Ekaym Smallcask

Claremguard the Brightsword's page

139 posts. Organized Play character for Lysle.


Full Name

Claremguard the Brightsword

Race

| HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8

Classes/Levels

| Speed 20ft | Active Conditions: None.

Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Gender

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear

About Claremguard the Brightsword

Claremguard the Brightsword
Male human (Taldan) paladin 5
LG Medium humanoid (human)
Init 1; Senses Perception +0
Aura courage (10 ft.)
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Defense
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AC 22, touch 11, flat-footed 21 (+11 armor, +1 Dex)
hp 47 (5d10+13)
Fort 8, Ref 5, Will 7
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10 (1d8+4 S/19+)
Ranged shortbow +6 (1d6 P/×3)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +5)
. . 1st—challenge evil[APG] (DC 14), hedging weapons[HA]
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Statistics
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Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 16
Base Atk +5; CMB 8; CMD 19
Feats Armor Focus, Divine Fighting Technique (Iomedae's Inspiring Sword), Toughness, Weapon Focus (longsword)
Traits armor expert, child of the temple
Skills Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1, Sense Motive +8
Languages Celestial, Common
Combat Gear potion of resist cold 10, potion of resist fire 10; Other Gear +1 full plate, +1 longsword, shortbow, belt pouch, candle (10), flint and steel, torch, wooden holy symbol of Iomedae, heavy horse (combat trained), backpack, bedroll, bit and bridle, cold weather outfit, feed (per day), grappling hook, hemp rope (50 ft.), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), mess kit, military saddle, saddlebags, soap, torch, trail rations, training harness, waterskin, heavy horse (combat trained), backpack, bedroll, bit and bridle, cold weather outfit, feed (per day), grappling hook, hemp rope (50 ft.), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), mess kit, military saddle, saddlebags, soap, torch, trail rations, training harness, waterskin, heavy horse (combat trained), backpack, bedroll, bit and bridle, cold weather outfit, feed (per day), grappling hook, hemp rope (50 ft.), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), holy text (Acts of Iomedae), mess kit, military saddle, saddlebags, soap, torch, trail rations, training harness, waterskin, 3,422 gp, 2 sp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Fighting Technique (Iomedae's Inspiring Sword) (full rd action, 30 feet, 2 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Immunity to Disease
Immunity to Fear (Ex)
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su)
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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PFS #90900-11
Experience 5 XP
Faction Silver Crusade
Prestige/Fame 10 PP; 10 Fame

Background:

Claremguard, known also as the Brightsword, has pledged his heart, and thus also his sword, to the Light of the Sword herself, Iomadae--the goddess of righteous valor, justice, and honor.

The scion of a noble Taldane family, he often chooses to forego mention of his surname as it is for his service to the goddess, not his family, by which he wishes to be known.

At a young age, his family urged Claremguard to undertake training in the temple of Iomadae to increase his martial prowess and bring honor to is family. Claremguard instead, found new purpose in his training, having increased his devotion and commitment to the goddess.

As her one of Iomadae's devout, Claremguard adheres to the tenants of her teachings in my effort to emulate her perfection. He strives to channel her strength through his body and to shine in her name, not tarnishing her glory through base actions. Thus, he has pledged never to abandon a companion, though also to do honor a sacrifice freely given. He takes it upon himself to guard the honor of his fellows, both thought and deed, and to remain steadfast in his faith to them.

En route to service in Last Wall, he was called upon by locals to provide them with aid and realized that his calling by the goddess was not the sanctification of a particular place, but of his body and time in the mortal world. He joined the Pathfinder Society in order facilitate his travel and, thus, ability to do good around the world of Golarion, but also to serve as an example and guide to his fellow agents in the hope that they, too, will be a force for good and, perhaps, come to realize the beauty and peace that comes through faith and devotion to the Inheritor.

Claremguard the Brightsword
Male human paladin 2
LG Medium humanoid (human)
Init 1; Senses Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 21 (2d10+5)
Fort 6, Ref 3, Will 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+3 S/19+)
Ranged shortbow +3 (1d6 P/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
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Statistics
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Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk +2; CMB 5; CMD 16
Feats Toughness, Weapon Focus (longsword)
Traits armor expert, child of the temple
Skills Acrobatics -2 (-6 to jump), Diplomacy +7, Handle Animal +6, Knowledge (nobility) +7, Knowledge (religion) +7, Ride +2, Sense Motive +5
Languages Celestial, Common
SQ lay on hands 3/day (1d6)
Other Gear scale mail, longsword, shortbow, backpack, bedroll, belt pouch, candle (10), flint and steel, grappling hook, hemp rope (50 ft.), holy text (Acts of Iomedae)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 1,463 gp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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Claremguard
Human (Taldan) Paladin of Iomedae 1
LG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor, +0 Dex)
hp 14 (1d10+1+3)
Fort +3, Ref +0, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+4/19–20)
Ranged shortbow +1 (1d6/×3)
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Statistics
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Str 16, Dex 10, Con 12, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Toughness, Weapon Focus (longsword)
Skills Diplomacy +6, Knowledge (nobility) +5, Knowledge (religion) +6, Sense Motive +4

Armor Check Penalty -3 -4 reduced by 1 due to trait
Traits armor expert, child of the temple
Languages Common, Celestial
Combat Gear scale mail, greatsword, shortbow with 20 arrows
Other Gear hemp rope (50 ft.), grappling hook,

Cleric’s kit:
backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol

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Special Abilities
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Armor Expert When Claremguard wears armor of any sort, he reduces that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Child of the Temple: Claremguard gains a +1 trait bonus on Knowledge (religion) checks and it is always a class skill for him.

Aura of Good (Ex) The power of Claremguard's aura of good (see the detect good spell) is equal to his paladin level.

Detect Evil (Sp) At will, Glaremguard can use detect evil, as the spell. As a move action, he 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, Claremguard does not detect evil in any other object or individual within range.

Smite Evil (Su) Once per day, as a swift action, Claremguard can choose one target within his sight to smite. If this target is evil, he adds his Cha bonus (+2) to hisr attack rolls and adds heis 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 of paladin that Claremguard possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, Claremguard n gains a deflection bonus equal to his Charisma modifier (+2) to his AC against attacks made by the target of the smite. If hen 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 Claremguard rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, he may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Toughness Claremguard is particularly hardy and has 3 additional hit points, which have already been added to his total.

Weapon Focus Claremguard has extensive training in fighting with a longsword, granting him a +1 bonus on all attack rolls made with this weapon. This bonus has already been added to his stats.

Armor Check Claremguard’s armor weighs him down when he attempts physical tasks. He takes a –3 penalty on skill checks with Dexterity- and Strength-based skills. This penalty is already included for the skills listed in his stat block.