Chaleb Sazomal

Hamith's page

354 posts. Organized Play character for DystopianDream.


Full Name

Hamith Caid

Race

Human

Classes/Levels

Paladin 6 | HP: 56/56 | AC:23 T:12 FF:22 | CMB:+9 CMD:21 | Saves F:+12 R:+8 W:+10 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+9 | SM: +7 | LoH: 9/9| Smite: 2 |Active Conditions:

Gender

M

Size

Medium

Age

33

Deity

Iomedae

Languages

Common

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Hamith

Player Name: DystopianDream
Character Name: Hamith Caid
Fame: 30 / PP: 24
XP: 15
GP: 42 gp
Society ID: 234492-1
Faction: Grand Lodge
Day Job: Profession (Blacksmith) +7
Chronicles Completed: 15

Appearance:

Hamith stands at average height with broad shoulders and short black hair that has only just begun to recede. His features are a mix between his Varisian father's and Ulfen mother's. Always quick to smile, he hides his fatigue and pain behind it, and continues on.

Background:

Born to a Scarzni con man and an Ulfen shieldmaiden, Hamith Caid has always been adrift. The household soon could not stay together, and Hamith went with his father while his little brother went with his mother. When he was a young child traveling with his father, he witnessed many wrongdoings by the man, and eventually turned him in while traveling through the crusader state of Mendev. It was there, fighting his father, that Hamith first called on the power of the Inheritor and smote his father down.

Completed Chronicles::

Link to Chronicles.

1. 8-04 Ungrounded but Unbroken
2. 6-10 The Wounded Wisp
3. 5-01 The Glass River Rescue
4. 6-08 The Segang Expedition
5. 0-01 Silent Tide
6. Slave Pits of Absalom
7. Overflow Archives
8. Tyranny of the Winds, Part I: The Sandstorm Prophecy
9. The House of Harmonious Wisdom
10. Cosmic Captive
11. Solstice Scar A
12. Race for the Runecarved Key
13. Graves of Crystalmaw Pass
14. Sniper in the Deep
15. Solstice Scar B

Boon Abilities::

Tattoo of the Open Road (Welcome to Pathfinder Boon): As immediate action when struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can expend this boon to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hp damage would kill you.

Ungrounded Veteran: 3 uses. Grant +2 bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained, check box to treat yourself as if you were trained in the skill.

Explore, Report, Cooperate: As a free or immediate action, may consider whether particular action would help realize goals of the society.

Prized Find: 1 use. If failed to earn prestige on a secondary success condition, can instead treat it as a success, gaining full prestige.

Model Pathfinder Agent:

[][][] Model Pathfinder Agent (Grand Lodge Faction): One of the Society's in-world venture-captains sees great potential in you. Write the name of that venture-captain after this boon. This venture-captain greets you by name whenever you meet. When you participate in an adventure in which that venture captain provides the mission briefing, you may check off a box before this boon to gain additional supplies of your choice with a value of at most 50 gp per character level. You must return any unspent supplies at the end of the adventure. If you have at least 20 Fame, the venture-captain invites you to take a direct hand in teaching the next generation of Pathfinders. You may spend 1 Prestige Point to become a part-time instructor at the Grand Lodge. You can use your educational skills to respectfully help your fellow agents thrive when they find themselves in challenging situations. If you are playing an adventure in the higher subtier, you may confer one of the following benefits upon each of the PCs who are 3 or more levels lower than you for the duration of the scenario: a +1 bonus to AC, a +1 bonus on all saving throws, or +1 hit point per level.

Venture Captain: Ambrus Valsin

[spoiler=PP Spent]

2 PP: wand of cure light wounds
2 PP: darkwood composite longbow (+2 str)
2 PP: wand of protection from evil

Hamith
Male human paladin (oath of vengeance) 6
LG Medium humanoid (human)
Init 1; Senses Perception +9
Aura courage (10 ft.)
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Defense
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AC 23, touch 12, flat-footed 22 (+11 armor, +1 deflection, +1 Dex)
hp 56 (6d10+16)
Fort 12, Ref 8, Will 10; +1 trait bonus vs. evil outsider's spells and effects, +2 vs. death
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +10/+3 (2d6+11 S/19+) or
. . cold iron dagger +7/+2 (1d4+7 P or S/19+) or
. . cold iron spear +9/+2 (1d8+10 P/×3) or
. . silversheen longsword +8/+3 (1d8+7 S/19+)
Ranged darkwood composite longbow +8/+3 (1d8+2 P/×3)
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 3rd; concentration +7)
. . 1st—bless weapon, hero's defiance[APG]
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 18
Base Atk +6; CMB 7; CMD 21
Feats Extra Lay on Hands, Fey Foundling[ISWG], Furious Focus[APG], Power Attack
Traits purity of faith, seeker
Skills Acrobatics -4 (-8 to jump), Craft (blacksmith) +7, Diplomacy +13, Knowledge (religion) +4, Perception +9, Sense Motive +7
Languages Common
Combat Gear potion of spider climb, potion of touch of the sea (2), scroll of lesser restoration, scroll of lesser restoration, wand of cure light wounds, wand of protection from evil (50 charges), air crystal, alchemist's fire (2), holy water; Other Gear +2 full plate, +1 greatsword, cold iron dagger, cold iron spear, darkwood composite longbow (+2 Str), silversheen longsword, belt of giant strength +2, cloak of resistance +1, ring of protection +1, grappling arrow[UE], masterwork backpack[APG], masterwork blacksmithing tools, silk rope (50 ft.), sunrod, wandermeal[UE] (3), waterskin, wrist sheath, spring loaded (2), 42 gp, 9 sp, 7 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su)
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease
Immunity to Fear (Ex)
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su)
Mercy (Staggered) (Su)
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.

Bot Me:

Start of Combat
Hamith will always try and talk to avoid combat. But whenever combat does come, Hamith is a moderately straightforward combatant. If an enemy is within his movement speed (20ft), he will charge while drawing his weapon. If an enemy is outside this range, he will draw his bow and fire a shot. He does not have Precise Shot, so avoids firing into melee when he can. He normally uses a move action to check if a creature is evil at the start of combat.

Melee, Middle of Combat
For simplicity, Hamith always power attacks unless a foe is particularly hard to hit. As stated before, he will normally use a move action to check if a creature is evil at the start of combat. If it is an evil creature, he will smite evil unless it seems to be extraordinarily weak, or the combat seems well in hand. He has the ability to turn 2 uses of lay on hands into an extra use of smite evil, and so will use that if he is out of his smite evil uses.

Healing
If dropped below 34 hp, Hamith will heal himself whenever available with a swift action with his lay on hands ability. Otherwise, he waits until after combat ends to heal with his wand, which is loaded in his spring-loaded wrist sheath.

End of Combat
Hamith tries to take prisoners whenever he can, and will never execute an enemy that has surrendered.

Dice Rolls
[dice=+1 Greatsword, power attack (furious focus)]1d20+10[/dice]
[dice=DMG, power attack]2d6+5+6[/dice]

[dice=+1 Greatsword, power attack (furious focus), smite evil]1d20+10+4[/dice]
[dice=DMG, power attack]2d6+5+6+6[/dice]

[dice=Darkwood Composite Longbow]1d20+8[/dice]
[dice=DMG]1d8+2[/dice]

[dice=Lay on Hands, self]3d6+6[/dice]