Corsair

Firas al-Adil's page

446 posts. Alias of Malkonnen.


Full Name

Firas al-Adil

Race

half-orc Oath of the Crusade Paladin 7-Guardian 1 | HP 98/98 | AC 24* (11* touch, 23 FF, 22* CMD) | F/R/W 13/9*/11 | Perc +11| SMotive +5 | Resist Elec 20 | Threaten 10' with AoOs

Classes/Levels

|smite 2/3 (+4/+7) | LoH 3/7 (3d6) | Divine Bond 0/1 (+1 for 7m) | Prepared: Paladin's Sacrifice, Divine Favor (+3), Hero's Defiance | 3/5 MP

Size

medium; 6 ft tall, 180 lbs; black hair and goatee, blue eyes, and green skin with a lean, muscular build

Age

19

Alignment

LG

Deity

Sarenrae

Languages

common, orc

Strength 19
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Firas al-Adil

background:
Firas knows little of his childhood. He has no memory of either of his parents. His earliest memories are brief, nightmarish flashes of what he's come to learn was a demon attempting to kill him. Most of what he knows comes from the priests of Sarenrae who took him in as an orphan. They told him that The Dawnflower must have a purpose for him, to have survived a direct encounter with a demon from such a young age. This played right into his deep longing for a family and a role to fill. Over time he became instilled with a deep seated sense of justice and wariness of the corruptive influence of demons and evil in general. After he finished his training in the monasteries of Katapesh, he immediately set out for Mendev, convinced that Sarenrae was calling him there, to be her personal champion and drive out the demonic taint for good.

Now he begins every morning with a prayer at dawn to Sarenrae reciting his vows:

I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

I am fair to others. I expect nothing for myself but that which I need to survive.

The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
Each day is another step toward perfection. I will not turn back into the dark.

And the oath he took the day he left Katapesh for Mendev:
I will oppose demonic influence in all its forms and seek a way to close the Worldwound.

Skills
Perception +11 (6 ranks, 3 class, 2 campaign bonus)
Intimidate +15 (6 ranks, 3 class, 4 cha, 2 race)
Sense Motive +5 (2 rank, 3 class)

Traits:

Fate's Favored (Faith): +1 extra from luck bonuses

Exposed to Awfulness (Campaign): 1/day when you fail a saving throw against an effect created by a demon that would
kill or physically incapacitate you, you can immediately
reroll that saving throw as a free action. You must take
the second result, even if it is worse. Associated Path: Guardian

Exposed to Awfulness (Guardian): You gain +3 hit points per level. If you are reduced to negative hit points by an attack or effect from a demon, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier. This healing occurs after the damage is done—if the damage is enough to kill you, you cannot activate this ability.

Feats:

01 HD - Fey Foundling: +2 per die extra whenever I receive healing.

03 HD - Greater Mercy: +1d6 healing if no mercies apply

05 HD - Power Attack: 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.

01 MT - Mythic Power Attack: Power attack becomes -2 to hit for +6 to damage instead and doubles on a crit before being multiplied by the weapon's critical multiplier. Also I can spend 1 MP to ignore the attack penalty for 1 minute.

01 MP - Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

campaign bonus - Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

07 HD - Vital Strike: 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.

Racial Features:

Darkvision 60ft
Intimidating (+2 racial bonus to intimidate checks)
Orc Blood (count as both human and orc)
Sacred Tattoo (sub for ferocity) (+1 Luck bonus to all saves)
Fey Thoughts (sub for Weapon Familiarity) (Perception and Intimidate are class skills)

Class Features:

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 Charisma 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): 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: Sickened (3rd) + Staggered (6th) 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.

Channel Energy 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.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon 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 weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin 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 weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

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 (Su) (5/day)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (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.

Guardian's Call: Sudden Block (Su)
As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Spells (2/1/0/0)

Gear:

MW Full Plate (in a backpack, dropped in combat)
Radiance AKA Yaniel's Sword (+2 cold iron scimitar, can shed light as torch)
+1 Blinding Heavy Steel Shield with shield spikes
Cestus
(2) Chakrams
Paladin's kit
(2) spring loaded wrist sheaths
(10) Weapon Cords (1 on Yaniel's sword)
Wand of Bless Weapon (13 charges, in wrist sheath #1)
Potions: (Lesser Restorationx1, Spider Climb, Invisibility)
Terendelev's Scale: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold. (CL=level)
Amulet of Natural Armor +1
(2) Wardstone Shards
Headband of Charisma +2
scroll of dispel magic (in wrist sheath #2)
chain shirt +1

184gp cash
127/200lb (medium load for traveling)
77/100lb (light load for combat)

botting instructions:

In combat tanking is my priority, so I want to get to the front lines and hopefully set up a flank for Tetsu/Coop if at all possible. I want to reserve smiting for something blatantly evil and preferably demonic. If I can't reach something in move or charge I will draw a Chakram and toss it. When injured I'll switch to fighting defensively.

Out of combat I want to make liberal use of my Detect Evil, generally using it to sweep the area when traveling as a sort of radar. I am happy to be the guy to open doors and lead the party's marching order again for tanking.

AB = +18 (7 BAB + 4 Str + 2 enhance) [+3 luck, +2 vs fiends, +1 haste, Keen]
DB = +11+2d6 (4 Str + 2 enhance) [+3 luck, +2d6+2 vs fiends]

Melee
[dice=Vital Radiance +PA]1d20+13-2[/dice]
[dice=magic cold iron slashing +PA]2d6+6+6[/dice]
[dice=Cornugon Smash demoralize]1d20+15[/dice]
[dice=extra crit dmg]1d6+6+6+12[/dice]
18-20/x2

[dice=Cestus]1d20+11[/dice]
[dice=blunt/pierce]1d4+4[/dice]
19-20/x2

[dice=Spiked Shield]1d20+11[/dice]
[dice=piercing]1d6+4[/dice]
20/x2

Ranged
[dice=Chakram]1d20+7[/dice]
[dice=slashing]1d8+4[/dice]
20/x2

[dice=buffed Vital Stike +PA]1d20+19[/dice]
[dice=+4 magic, cold iron, slashing +PA]4d6+11+6[/dice]
[dice=Cornugon Smash demoralize]1d20+15[/dice]
[dice=extra crit dmg]1d6+11+6+12[/dice]