Camper

Haladon ir'Tarravan's page

163 posts. Alias of Green Giant.


About Haladon ir'Tarravan

Haladon ir’Tarravan
Male Thranish Human Oathbound Paladin 13 of the Silver Flame
LG Medium Humanoid (Human)
Action Points 11-10 (2d6)
Init +1; Senses Perception +2
Aura anchoring (20 ft.), courage (10 ft.), justice (10 ft.)
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Defenses
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AC 27, touch 13, flat-footed 26 (+1 Dex, +10 armor, +2 deflection, +4 shield)
hp 92-101 (13d10+13)
Fort +14, Ref +10, Will +15; +1 resistance vs. spells, spell-like abilities and supernatural abilities of evil outsiders
Immune fear, disease
Resist cold 20
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Offense
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Speed 30 ft. (6 squares)
Melee +1 flametouched iron longsword +20/+15/+10 (1d8+6/19-20)
Melee silver heavy mace +18/+13/+8 (1d8+4)
Melee masterwork dagger +19/+14/+9 (1d4+5/19-20)
Ranged +1 composite longbow [+3 Str] +15/+10/+5 (1d8+4/x3)
Ranged masterwork dagger +14 (1d4+4/19-20)
Special Attacks channel positive energy (DC 21, 7d6), smite evil 5/day (+5 attack and AC, +13 damage)
Aberrant Dragonmark Spell-like Abilities (CL 11th, concentration +16)
3/day–chill touch (DC 16), touch of idiocy
1/day-slay living (DC 20)
Paladin Spell-Like Abilities (CL 13th; concentration +18)
At will–detect evil
Paladin Spells Prepared (CL 10th, concentration +15)
4th-holy sword
3rd–prayer, righteous fury
2nd–bull’s strength, detect thoughts (DC 17), light lance
1st–bless weapon, divine favor*, grace, knight's calling (DC 16), resist energy*
* already cast
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Tactics
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Before Combat Haladon checks for evil before beginning any combat. If he has time, Haladon casts bull’s strength, divine favor, and bless weapon in that order if given enough time before battle starts.
During Combat Haladon uses smite evil at the onset of combat if he knows his opponent is one.
Morale Haladon will not abandon his allies. He continues fighting until they are safe.
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Statistics
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Abilities Str 18 (20), Dex 12, Con 12, Int 12, Wis 14, Cha 16 (20)
Base Atk +13; CMB +16; CMD 27
Feats Aberrant Dragonmark (chill touch), Battle Blessing, Greater Abberant Dragonmark (slay living), Lesser Aberrant Dragonmark (touch of idiocy), Mounted Combat, Shield Focus, Silver Smite, Weapon Focus (longsword)
Skills Diplomacy +21 {13cr}, Knowledge (nobility) +17 {13cr}, Knowledge (religion) +17 {13cr}, Perception +2 {0r}, Ride* +17 {13cr}, Sense Motive +18 {13cr}
* armor check penalty (-6)
Languages Common, Celestial
SQ aura, code of conduct, divine bond, divine grace, holy vessel, lay on hands (6d6 hp, 11-2/day), mercies (cursed, diseased, shaken), oath against fiends, oath spells
Combat Gear potion of bear's endurance, potion of cure serious wounds, potion of heroism, potion of levitate, potion of shield of faith (+2), 1 jug of goodberry wine (5 doses), 2 scrolls of magic weapon [CL 1]; Other Gear +1 flametouched iron full plate, +1 flametouched iron heavy shield, studded leather armor, +1 flametouched iron longsword, +1 composite longbow [+3], quiver w/26 arrows, silver heavy mace, masterwork dagger, cloak of charisma +4, gauntlets of ogre power, ring of protection +2, flametouched iron holy symbol, belt pouch (30 gp, 25 sp, 17 cp), Heward’s hand haversack [everburning torch, bedroll, winter blanket, flint and steel, small steel mirror, trail rations (5), waterskin, whetstone, traveler’s outfit, identification papers w/portrait, traveling papers (Karrnath to Breland), Kundarak letter of credit (7,870 gp)]
Total encumbrance - lbs. (light load)
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Special Abilities
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Anchoring Aura (Su) Haladon’s aura hampers extra-dimensional travel by evil outsiders. The aura extends 20 feet from Haladon. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 21); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while Haladon is conscious, not if he is unconscious or dead. Alternatively, as an immediate action, Haladon can expend one use of his smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if Haladon is unconscious or dead.
Code of Conduct A paladin must be of lawful good alignment and loses all class features except proficiencies if he ever willingly commits an evil act.
Additionally, a paladin's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends
Divine Bond (Sp) Thrice per day for 13 minutes, Haladon may enhance his weapon as a standard action by calling upon a celestial spirit. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +3 enhancement bonus. 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. 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 spirit imparts no bonuses if the weapon is held by anyone other than Haladon but resumes giving bonuses if returned to him. These bonuses apply to only one end of a double weapon.
Holy Vessel (Su) Haladon can also use his divine bond to augment his armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s cost (see Tables 15–4 and 15–5 in the Core Rulebook). He can divide his bonuses from the divine bond ability among his weapon, armor, and shield as he sees fit.
Oath Spells 1st–resist energy; 2nd–detect thoughts; 3rd–invisibility purge; 4th–plane shift.
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Notes
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Hook “For the Flame and Crown!”
Description Haladon stands an even 6 feet weighing 180 lbs. No longer a Bone Knight of Karrnath, Haladon seeks to end his exile from Thrane. The psychic surgery has left Haladon with holes in his memories but it has also granted him some measure of peace and freedom from the accursed mark. Accompanied by others who claim to be his friends, Haladon journeys on a path of redemption.