Eando Kline

Hadrian Equinox's page

62 posts. Alias of Doomed Hero.

Special Abilities

Detect Evil

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Hadrian Equinox

Hadrian was born on the Road. He never knew his parents. They had been attacked while traveling. All he knew is that during the violence his mother had gone into labor. Perhaps she passed out and they thought her dead, perhaps her father managed to fight them off before he succumbed to his wounds. Hadrian never knew.

He was found as a newborn by Cassius, the man who would become his mentor and father figure. Cassius cut his birth-cord, gave him his first meal from the breast of his dead mother, took him to the Shadow Witch and left it at that.

Hadrian would not see Cassius again for years, but She would tell him the tales of the man who saved him.

From the time he could first raise a stick and pretend it was a sword, Hadrian was driven. He grew up to follow in his mentor's footsteps, raised by the Shadow Witch, taught by Cassius the Shadow Knight himself. Years passed and his apprenticeship finally ended. His new life began much as it did when he was a babe. Violence on the Road.

This time though, it was the Queen's men. Soldiers doing the unthinkable for no reason that Hadrian could understand. He'd been to the city before with Cassius. This time he would go alone. He was determined to learn why the Queen's Guard were butchering travelers and breaking the tenants of the Road. The corruption of the cities would not spread. He would see to that.

Human Male Sacred Servant Paladin 2

Init +2

HP: 21




Hadrian is a tall, lanky man with wiry muscles and a perpetually serious cast to his face. He keeps his dark hair cropped close to his head and never seems quite clean shaven. His dark grey lacquered armor is close fitting and rounded, devoid of adornment. It is surprisingly quiet when he moves. The leathers that pad the plates of his armor are of a lighter ash grey color. Over his armor he wears a sleeveless hooded garment that is reminiscent of a monk's robe bound at the waist by a sturdy belt. His helm is simple and rounded with a full-face featureless visor. When he lowers it, it looks for all the world like his face is entirely blank save for dark eye slits.

Protruding from a slit in the right shoulder of his robe is a long handled, single-edged sword with a slight curve to it. In his hand, carried like a walking stick, is a tall, three-bladed polearm.



===== Defense =====
AC 20 (+1 dex, +6 Breastplate, +1 Armored Kilt, +1 Buckler, +1 dodge)

CMD 15 (10 +2 bab, +3 str, +1 dex)

+7 Fort (3 base, +2 con, +2 cha)
+3 Ref (0 base, +1 dex, +2 cha)
+5 Will (3 base, 0 wis, +2 cha)



BaB +2, CMB +2

Ransuer +5, 2d4+4

Greatsword +5, 2d6+4

Spiked Armor +5, 1d4+3

Combat Net
+2, Entangle (touch attack), 10' range, Lead rope.

Composite Longbow +3, 1d8+3, x3 crit



Raised on the Roads You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
Suspicious You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.



Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge: +1 AC



Skill points: 2 class, +1 favored class, +1 race

Armor Check Penalty: -6

+3 Stealth (2 rank, +1 dex, +3 class, +2 equip, +1 trait, -6 ACP)
+5 Know: Local (2 rank, +3 class)
+7 Diplomacy (2 ranks, +2 cha, +3 class)
+6 Sense Motive (2 ranks, +3 class, +1 trait)

=====Class Abilities=====


Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil 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. 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.



Armor: Breastplate (200 gp)
Head: Helmet
Neck: Holy Symbol
Waist: Belt Pouches, Potion Belt (empty) (30 gp)
R. Hand: Spiked gauntlet
L. Hand: Gauntlet

Belt Pouches/Worn:
Signal Horn (1 gp)
1 flasks of oil
2 Tanglefoot Bags
Potion of CLW
Marking Chalk
Silver Mirror
Tinder Twigs x10
twine, 50'
Scroll case with 10 sheets of blank parchment
Charchol sticks
Charchol pencil
Iron spikes x2

In Pack:
Iron Rations (1 week)
Water (3 days)
Soap, 1lb
150' Silk Rope (30 gp)
Grappling hook
Bedroll (1 gp)
Shaving Kit (15 silver)
Small Tent (10 gp)
Oil Flask x6
5 Iron spikes



13 pp
5 gp
63 sp
46 cp


3 Paladin 3, Mobility
4 Paladin 4 +1 dex (
5 Fighter 1, Bodyguard, Dimensional Agility
6 Shadowdancer 1
7 Shadowdancer 2, Dimensional Assault
8 Shadowdancer 3, In Harm's Way
9 Shadowdancer 4, Dimensional Dervish


Hadrian would probably be looking to the Loremasters Association, Treasure Hunters Guild, League of Adventurers, Goldworkers Guild, and the Red Tower Protectorate.
Especially the Loremistress Michoda, and the Lord Guildmaster Borin. Michoda is a dangerous and powerful woman, and Borin is crafty and careful. Of the last six Lord Guildmasters, two were assassinated in office and three were executed for corruption.

Some men currently on your list may include:
Raytheri, a vile-hearted small scale loan shark and sergeant of the Red Tower Protectorate, a skilled fighter.
Dareroth, a small-time mage of the Treasure Hunters Guild employs blackmail for extra coin.
Warton, a thug who oversees gang-pressing and forcing people to go on expeditions into the Wasted West, in the name of the Adventurer's Association.
Bryion Monner, an owner and overseer of a gold mine part of the Goldworkers Guild, keeps slaves in his mine.
Mousemouth, an elusive and corrupt stealer of secrets in employ of the Loremasters.

Sergent Wyso, a guard who doesn't take his job particularly seriously. A helpful fellow.