About Cassiel Hawke
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): 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.
Smite Evil (Su): 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. 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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su): 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.
Aura of Courage (Su): 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.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.
Having been sidelined by his father, Cassiel opted to make his family proud the only other way he knew--following his mother into Iomedae's service. He made the journey to Lastwall's capital of Vigil at the age of 15, intent on joining the knights there as a paladin in the Inheritor's service. He was rejected several times, each time because he lacked the patience and discipline necessary for a paladin. Undeterred, he kept on trying, and was accepted as a squire at the age of 16.
His years as a squire in the army of Lastwall toughened his body and taught him the discipline he needed to truly become a paladin. It was during his 21st year that he finally earned his paladinhood. During a routine patrol into the Vaishau Ruin, he heard the sounds of battle and terror coming from deeper in the ruins. He alerted his squad, and they ventured inside to discover an Ustalavic professor & his entourage, waylaid by several spectral undead. While his commanding officer and more experienced men battled the spirits, Cassiel was ordered to focus on getting the professor and the other survivors away from the battlefield. The squad won the battle and returned to Vigil triumphant, with the professor, one Petros Lorrimor, profusely thanking the young squire. Cassiel felt distinctly uncomfortable with all the praise he got--he was far more used to being berated for being insubordinate.
The awareness & initiative Cassiel showed in saving the professor's life was enough to convince his superiors to officially accept him as a true paladin of Iomedae that day. Four years later, he received a letter addressed to 'the determined young squire whose sharp ears and quick feet saved the lives of my father and many others.' He was being summoned to the town of Ravengro for Petros Lorrimor's funeral…
With his superiors' leave, Cassiel packed his things and set out for the Ustalavic town. Even if he couldn't understand why Professor Lorrimor would want him at his funeral (after all, he was just doing his duty as a squire), it was the least he could do for now.
Cassiel has always had a reputation as a snarky, irreverent joker, even after joining Lastwall's armed forces. While he's learned a great deal of discipline and sense, there are still times he can't help but mock someone when they do something foolish or malevolent. For all of his rough edges, Cassiel makes an effort to be a better person every day, and has at least learned when he should keep his mouth shut.
--Seeker (Social): Cassiel has learned to be more mindful of his surroundings than a typical warrior, to the point where he's constantly on the lookout for incoming trouble. He gains a +1 trait bonus to Perception rolls, and Perception is always a class skill for him.
Money: 10 GP
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