Eagle Knight of Andoran

Edward Hastings III's page

316 posts. Alias of Javell DeLeon.


Full Name

Edward Hastings III

Race

Aasimar

Classes/Levels

Paladin(Tempered champion) 4/Guardian 2

Stats:
Hp's: 51/51; AC: 25/14touch/23ff; Int: +3; Fort:+10/Ref:+7/Will+11; Per: +12; CMD: +18

Gender

M

Size

Med

Age

28

Alignment

LG

Deity

Iomadae

Location

Andoran

Languages

Common

Strength 17
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 14
Charisma 19

About Edward Hastings III

Dice:

[dice=Lay on Hands]1d6[/dice]

[dice=Longsword]1d20+7[/dice]
[dice=Damage]1d8+3[/dice]

[dice=Mithral Longsword w/PA]1d20+8[/dice]
[dice=Damage]1d8+10[/dice]

[ooc]Smite evil(bypass all DR)[/ooc]
[dice=Longsword w/PA]1d20+8[/dice]
[dice=Damage]1d8+7[/dice]

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[dice=Fort]1d20+10[/dice]
[dice=Ref]1d20+7[/dice]
[dice=Will]1d20+11[/dice]
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[dice=Acrobatics]1d20-1[/dice]
[dice=Diplomacy]1d20+12[/dice]
[dice=Handle Animal]1d20+10[/dice]
[dice=Heal]1d20+2[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge (religion)]1d20+5[/dice]
[dice=Linguistics]1d20+3[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Sense Motive]1d20+7[/dice]
[dice=Survival]1d20+5[/dice]
[dice=Knowledge(nobility)]1d20+5[/dice]
[dice=Profession(soldier)]1d20+6[/dice]

Level bonuses:

Melee (enhancement): +1 to attack and damage with manufactured melee weapons, natural attacks, and unarmed strikes. +1 to CMB checks and to CMD. +1 to attack (but not damage) to melee touch attacks (but not those used as part of a spell). For purposes of bypassing damage reduction, any weapon you wield counts as a magical weapon with a straight bonus equal to your melee bonus – 1 (e.g, when you reach a +4 melee bonus, your melee weapons count as +3 (magical) and silver for purposes of overcoming damage reduction, damaging incorporeal creatures, etc.).

Armour (enhancement): +1 bonus to AC (regular AC, touch AC, and flat-footed AC). You do not have to wear or use armour to receive this bonus.

Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.

Saves (resistance): +1 bonus to all saving throws.

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1st: Shields(+1 enhancement)
2nd: Melee(+1 enhancement)
3rd: Armor(+1 enhancement)
4th: Saves(+1 enhancement)
5th:
6th:
7th:
8th:

Attribute bonuses:

2nd: Charisma(Bonus)
4th: Strength(Bonus)
4th: Charisma(Lvl)
6th:
8th:
8th:

Edward Hastings III:

Edward Hastings III
Aasimar Paladin of Iomedae (Tempered champion) 4/Guardian 2
LG Medium humanoid (human)
Init +3(+1dex/+2mythic); Senses Darkvision 60', Perception +12
Aura
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Defense
--------------------
AC 25, touch 14(15 w/shield), flat-footed 23 (+9 armor, +1 Dex, +3 shield, +1 shield(bonus), +1 armor(bonus))
Hp 51 (1d10hp+8+10+6+4con+3fc+10mythic)
Fort +10 (+4base/+1con/+4cha/+1enhancement)
Ref +7 (+1base/+1dex/+4cha/+1enhancement)
Will +11 (+4base/+2will/+4cha/+1enhancement) (+2 vs. charm/compulsions)
Resist acid 5, cold 5, electricity 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee Mwk longsword +9 (1d8+6/19-20)
Special Attacks Guardian's call (absorb blow), mythic power (7/day, surge +1d6), Smite evil 2/day (+4 attack and AC, +4 damage)
Spell-Like Abilities (CL 1st; concentration +5)

. . 1/day—Aid
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil

--------------------
Statistics
--------------------
Str 14/17(+1@4th/+2mythic), Dex 12, Con 12, Int 12, Wis 14, Cha 17/19(+1@2nd/4th)
Base Atk +2; CMB +5; CMD 17
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Feats
-------------------
Free feats: Combat Expertise, Deadly Aim, Power Attack
Level gained feats: (1st): Shield Focus; (3rd): Weapon Focus(Heavy blades)
Bonus feats: (4th): Weapon Specialization(Heavy blades)
Mythic feats: (1st): Shield Focus

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Traits
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Focused discipline: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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Skills 12rnks +1fc
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Diplomacy +13: (+4rnks/+4cha/+3cs/+2racial)
Heal +2: (+2wis)
Intimidate +4: (+4cha)
Knowledge (religion) +5: (+1rnk/+1int/+3cs)
Perception +12: (+4rnk/+2wis/+3cs/+1trait/+2racial)
Ride -2: (+1dex/-3acp)
Sense Motive +8: (+3rnks/+2wis/+3cs)
Stealth -2: (+1rnk/-3acp)
Survival +3(+5): (+1rnk/+2wis) (+2 w/guide)
---------------------------------
Background skills 8 rnks
---------------------------------
Handle Animal +10: (+3rnk/+4cha/+3cs)
Knowledge(nobility) +6: (+2rnk/+1int/+3cs)
Linguistics +3: (+2rnk/+1int)
Profession(soldier) +6: (+1rnk/+2wis/+3cs)

Languages Common, Elven, Celestial, Orc
SQ Scion of humanity
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Gear
----------------------
*Inheritor's gauntlet(Revised description below)
Cloak of the Inheritor
Evil Outsider Defiant Mithril Full Plate
Chain shirt
Mithral heavy steel shield
Mwk mithral longsword
Mwk longsword(with Iomedae's symbol on the hilt)
Mwk Backpack, Basic maps (major landmarks only), bedroll, blanket, winter blanket, compass, flint and steel, guide to flora and fauna, utility knife, mapmaker's kit, mess kit, rope(x2), pitons(x7), hammer, waterskin (x2), 1455 gp

Mithril holy symbol(Tolion), Mw silvered longsword with the Eye of Aroden on the cross guard
Arazni's Spleen: Each of these distinctive jars contains an organ associated with both a trait of the valiant knight Arazni and an aspect of the lingering power of the god Aroden. If the bearer is not a cleric, he is granted the lowest-level domain power, but no spells or other related abilities. In addition, the bearer of a Bloodstone is inspired by some trait of Arazni, gaining an ability she possessed in life. The bearer does not need to meet any prerequisites or requirements to gain this ability.
The spleen grants the feat Weapon Specialization - Longsword and the subdomain power from Loyalty.

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Paladin Abilities
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Aura of Courage +4 (10 ft.) (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.
Detect Evil (At will) (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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (1/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
_________________________________________________________________
*Inheritor's gauntlet: This metal gauntlet is the sort appropriate for wearing with chainmail, though versions suited for leather or full plate exist. Affixed to the wrist is a white cloth with a longsword embroidered in gold thread. Once per day, the wearer can speak a command word to give a weapon the wearer holds in that hand (or the gauntlet itself) the menacing property for 1 minute. An Inheritor’s gauntlet uses up the wearer’s entire hands slot; the wearer can not use another item (even another Inheritor’s gauntlet) that also uses the hands slot, though a matching nonmagical gauntlet is often worn on the other hand.

If Iomedae is the wearer’s patron, the gauntlet lets the wearer use any sword he holds in that hand as a holy symbol. Once per day, the wearer can speak a command word and give any sword he holds the powers of an undead-bane weapon for 1 minute; this effect ends if the wearer drops the sword or removes the gauntlet. If the wearer uses a finger to draw Iomedae’s symbol on any solid surface, the symbol glows as brightly as a candle for 1 hour or until the wearer draws the symbol elsewhere (whichever comes first).

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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

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Mythic Abilities
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Absorb Blow (10 damage) DR 2/epic, Resist 10 (Su) As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bonus Hp's: 10
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (7/day, Surge +1d6): Use this power to perform your mythic abilities.
Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Shield Focus [Mythic] Add your shield bonus and your shield’s enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus and your shield’s enhancement bonus on a Fortitude or Reflex save just before you roll it.
Surge (+1d6) (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Backstory:

Aside: (For the record, I'm a huge fan of British film of various kinds so I absolutely see this playing out as such. I'm not British but I totally love it. It just seems fitting. :P)

As the Andoran army moves the plethora of captives, one guard(named John) falls back a bit and nonchalantly leans in a bit toward another guard(named Robert) and says quietly, "Hey, Rob, did you notice that one prisoner near the back?"

Robert's eyes cut from left to right in a questioning manner; and while not really knowing where his fellow guard is going with this he simply nods, thinking that's the 'safe' route.

"Do you think there's something wrong with him?" asks John.

Furrowing his brow, Well I think I can honestly say there's something wrong with SOMEBODY around here. Robert shrugs this time.

"Yeah me too!" John exclaims as quietly as possible. "That one's either off his rocker or just insane. And let's not forget probably a bit of a nutter," he says, nodding and twirling his finger around his temple.

I would say 'nutter' fits pretty well. Can't argue that. Robert looks to him with a look that clearly says what he's thinking but decides to just simply nod again in agreement.

"So you noticed it too. Good eye there, Rob," he compliments, pointing at him in a 'way to go' kind of way.

Robert just smiles, albeit, a bit awkwardly.

"I mean, just take a glance at all these prisoners. None of them are happy. They're all probably hungry. They're tired. They're weary. And probably a little fatigued as well. On top of that, if it were me, I'd be ticked off," he declares, nodding matter of factly.

Really? Do you even hear yourself? Hey, for what it's worth, I'M getting ticked off if that helps you any, Robert thinks while scratching his chin, looking to John as if he's insane; but, once again, just finds it easier to nod.

"Well I'm glad I'm not the only one. Now having said all that, this one, he's like, smiling or something. I don't understand! It's like he's not worried about a blooming thing. And I overheard him talking and he was like, 'Yes, sir', and 'No, sir', and proper stuff like that. Prisoners don't talk like that. I mean, what's that about, you know? I've just never seen a prisoner be so... nice, or, calm or whatever," he says, shrugging and furrowing his brow as if that's just totally odd.

Please go away. Robert nods again as usual.

"You know what I think?" asks John.

If I were to say 'yes', would that make you leave? Robert shakes his head in response, adding a roll of his eyes that John would never catch even if you pointed at your eyes and explained what you were doing.

"I think that one might be some form of captain or a captain wannabe or something. He's too orderly, you know? And I know this lot just wants to leave Cheliax but what if he's some sort of spy or something? I'll definitely be keeping my eye on that one," he taps his nose.

Yeah, you do that. Robert taps his own nose and nods as he continues to play it safe.

"Good. I could use an extra set of eyes. Thanks a lot, Rob. It was good talking to you. I'd better get back to my post. You know how the Captain gets," he says, grinning wryly while giving a wink. "Hey, once we make it back to Andoran, first round's on me, friend," he tells him, giving another light slap on the arm as he returns to his post further up.

Once John finally takes his leave, Robert sighs and takes a moment to look back at the many captives behind him. Shrugging, he turns his attention back to the road ahead and at his fellow guard for a moment. Who is that bloke?! And how in the world does he know my name?! And which bloody prisoner is he talking about?! It's not like there's about 50 or 100 of them! Or however many there are, whatever. Sheesh. The guard can only shake his head and return to his own thoughts.

___________________________________________________________________________ ___________________________________________________________________

(Towards the back of the line)

As the prisoners walk along, there's one prisoner(we'll call him Elias) who's got narrowed eyes aimed directly at the one next to him. "Hey you. Why are you smiling like that? Don't you realize you're a captive?"

The tall, slender and fairly well-built man with brown hair, eyes to match and a goatee that's only a few days old, turns his attention toward his fellow prisoner, smiling. "Well of course, my good man. I would gather that's quite obvious. I believe the real question is: Why aren't you smiling like that?" he says, grinning.

Elias doesn't return his smile. "Because I'm not an idiot, " he says, now smiling while a couple of prisoners behind them listening in chuckle.

The tall and slender man does not respond. He simply continues walking as if it's a beautiful day in the park.

Irritated at being ignored, Elias continues. "Hey, I just called you an idiot! So what are you going to do about it, dung for breath?" More chuckles can be heard from behind.

Again, the target of his ridicule does not respond for what feels like an eternity. But then out of nowhere, "I'll tell you what I'm going to do about it, my good man," he interrupts as Elias was just about to speak. He then looks him square in the eye and says, "I'm going to do... nothing," he decides, still smiling. "Unless, of course, you can elaborate on what exactly it is I should do? And if you do succeed in such an endeavor I will contemplate your explanation and proceed accordingly as I deem proper. So with that being said, I am open to listening to reason. I do believe it shall prove interesting," he tells him, truly curious and awaiting his response patiently.

With a confused look about him, "What do you mean 'elaborate'?! Are you crazy?! Elaborate?! No one does that! No one elaborates! That doesn't even make sense. You just... respond or whatever I guess. You know? I don't... I don't know what in the blazes you are talking about."

The unnamed man simply shrugs. "Well then I gather there is nothing I can do for you at this time, good sir. But if you do need any assistance in any way, feel free to ask. I will aid you to the greatest of my ability that is deemed plausible," he tells him, giving a nod. "Oh and just for the record, I do believe you'd make a reasonable soldier. While you do borderline foolishness I also gather somewhat of a sense of bravery about you. But if I'm honest it's truly a toss up. Between foolishness and bravery that is due to the simple fact that you know nothing of me. I could easily be a murderer; one who's taken the lives of a hundred people whilst they slept. Or not slept. And there's no way for you to know that but, yet, here you are insulting me with your miniscule level of intelligence and petty words," he tells him in a proper and pleasant matter of fact way. He then rocks his head back and forth as he contemplates which way to go with his opinion. "You know, I believe I'm at an impasse. But, never fear, barring your untimely death I'm sure the opportunity will present itself if it arises and I am almost sure you will take great advantage," he tells him, grinning and giving a proper nod. "But strictly for the record, I've never murdered anyone," he concludes, returning his attention to the road ahead before throwing out one more statement for good measure, "Well... as far as you know anyway."

Elias at an utter loss for words, What? 'Plausible'? What in the Abyss does that even mean?! And that 'foolishness and bravery' rubbish? And what's all this about my 'untimely death'? I don't know about this fellow. And a part of me thinks I've been slighted in there somewhere, he thinks to himself, trying a moment to figure it out. It doesn't take him long to just shake it off though as he mentally gives up on trying to figure it out. Whatever. This bloke's off his rocker. Sorry for you, friend, but I'm thinking you'll be dead in a week. Man I sure hope they put me in a different prison than that one. Shaking his head at the 'odd' fellow, he nonchalantly drifts a bit farther back away from him, wanting no part of whatever it is that guy is drinking.

Noticing out of the corner of his eye that his fellow prisoner seems to be gradually backing away, a wry grin forms on the confident man.

It wasn't long after that Edward and his fellow prisoners were set free once they made it to Andoran. Seeing how they were all once Cheliax prisoners just wanting to leave, it wasn't difficult for any of them to appreciate what was done for them. Now I can move on to far greater things, he thinks to himself quite practically. And with that, Edward made his way to Absalom. Learning of a place called the 'Tempering Hall' in which they trained soldiers to become better at wielding their chosen blade, he knew that's where he needed to be.

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When Edward first joined the militia in Cheliax, he truly thought he could make a difference. Hailing from Andoran, when he became of age he decided it was his to time to make his mark on the world in an effort to make it better. So he decided to start with Cheliax. A place he learned much about growing up and it's reputation for being a "country with a few issues" if you will. Naive though he was - some would say "crazy" - it did not take long at all for him to realize it would require far more than his ability to change this country for the better. And even though he is as confident as he is, he is no fool and he knew this was, unfortunately, beyond him. So as soon as the opportunity presented itself, he deserted back to Andoran. But seeing how Cheliax and Andoran aren't the "best of friends", he was taken captive along with many others as is protocol. But obviously for him, he was rescued and was ready to make a new beginning.

Edward is 6'3" and around 225 lbs. He's got brown hair and he stays fairly clean shaven. Now Edward appears completely human except for the strange color of his eyes. If one were to look close enough, they would notice that the blue within his eyes in not your typical color of blue. One might gather it's closer to a deep purple almost. But outside of that there is no other physical difference between him and other humans.

Fairly tall and somewhat muscular, his near shoulder length brown hair is unmatched with his jewel colored eyes. He tends to appear as one with a stern countenance, but to know him is know one with a kind, but firm, demeanor. A proper gentleman to be sure.