Carver Hastings

Gabrie Ionescu's page

16 posts. Alias of Arjuna332.

Full Name

Gabrie Ionescu


| HP 13/13 | AC 17 / TO 11 / FF 16 | F +5, R +1, W +4 (+2 against fear)


| Perception: +0 | Init +1


Male Human Paladin (Oath Against Corruption) 1






Lawful Good





Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 11
Charisma 14

About Gabrie Ionescu

Gabrie Ionescu
Male Oathbound Paladin Against Corruption 1
LG Medium humanoid (Human)
Init +1; Senses: Perception +0
AC 17 (+1 dex, +5 scale mail, +1 light steel shield), touch 11, flat-foot 16
Hp: 13/13 (10 base, +3 con)
Fort: +5 Ref: +1, Will +4 (+6 against fear)
Speed: 20 ft.
Speed: 20 ft.
Melee: bastard sword +4 (1d10+3)
Str 16, Dex 12, Con 16, Int 12, Wis 11, Cha 14 (+2 to Con from human racial)
BAB +1; CMB +4; CMD 15
Class Abilities
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good is equal to his 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 him in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds his Cha bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his 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 his Charisma modifier (if any) to his 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 his uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day
Driven by Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Unafraid: The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.
Level 1: Exotic Weapon Proficiency (bastard sword)
Human bonus feat: Iron Will
5 ranks/level, (2+int modifier+skilled[human]+favored class bonus) + 2 background skill ranks
Adventuring skills:
+6 Diplomacy
+4 Heal
+5 Knowledge (religion)
+4 Sense Motive
Background skills:
+5 Craft (bows)
+5 Knowledge (nobility)
+4 Profession (soldier)
(1 bonus from Int)
Common (Taldane), Varisian
Bastard Sword
Chain Mail
Light Steel Shield
In his youth, Gabrie had been serving the army, fighting other people's wars and battles. Upon his retirement, he got married to the love of his life and moved away to the countryside so that he could spend the rest of his life idyllically with his wife. He embraced the faith of the Old Deadeye, content to live his life in simplicity.

But his idyllic and simple life soon came to an end when his wife was abducted and possibly killed by some dark force, and Gabrie was overcome by grief and guilt for not being there for his wife, because he was away collecting woods when his wife went missing. For many nights, he spent his time praying to Erastil, hoping for guidance and strength.

Soon, Gabrie could feel something within him. He felt empowered, as if his prayers had been answered by the Old Deadeye. He could feel that he had been given a divine mandate to eradicate corruption in all its forms. But Gabrie was still grieving over the loss of his love, and grief could drive anyone to dark places.

Not that he could remember any of this, of course. Besides his name, there was nothing that he could recall. Still, he couldn't help but feel uneasiness about himself as well as inexplicable guilt, as if he had done something truly wrong. This feeling of uneasiness would certainly drive him to right the wrongs that he might have committed. Perhaps losing his memories was a blessing in disguise.