Lieutentant Pavo Voc

Fergus DraganCara's page

94 posts. Alias of ALLENDM.


Full Name

Fergus DraganCara

Race

Human (Keoland - Fo)| HP 66/66| w/ shield: AC: 24, T: 14, FF: 23// w/o shield AC: 21, T: 14, FF: 20 | Spd: 30ft/ 20ft w/armor |

Classes/Levels

Paladin (Divine Defender) 7 | Init +5, Normal vision; Percept: +9, Sense Motive: +11 | +2 Keen Greyflame Longsword 1d8+4 17-20/x2 S| Saves: F: +10, R: +7, W: +11 | CMB +2 / CMD 13

Gender

Male

Size

Medium 6'0"

Age

18 (24)

Special Abilities

Paladin: Aura of good, detect evil, smite evil 3/day, Divine grace, Lay on hands, Aura of courage, divine health, Shared Defense (Divine Defender), Channel positive energy,Divine Bond (Su) (Divine Defender - Armor), Divine Spells

Alignment

LG

Deity

Bahamut

Location

Keoland

Languages

Keoish (Valley Tongue), Celestial, Draconic, Ferrond, Dwarven, Orc , Giant, Gnoll

Occupation

Farmer

Strength 14
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 14
Charisma 18

About Fergus DraganCara

Description & Demeanor:
He is a tall man of strong Flan blood and a hint of Oeridian blood from his mother's side. He has blonde hair that is well trimmed and a shaved face that doesn't see a lot of growth on it. He a broad-shouldered young man with lightly tanned skin, dark blue eyes and an understanding smile. He tends to listen more than he talks but is more than willing to give his opinion if asked. He has learned, from countless lessons, it is better to have one's ears and mind open instead of your mouth. He appreciates laughter, a good story or song, and cares little for arguing over silly things.

He values hard work and admires those with the skill to craft well-made items. He has never been wealthy and often spends his coin on others. He spends his time in morning hours as the sun rises to pray and reflect. He then spends time practicing and cleaning his gear. He attempts to spend a bit of each day attending to other's needs. He likes being around people he considers friends but cares little for the company of those he sees has troublemakers. He has been known to put his gear down and help a farmer with the many chores around a farm when he travels and that seems to quickly endear him to those families. He makes friends easily due to his friendly and helpful nature. He doesn't flaunt his beliefs instead he lives by example as best he can. Asked about his beliefs he gives them freely and does not bother to judge people by their reactions. He himself struggles with is beliefs and at times questions things around him.

He views his belief as a relationship with Bahamut just as his mysterious mentor taught him. He was young and at times naive to the ways of the world but his good nature and honest demeanor allowed him to see things for what they were when needed.

His view of the world has changed somewhat as he has gained experience in it and has found his place in it. His belief in Bahamut's teachings have become even stronger and his desire to defend those in need and take the fight to those that attack the innocent. Now that he also has a wife and children he wishes to pass on his beliefs and teachings to his two sons... Although his wife, a healer of Pelor, as a few things to say about that.

He is now twenty eight years old, wiser and at peace with the world. He has been farming, raising his young children, and teaching the young boys and girls of the surrounding community how to defend themselves, heal each other, and the teachings of Bahamut and acting as the Militia Commander of the local forces. The years have been pleasant since the breaking of the Slave Lords by he and his friends.

He is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He urges those around him to promote good, and tries to set an example his friend can look up to but he doesn't judge his companions and considers himself their protector and example. He gives counsel when it is desired and when he feels it is needed.

Fergus DraganCara of Woodsage

Background:

Background
Raised in the countryside of Keoland just north of Woodsage. He grew up farming and tending to the needs of his family. A neighbor and good friend to all the local farmers spent time telling the boys stories of good overcoming and triumphing over evil. Stories of compassion and forgiveness in the face of great adversity. Eventually, the man becomes his mentor and friend, raising him on not only these stories but a belief system and dogma that would infuse into the young man's core being. The young man gained deeper wisdom and soon found himself wondering more about the world and everything around him. His mentor challenged him at every turn to hold fast to what is good and to stand up for the cause of good and to help those in need. He was taught to not seek out a fight but when needed to stand in the front and serve with courage and honor. Pointing out simple examples around them and in the community to drive home lessons. He made the boy train as often as he could. When he reached adulthood he made the same walk to his mentor's as he always did...but this time the man's home was empty. On the table a note that simply read...

"Stay true to yourself and the beliefs of Bahamut. The Grandfather of Dragon's will protect you on your many journey's. Be stern in the face of Evil. Be compassionate to those in need and dispossessed. Be emphatic to the downtrodden. Be ready to forgive before you punish. Seek not to fight but be ready to do so in the name of good."

With that was left the symbol of Bahamut. As he walked out he noticed the ground in front of the small house was sunk in and in the center were four large footprints...of a dragon? The trees around the house were bent away as if winds bent them. Since that day he has walked the path of the Master of the North Wind.

Fergus loved his family deeply but felt that this was his calling. The youngest of five children and the third boy his father knew the young man had a desire to leave after his mentor left. He encouraged him to find his way in the world and when ready to return to their farm.

After two years of adventuring that started with cleaning out the Caves of Chaos in the Yeomanry and then on to smaller ventures that lead to him making a name for himself, he joined an adventuring company. That company was asked to find a nobleman that was taken by slavers. It was this mission that sent them on a perilous journey that ended with the breaking of the Slavelord's and their power over the Wild Coast and the surrounding areas. It was here as well that he meet his wife, an adventurer and healer of Pelor. Once this venture was completed they left to go back to Woodsage in Keoland. They returned with several of the people they freed from the Slave Lords wishing to start new lives in a safer place. On his return he settled a new farm close to his parent's farm and soon took up the mantle of Militia Commander for the surrounding area. He has two children by his wife both boys are like their father and their mother. He loves his farm, his family, and the town he serves. It has been nearly a decade and now he stands in the town square listening to the King's Proclamation. He looks over to his wife and she knows that look all too well. Many a man and women who came from the slave pits of the Undercity and from Suderham knew the man's intent. Fergus was a man of duty and honor...His King called, His god called...he will go Sterich and it will be his honor to go...

Statistics::
Human (Keoland - Flan/minor Oeridian blood) Paladin (Divine Defender) 7
LG Medium Humanoid (Human))
Init: +5 ; Perception: +9 ; Sense Motive: +11

Languages: Keoish (Valley Tongue), Celestial, Draconic, Ferrond, Dwarven, Orc , Giant, Gnoll
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Male Human (Flan/minor Oeridian blood) Paladin (Divine Shield) 7
Medium humanoid (human)
Init +5, Senses: Normal vision); Perception +9, Sense Motive +11
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DEFENSE
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W/ Armor/Shield
AC 24, touch 11, flat-footed 23 (+1 Dex, +0 size, +3 (+1 "Bashing" Heavy Steel Shield), +10 (+2 "Champion" Agile Half-Plate ))

W/O Shield
AC 21, touch 11, flat-footed 20 (+1 Dex, +0 size, +3, +10 (+2 "Champion" Agile Half-Plate ))

Champion armor ability - AC26/ (w/o shield AC23)

hp 66 (Toughness +3, +4 HD))
Fort +10, Ref +7, Will +11, (Divine Grace, +4 to all (su))

Detect Evil 1 target per attempt 60 ft - like 3rnds.
Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

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OFFENSE
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Speed 30 ft // 20ft w/Armor-Shield
Special Attacks: +2 "Greyflame" Longsword (1d8+4+(1d6)(3rnd))
BAB: +7/+2 (7 Paladin)
Melee:+9/+4:
+2 "Greyflame" Longsword 1d8+4 19-20/x2 S
+1 "Bashing" Heavy Shield 1d8+3 20/x2 B

Longsword 1d8+2 19-20/x2 S
Dagger 1d4+2 (+1) 19-20/x2 P or S
Heavy Shield 1d4+2 (+1) x2 B
Throwing Ax 1d6+2 (+1) x2 S

Range:+8/+3
Throwing Ax 1d6+2 x2 10ft S

Smite Evil 2/day(Su)
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SPELL CASTING
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Spells Per Day

1st 1+1 (2)
2nd 0+1 (1)
3rd - +1(0)
4th - +1(0)

Normal Day
(1)Enhance Water, Bless Water
(2)Bestow Grace

Travelling/Hostile
(1) Create Water, Cure Light Wounds
(2) Bull's Strength

Training
Animal Purpose Training, Wartrain Mount
Bestow Weapon Proficiency

Healer
(1)Cure Light Wounds, Lesser Restoration
(2)Delay Disease (or Delay Poison)

Adventure - martial
(1) Hedging Weapons, Magic Weapon
(2) Ironskin (or Bull's Strength)(or Weapons Against Evil)(or Blade Tutor's Spirit)

Adventure - support
(1) Bless, Hedging Weapon
(2) Bull's Strength, (or Owl's Wisdom), (or Eagle's Spendor)

Adventure - intrigue
(1) Build Trust, Tracking Mark
(2) Undetectable Alignment

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TACTICS
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Fights with Sword and Shield primarily.
At times if he believes he is going to face multiple opponents or caster/range threats he will use sword and throwing ax and throw the ax as he goes into combat.

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STATISTICS
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S: 14 (+2),D: 12 (+1),C: 13 (+1),I:12 (+1),W: 14 (+2),Ch: 18 (+4)

CMB:+9 / CMD:20
CMB = BAB + STR + Size Mod + Other
10 + STR + DEX + BAB + Special Size Modifier + deflection + dodge + insight + morale + profane + sacred - any penalties at all to AC

Hero Points: NA

Feats,Skills, Languages, Traits:

Feats (5/0 - 1 creation, 3 advancement, 1 human).

Toughness: You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Alertness: You often notice things that others might miss.

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Improved Initiative (Combat)

Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

(((NOTE- Vital Strike & Power Attack can be used together)))

Traits
(Social) Unintentional Linguist:
You can speak with outsiders.

Benefits: You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

(Religon) Devoted Healer:
Source Quests and Campaigns pg. 18

Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.

Magical Knack Magic Trait

You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class (PALADIN) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Drawbacks: Family Ties

Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
(Father, Mother, and four siblings (3 brothers)) and his wife and young baby boy. They all live on adjoining farms. His call to duty often conflicts with his desire to be with his family.

Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Skills

Class Ranks 2 + Int (1)/lvl + Human Skilled (1/lvl) + Favored Class + +2 (BG skills) (1/lvl) = 35 (0) BG = 14 (1)
[6 each level/7 each level if using Favored Class][will use remaing FC for HP's]

Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)

Acrobatics (Dex) 1
Appraise (Int) 1+1+0+1(3)
Bluff (Cha) 4
Climb (Str) 2+1 (3)
Craft (Int) 1
Diplomacy *(Cha) 4+4+3 (11)
Disable Device (Dex)t
Disguise (Cha) 4
Escape Artist (Dex) 1
Fly (Dex) 1
Handle Animal *(Cha)t4+1+3+2 (10)
Heal *(Wis) 2+4+3 (9)
Intimidate (Cha) 4
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Knowledge:
Arcana (Int)t
Dungeoneering (Int)t 1+1 (2)
Engineering (Int)t
Geography (Int)t 1+0+0+2 (3)
History (Int)t 1+1+0+2 (4)
Local (Int)t
Nature (Int)t
Nobility *(Int)t 1+1+3+1 (6)
Planes (Int)t
Religion *(Int)t 1+1+3 (5)
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Linguistics (Int) 1+4+0+1(6) (2 lang - BG)
Perception (Wis) 2+5+0+2(9)
Prof(Farmer) *(Wis)t 2+2+3+3 (10)
Perform (Cha) 4
Ride *(Dex) 1+2+3 (6)
Sense Motive *(Wis) 2+4+3+2 (11)
Sleight of Hand (Dex)t
Spellcraft *(Int)t 1+1+3 (5)
Stealth (Dex) 1+1 (2)
Survival (Wis) 2+1 (3)
Swim (Str) 2+1 (3)
Use Magic Device(Cha)t

The paladin’s class skills are Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Languages: Keoish, Celestial, Draconic, Ferrond, Dwarven, Orc, Giant, Gnoll.

Special Abilities:

Spoiler:
Paladin Abilities:

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.

Detect Evil spell notes:

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

1 Except for Undead and Outsider, which have their own entries on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Smite Evil 2/day(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, as indicated on Table: Paladin, 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) 7/day 3d6 healing
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.

Shared Defense (Su) (Divine Defender)
At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area.

This ability replaces Mercy.

Channel Positive Energy (Su) (need to set up)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3 +2 (Magical Knack Trait) (currently = 5).

Divine Bond (Su)
At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties:

champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19)

Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a –1 penalty on attack and weapon damage rolls.

Gear/Possesions:

Equipment Note
23500gp
-5850
-2020
-12015 (-17870
-726gp 2sp
-5gp 8sp 5cp
-62gp 5sp 2cp
800gp
100gp (healer's kit)
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102gp 4sp 3cp (1800 gp in gems)

Normal Gear:

Horse, Heavy (combat trained) (300gp)
Saddlebags (8lbs) (can carry 40lbs) (4gp)
Military Saddle (30lbs) (20gp)
Bit & Bridle (1lb) (2gp)
Barding (Chain Shirt) (50lbs) (AC +4/MDB +4/ACP -2) Lt Armor (400gp)
Dandy Brush (2lbs) (2sp)
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Total 726gp 2sp

(in saddlebags/back of the saddle)

Bedroll (5lbs) (1sp)
Blanket (3lbs (5sp)
Rope, hemp (50ft) (10lbs) (1gp)
torch(5) (1lb/e) (5cp)
travel rations (5 days) (5lb)(25sp)
mess kit (1lb) (2sp)
extra Traveler's outfit (clean) (5lbs) (1gp)
waterskin (4lbs) (1gp)
Healer's Kit (2) (1lb each) (50gp/e) (10 uses each)
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5gp 8sp 5cp

Backpack (masterwork)(5lb) (50gp)
(in backpack)
Rope, silk (50ft) (5lbs) (10gp)
whetstone (1lb) (2cp) ((15 min - +1 bonus to damage first hit/non-magical))
3 flasks of Holy Water (can cast spell)
bag (waterproof) (.5lbs) (5 sp)
canteen (1lb) (2gp)
cold weather gear (7lbs)
5 candles
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62gp 5sp 2cp

Traveler's Outfit (free)
belt pouch (1/2lb) (1gp)
flint and steel (belt pouch) (1gp)
silver holy symbol (llb) (25gp)
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27gp

Spare Light horse -saddle/saddle bags/saddle blanket/saddlebags

50ft of hemp rope (10lbs), blanket (3lbs) 10 days trail rations (10lbs)

Magical Gear:

4 CLW Potions (50gp each) (200gp total)
2 Bull's Strength Potions (300gp) (600gp total)

+2 Keen Greyflame Longsword 12015gp 1d8+2 17-20/x2 4lbs S
Greyflame - +1 +1d6 for 3rnds (swift action - channel energy)

Greyflame
Source Ultimate Equipment pg. 142, Advanced Player's Guide pg. 288
Aura moderate transmutation CL 6th

Slot weapon quality; Price +1 bonus; Weight —

Description
This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon’s extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon’s extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.

Notes:(+3 +1d6 (3 rnds))

Construction
Requirements Craft Magic Arms and Armor, Channel Smite, align weapon; Price +1 bonus

Keen

Price +1 bonus; Aura moderate transmutation; CL 10th; Weight —

DESCRIPTION

This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor; Spells keen edge; Cost +1 bonus

+1 "Bashing" Heavy Shield (round) Symbol of Bahamut 2020gp +3 (+1m) AC/ -1 ACP/15lbs ((shield bash 1d8/ +1 weapon))

Bashing

Source Ultimate Equipment pg. 115, PRPG Core Rulebook pg. 463
Aura moderate transmutation CL 8th

Slot shield quality; Price +1 bonus; Weight —

Description
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

Construction
Requirements Craft Magic Arms and Armor, bull’s strength; Price +1 bonus

+2 "Champion" Agile Half-Plate 5850gp +10/+12 (+2/+4 chosen opponet) AC/-6 ACP (-4 Climb/Jump) still run quadruple speed (+2 against chosen opponent)

Champion

Aura faint abjuration; CL 5th; Weight —; Price +1 Bonus

DESCRIPTION

This armor special ability works only for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials,
and creatures with the celestial creature template). A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen opponent.

[spoiler=Build Notes]

Character road map:
1> Paladin (Divine Defender)
2> Paladin (Divine Defender)
3> Paladin (Divine Defender) (improved initiative??)
4> Paladin (Divine Defender)
5> Paladin (Divine Defender)
6> Paladin (Divine Defender)
7> Paladin (Divine Defender)
<8>Paladin (Divine Defender) (Two-Weapon Fighting?)
(will review and adjust as we progress based on story-line and character development)

Abilities Development

Base
STR 13 (4th level ability bonus +1 = 14)
DEX 12
CON 13
INT 12
WIS 14
CHA 16 (Human +2 = 18)

HD & HP

HP die roll for 2nd to 7th level

1d10 ⇒ 3
1d10 ⇒ 10
1d10 ⇒ 9
1d10 ⇒ 8
1d10 ⇒ 2
1d10 ⇒ 10

total: 42
1st: 10
total: 52
CON: 7
Toughness+3(+4):7
total: 66

(+4 +3HD/ per every 2 levels (Toughness))

Total 66hp

Class Skill & Skill Points

Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier + Human skilled
+ Favored Class. (14 + 7 + 7 + 7= 35) BG Skills(2/lvl) (14)

Two Weapons:

Circumstances--------------Primary Hand------Off Hand
Normal penalties------- –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light
and Two-Weapon Fighting feat –2 –2

Treasure/Loot:

Paladin (Divine Defender of Bahamut):

Paladin Notes

Divine Defender Notes

Some paladins see themselves as the last line of defense between the teeming hordes of evil and the innocent folk trying to make a living in a harsh, unforgiving world. These defenders spend their lives protecting others and taking on foes that the common man should not even know exist. To aid them in their holy mission, they have special powers to protect themselves and those around them.

The divine defender has the following class features.

Shared Defense (Su)
At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area.

This ability replaces mercy.

Divine Bond (Su)
At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties:

champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19)

Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a –1 penalty on attack and weapon damage rolls.

Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Party Notes

Table Two

Vrianna, Female ½ elf inquisitor (sacred slayer) 7 – Mairheim
Rommon Ranger, Male Elf CG Ranger 2/Wizard (Diviner/Foresight) 5
Vakmu Blackhorse, Male 1/2 Orc N Shaman 7
Fenla Welci, female gnome NG Arcanist (Brown Fur Transmuter) 7
Brother Hawthorne, Halfling CG Rogue 7
Fergus Dragancara, Male Human Paladin LG (Divine Defender) 7