Valeros

Godwyn Blaecwulf's page

377 posts. Alias of Grumbaki.


Race

HP (88/88) AC (24/11/23) Saves (12/8/11) Initiative (+4) CMD (25/35 vs disarm)

Classes/Levels

Lvl 1 (2/4) Lvl 2 (3/3) Lvl 3 (1/1) LoH 5d6 (9/9) Smite (4/4)

Gender

Current Buffs (Endure Elements, Blessing of the Watch)

Deity

Tyr

Languages

Common, Celestial, Abyssal, Infernal

Strength 18
Dexterity 13
Constitution 13
Intelligence 10
Wisdom 10
Charisma 18

About Godwyn Blaecwulf

Offense:

To Hit: +10/+5 (BaB) +4 (Str) + 5 (Enchantment) +1 (Trait) -3 (Power Attack) = +17/+12
Damage: 1d8 (Base) +6 (Str) +5 (Enchantment) +1 (Trait) +9 (Power Attack) = 1d8+21
Vs Evil: +2d6
Divine Favor: +3 Hit and Damage
Smite: +4 Hit, +10/+20 damage

With Blessing of the Watch

[dice=Hit]1d20+18[/dice]
[dice=Good Cold Iron Damage]1d8+21[/dice]
[dice=Holy vs evil]2d6[/dice]

[dice=Iterative]1d20+13[/dice]
[dice=Good Cold Iron Damage]1d8+21[/dice]
[dice=Holy vs evil]2d6[/dice]

With Smite

[dice=Hit]1d20+22[/dice]
[dice=Ignore DR]1d8+21[/dice] +10 vs evil, +20 vs evil outsiders, evil dragons, undead
[dice=Holy vs evil]2d6[/dice]

[dice=Iterative]1d20+17[/dice]
[dice=Ignore all DR]1d8+21[/dice] +10 vs evil, +20 vs evil outsiders, evil dragons, undead
[dice=Holy vs evil]2d6[/dice]

Defense:

HP: 10, 2, 7, 8, 5, 8, 10 = 68 (Paladin) + 10 (Con) + 10 (FCB) = 88
AC: 10 (Base) + 10 (Armor) + 3 (Shield) +1 (Natural Armor) +1 (Dex) = 25/11/24
(+4 Deflection AC smite) combat duration
(+5 Enchantment to Natural Armor Ironskin) 9 minutes

Fort: +7 (Paladin) +1 (Con) +4 (Cha) = +12
Ref: +3 (Paladin) +1 (Dex) +4 (Cha) = +8
Will: +7 (Paladin) +0 (Wis) +4 (Cha) = +11
Spell Resistance: 15

CMD: 10 (Base) + 10 (BaB) + 4 (Str) +1 (Dex) = 25 (35 vs disarm)
Acid, Cold, Electricity Resistance 5

Initiative: +1

Race, Traits, Stats:

Aasimar
* Stats: +2 Str +2 Cha
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
* Alternative SLA: You can cast shield other once per day as a spell-like ability.
- 25ft +5ft/2 lvls, 1 hour/lvl, This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.If you and the subject of the spell move out of range of each other, the spell ends.
* Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Traits
(Magic) Magical Knack: +2 CL Paladin Spells
(Social Adopted -> Race) Weapon Training: You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.
(Regional) Ancestral Weapon: Free masterwork cold iron long sword, +1 hit with cold iron weapons
(Drawback) Attached: Whenever the object of your attachment (signet ring) is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Stats
* Str: 15 (7pts) + 2 (Race) +1 (Lvl 4) = 18
* Dex: 13 (3pts)
* Con: 13 (3pts)
* Int: 10 (0pts)
* Wis: 10 (0pts)
* Cha: 15 (7pts) +2 (Race) +1 (Lvl 8) = 18
Plan: Lvl 12 (+1 Con) Lvls 16+20 (+1 Str)

Feats, Skills, Equipment:

Feats
Lvl 1: Armor Focus
Lvl 3: Power Attack
Lvl 5: Shield Focus
Lvl 7: Unhindering Shield
Lvl 9: Craft Magic Arms and Armor (ie: Bless arms and armor)
Lvl 11: Furious Focus
Lvl 13: Improved Critical
Lvl 15: Weapon Focus
Lvl 17: Dodge
Lvl 19: Critical Focus

Skills
* Diplomacy: ranks 10 + class 3 + cha 4 + race 2 (+19)
* Sense Motive: ranks 10 + class 3 + race 2 (+15)

Sage Familiar Skills
Fly (+10)
2 (class) + 2 (int) + religion (free) = 5
+1/2 lvl to all knowledge skills (ranks x +class 3 +int 2 +5)
10 SP
Knowledge Religion (+20)
9 SP
* Knowledge Planes (+19)
* Knowledge Arcana (+19)
* Knowledge Local (+19)
* Knowledge Nobility (+19)
1 SP
* Knowledge History (+11)
* Knowledge Dungeoneering (+11)
* Knowledge Nature (+11)
* Knowledge Engineering (+11)
0 SP
* Knowledge Geography (+7)

Background Skills
* (9 SP) Craft Weapons (+12)
* (9 SP) Craft Armor (+12)
* (1 SP) Linguistics (+3) - He can speak celestial, abyssal, infernal
* (1 SP) Lore Order of the Radiant Heart (+4)

Equipment 62k
(Weapon) Holy Avenger (60,630) with weapon cord
- This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
- When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin’s class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.
- Versatile Design (flamberge counts as heavy blade and polearm) (250)
(Armor) Masterwork Plate (825) Locked Gauntlet (8)
(Shield) Darkwood Heavy Shield (128.5)
* Holy symbol tattoo, fighter’s kit, signet ring (114)
(Gold) 44.5

Chosen One Paladin (10):

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 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.
* This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 4th level and every three levels thereafter).

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
* Mercies: (3) Sickened, (6) Diseased, (9) Poisoned
(12) Injured (15) Amputated (18) Cursed

Aura of Resolve (Su)
*,At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
* This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Emissary (Ex)
* At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability. Replaces divine bond.

Religious Mentor (Ex)
* The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace (Su)
* A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

Lay on Paws (Su)
* At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability. This ability alters lay on hands and channel positive energy.

True Form (Ex)
* At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.

Emissary’s Smite (Su)
* At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

Spells:

Paladin Spells
Lvl 1:
* 1x Blessing of the Watch (hrs/lvl, This spell functions like bless, except as noted. It works only in the caster’s home city, and in areas under the jurisdiction of the city watch. For example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter.)
* 1x Endure Elements (as a Paladin must be able to wear his armor regardless of the weather or temperature)
* 1x Swift Girding (Instantaneous, immediately dons armor)
* 1x Hero’s Defiance (Instantaneous, The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.)
Lvl 2: 3x Ironskin (Min/lvl You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 16th level. While you’re under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.)
Lvl 3: 1x Shield of Wings (min/lvl, You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end.)

Background:

He was left at the marble steps of a noble estate in Athkatla, wrapped in faded silks. The note was brief. The threat clearer still. If Lord Halvern did not claim the child as his own, the affair would be revealed to every counting house and council chamber in Amn. The scandal would have been survivable. The inheritance complications would not.

The infant was brought inside at dusk, with orders given to safely dispose of the embarrassment. By dawn, the servants were whispering. The child bore unmistakable signs of celestial blood: golden eyes, skin faintly luminous in candlelight. An aasimar.

What should have been disgrace became something more complicated. Shame… and pride. Proof of infidelity. Evidence of divine favor.

Lord Halvern acknowledged the boy publicly as his blood, but not as his heir. A careful solution was arranged. The child would bear the family name, but be raised at the temple. Removed from succession, yet safely under the protection of the house.A generous “donation” ensured the clergy’s enthusiasm.

When he came of age, his father’s coin opened doors within the Order of the Radiant Heart. But coin does not pass the trials. Steel and faith does. Throughout his life, his father’s name has hung around his neck, causing whispers that it has opened doors that to others would be barred. And his celestial heritage has likewise caused detractors to place all achievements upon his bloodline while simultaneously holding him to the highest of expectations. This has forged a man desperate to prove himself to his deity, his order, and himself. Now a Paladin, he travels frequently out of the halls of the Order, always traveling in search of the next quest that might bring glory to the order, approval of his god, and peace within himself.

Godwyn carries with him a blade forged by his own hands. When not on missions for the Order, he expresses his piety by forging and repairing items for his fellow paladins. His blade, however? It is a holy avenger, in which he poured into it his piety, his devotion, and his burning desire to see Tyr’s will be done. It is a miracle made physical, a relic worthy of any paladin. The blade never leaves his side, for it is quite literally forged from his own soul. It is, however, not a source of pride. For he knows that the blade is no more than a moderately blessed weapon (+2 cold iron longsword). It's true power comes from Tyr's answer to his prayer. What occurred was that an angel of Tyr responded to Godwyn’s pious prayers and answered them, turning the blade into a conduit of divine favor. The outsider acts as an unspoken patron of the Paladin. That is, so long as Godwyn continues to follow the path of Tyr…

...Godwyn is acutely aware that his every action is watched, and is judged. By his distant father, whom he has never seen (and who judges him based on what honor his actions bring to the family name). By his order (who are keenly aware of his heritage, and hold him to a cripplingly high standard). And by his deity (who has sent an angel to assist and watch him). These, put together, have forged Godwyn into a man who is reminded daily that his achievements may well not be his own, and that he always must prove himself worthy of the gifts bestowed upon him. It is for this reason that he treasures his work as an armorer at the Order so much. He knows that his skill, such as it is in forming arms and armor, is his and his alone. It is one of the few tasks in life that he has not felt privileged by his noble and divine blood. When he succeeds or fails in that, he knows that it is by his skill and work alone. Quietly, he holds onto that fact like a drowning man clutching a raft at sea.

Appearance:

Godwyn stands a little over six feet tall, broad-shouldered and powerfully built, his frame shaped more by years of drilling in armor than by vanity. His movements are deliberate and measured, the quiet economy of a trained knight rather than the swagger of a sellsword.

His celestial heritage is apparent to anyone who looks closely. His eyes shine with a soft golden hue, catching light like polished metal, and his skin bears a faint warmth of tone that almost seems to glow in firelight. The effect is subtle rather than dramatic. It has an enough to mark him as touched by something beyond the mortal world without making him appear otherworldly.

Godwyn’s hair is dark brown, worn long enough to brush his shoulders but usually tied back with a simple leather cord when he travels. His features are far from aged, but his apparent youth is marred by a perpetually stern visage. The expression of a man more accustomed to quiet judgment than easy laughter. Though not old, the lines around his eyes hint at a seriousness beyond his years.

When armored, he appears every inch the knight of a holy order. His plate is well maintained but plainly adorned, its surfaces polished rather than gilded, bearing only the symbol of Tyr worked discreetly into the breastplate. A darkwood shield hangs from his left arm, its surface marred by use, but maintained well through service.

At his side rests the weapon that draws the eye: a long, slightly wavy-bladed sword reminiscent of a flamberge, its rippling steel catching the light in shifting reflections. Though the weapon’s craftsmanship is evident, Godwyn carries it without pride or display. To him it is less a trophy than a responsibility. A sacred trust rather than a prize.

Often seen hanging from the blade’s hilt is a small golden pendant shaped like Tyr’s holy symbol. At times it seems to stir in the air as if moved by its own quiet purpose, though Godwyn himself rarely remarks upon it.

In conversation he is courteous and composed, speaking with the measured confidence of a man raised among nobility and clergy alike. Yet there is something restrained in his demeanor, as though every word and action is weighed carefully. Those who know him well might notice that his gaze sometimes drifts upward, as if conscious that somewhere beyond mortal sight, judgment is always watching.

Familiar:

Appearance
This familiar appears to be a holy symbol of Tyr. No more than a pendant, which hangs from a simple steel chain that is wrapped around the hilt of Godwyn's blade. It is, however, far much more. It is a direct conduit between an angel in Tyr's service and the material plane. From this conduit, not only is Godwyn's blade empowered, but so too can information from the heavens reach the mortal champion. This allows Godwyn to know far more than he has ever learned, with the information telepathically communicated directly to him. In times of need, the chain unravels from around the blade, and the holy symbol can float independently in the air. However, this is a rare occurrence. Absent a compelling reason, the familiar tends to act like an inanimate object.

N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +2

DEFENSE

AC 18, touch 15, flat-footed 15 (+2 Dex, +1 dodge, +2 size, +3 natural armor)
hp 49
Fort +7, Ref +5, Will +9
Immune construct traits (Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.)
Resist Cold, Acid, and Electricity (10)
DR/Evil (5)

OFFENSE

Speed 0 ft., fly 30 ft. (average)
Melee slam +0 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 4, Dex 15, Con —, Int 15, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge
Skills Fly +10
Languages Common (can’t speak)
SQ ioun affinity, share iouns

SPECIAL ABILITIES

Ioun Affinity (Su)
* An ioun wyrd can integrate a number of ioun stones into its body equal to 1 + half its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su)
* A character with an ioun wyrd familiar gains the benefit of the wyrd’s ioun stones as long as the character is within 30 feet of the ioun wyrd.

Celestial Template
* Resist Cold, Acid, and Electricity (10) (becomes 15 at lvl11)
* DR5/evil (becomes 10 at lvl11)
* The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

* Dazzling Intellect (Ex)
- A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
* This alters the familiar’s Intelligence score and natural armor adjustment.

* Sage’s Knowledge (Ex)
- A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
* This replaces alertness and the familiar’s ability to share its master’s skill ranks.