Sir Rekkart Cole

Herm Dunlaven's page

1,082 posts. Alias of Raltus.


Full Name

Herm Dunlaven

Race

HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8

Classes/Levels

Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Strength 17
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 12
Charisma 15

About Herm Dunlaven

Herm:

Herm Dunlaven
Human paladin (divine defender) 6 ( Pathfinder RPG Advanced Player's Guide 116)
LG Medium humanoid (human)
Init +2; Senses Perception +7
Aura courage (10 ft.), shared defense (10 ft.)

[spoiler=Defense]
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AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +1 natural, +2 Shield)
hp 57 (6d10+17)
Fort +11, Ref +6, Will +9
Immune disease, fear

Offense:

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Speed 30 ft. (20 ft. in armor)

Melee +1 earth breaker +12/7 (2d6+7/×3) or

dagger +11 (1d4+4/19-20) or

mwk Mithril longsword +12/7 (1d8+4/19-20)

Ranged mwk composite longbow +9/4 (1d8+4/×3)

Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)

Paladin Spell-Like Abilities (CL 6th; concentration +8)
At will—detect evil

Paladin (Divine Defender) Spells Prepared (CL 3rd; concentration +5)
1st—bless, knight's calling APG (DC 13)

Statistics:

Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 15

Base Atk +6; CMB +10; CMD 21

Feats Power Attack, Pushing Assault, Radiant Charge, Reward of Grace

Traits on the payroll, Searing beacon

Skills Acrobatics -3 (-7 to jump), Climb +1, Craft (painting) +7, Diplomacy +10, Heal +5, Knowledge (nobility) +9, Knowledge (religion) +8, Perception +6, Sense Motive +8, Spellcraft +5

Languages Common, Thassilonian

SQ divine bond (angelic spirit [1/day] 1/day), lay on hands 4/day (2d6)

Combat Gear: inheritor's gauntlet , potion of bull's strength (2), potion of cure light wounds (5), potion of
cure moderate wounds , wand of cure light wounds , holy water (4); Other Gear mwk full plate, mwk heavy
wooden shield, +1 earth breaker UE, arrows (20), dagger, mwk composite longbow (+4 Str), mwk longsword, amulet of natural armor +1 , cracked dusty rose prism ioun stone , pauldrons of unflinching
fortitude +1/+2 MA, bedroll, belt pouch, flint and steel, holy text (Iomadae) UE, masterwork backpack APG, masterwork painting tools, mess kit UE, mwk manacles, pot, silk rope (50 ft.), silver holy symbol of Iomadae, soap, sunrod (5), trail rations (5), waterskin, 3 pp, 3 gp, 1 sp, 5 cp

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 (Angelic, 1/day) +3 (Su) As a standard action, halo sheds light and grants enhanced protection from evil to allies in 20 ft.

Immunity to Disease You are immune to diseases.

Immunity to Fear (Ex) You are immune to all fear effects.

Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.

Paladin Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.

Radiant Charge Expend uses of lay on hands to deal extra damage, bypassing evil creatures' resistances and immunities

Reward of Grace With each use of lay on hands, gain a +1 sacred bonus on attack rolls

Shared Defense (2 rounds, 10 ft., +1 AC, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.

Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.

Fluff:

Herm grew up in the southern portion of Taldor, his parents were fisher folk and very doubt in the belief of the Inheritor. Herm never really had any desire to follow the teachings of any religions, not to say that he disbelieved but he just didn’t have time for it. As a young man Herm always loved to fight with his friends, he also wanted to join the militia because they got to fight for a living. He begged his parents to send him to an academy so that he could learn how to fight properly. His parents not really having an abundance of money did what they could and talked with a local lord to take their son on as a new guard. Herms wish was granted and he was taken on as a guard and send north to a military academy, he learned many different weapons and the aspects of war.

This humbled Herm a bit, while training at the academy he met the travelling Professor Lorrimor, Herm was brash and told the Professor that he would be accompanying him on his next journey. The teachers of the academy were ready to punish Herm for his brash behaviour’s. The Professor stopped them and talked with the teachers in private. Herm was granted the chance to accompany the Professor on his journey North West to Last Wall. On the journey Herm proved himself only after embarrassing himself just as many times, once they reached Last Wall Professor Lorrimor bid Herm farewell. With nothing else to do Herm joined up with the Knights of Ozem, having a hatred of undead that began on their journey to Last Wall. While learned the ways of the Knights of Ozem Herm began to understand the goddess of his parents, he didn't believe a devoutly as they did but he came to an understanding. He knew that the power of the Gods was massive and he knew that he could do more than he ever thought possible if he just started to believe a bit.

Herm was allowed to become and initiate of the Knights and was send on a mission again with Professor Lorrimor. The Professor was going to do some knowledge gathering at Gallow Spire, the Knights held the area but some of the surrounding area undead were still known to roam. Only a few undead were encountered and it was simple for the 2 men to either avoid them or for Herm to lure them into an area where he could kill them simply. After the Professor had gathered his intelligence Herm escorted him back to Last Wall. That was the last time that Herm and the Professor had seen each other.

Drive/Deal:

Herm's faith with Iomedae wasn't like other peoples, Herm made a deal with a Goddess and plans to live up to it. While training with the Knights of Ozem he learned all about Arazni, the actual truth behind who she is and how the knights have failed to destroy her. Herm vowed to put an end to the Harlot queen in return for the power to do so. He knew that with so many atrocities going on in the world someone had to make the pact the did in turn to help put Arazni to rest. Knowing Professor Lorrimor helped as well because the Professor had great knowledge of many things and maybe this was one.

Upon learning of the Professors Death Herm set out at once to find out more and maybe to search his libraries for more specific knowledge on Arazni.