corner of his mouth up into a perpetual grimace. His clothes are worn, but neatly repaired and his armour is of good quality and gleams from regular oiling. His weapons likewise are well used and his sword has a clearly home-made grip that bespeaks his familiarity with the blade.
The only thing that spoils the picture of the classic veteran is when Ben smiles. Through luck or good judgement he still has a perfect set of teeth and when he smiles the sardonic pull of his scar is subsumed by a genuine and cheerful expression that makes him look much more the thirty something he actually is than the old-before-his-time veteran he usually appears to be.
---------------------------------------------------------
BACKGROUND
Ben arrived at the Worldwound as a boy of twelve or thirteen years, the squire of a valiant Iomedean knight named Sir Gilbert Lacrouix. Ben’s father, a blacksmith, had reshod the knight’s horses on the road and Sir Gilbert, at the time nearly penniless but honourable, had repaid his debt to the Daxos family by accepting their eldest child, Ben, as his squire.
Sir Gilbert was a fair man and a fine knight, who took his responsibilities seriously. His new squire was not the strongest young man but Sir Gilbert was patient with the boy, training him to wield a blade, use a shield and ride all day in armour to develop toughness. Ben was at Sir Gilbert’s side for eight years and watched with amazement the mighty charges of the Iomedean knights as they carved through demonic hordes on many a battlefield. He also watched, helpless, when Sir Gilbert was killed, fighting a rearguard action against a troop of Vrocks as he became trapped in deep mud and the cowardly demons felled him with a hail of arrows while Ben himself was captured and subjected to a vile demonic ritual.
He escaped with mind and soul intact but alone and without a patron Ben’s hopes of becoming a knight like Sir Gilbert were shattered. Instead he joined the Medevian army as a Low Templar, taking advantage of his natural agility to fight in light armour and with only a small shield, unlike the full plate he had polished and maintained so laboriously for many years.
As the Crusade wore on Ben’s faith in Iomedae became more and more of a ritual as his heart turned towards more hopeful faiths which offered him more than simply the righteous conviction of the Iomedeans. More than once he sat with fellow soldiers, men who had lost their courage, their faith or sometimes their limbs in battle, and found he had a gift for talking to them and bringing hope where there often was none.
By the time the crusade ended in 4707 Ben was an officer and a recognised paladin of Sarenrae, a man known to believe in second chances. Indeed his squad, usually made up of misfits and soldiers who couldn’t quite be proved of their supposed crimes, became the Second Chancers and over the next few six years he led a number of men and women who went on to serve Queen Gallifrey with honour.