About Ian PasseriInitiative: 3 = 1 [dex] + 2 [mythic]
Defense
Fort: + 13 = 6 [base] + 2 [constitution] + 4 [cha] + 1 [cloak]
Base Atk + 8/+3
Melee: +14/+9 = 9/4 [base] + 5 [strength]
Abilities:
Race Traits: Aasimar Celestial Crusader: Gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level). Halo: With this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait. Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Traits:
Feats:
favored class bonus: + 1 HP
Class:
Paladin sacred shield/Warrior of the Holy Light 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. Bastion of Good: @ AC + 6 At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). This ability functions as smite evil. Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay on Hands: @ 12 = 4 [1/2 lvl] + 5 [Cha.] + 2 [PoF] + 1 [armor] 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. Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy: 3rd lvl:Iomedae's Inspiring Sword Optional Replacement: A paladin who worships Iomedae can replace a mercy with this initial benefit, even if she doesn’t meets its prerequisites. Initial Benefit: While wielding a longsword, you can perform an impressive display of prowess as a full-round action. All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have. Mercy 6th lvl: Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. Mercy 9th lvl:Iomedae's Inspiring Sword: Optional Replacement: A paladin of at least 9th level who worships Iomedae can replace a mercy with the following advanced benefit, even if she doesn’t meet the benefit’s prerequisites. Advanced Benefit: As a standard action or at the end of a charge, you can make an attack against a foe with a longsword. If you succeed, you grant all allies who can see your attack a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 minute. Holy Shield At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy.
Mythic Hero:
Marshal
Marshal Order: Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower. Base Mythic Abilities: Hard to kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power @ 8 = 7 [class] + 1 [armor]: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. Surge: + 1d6 You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round. Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Path Abilities: (Marshal) 1st Path Ability: Focus: Whenever a mythic ally that is within 30 feet uses the surge ability, it rolls its bonus die twice and takes the higher result. 2nd Path Ability: Legendary item: 3rd Path Ability Aura of Perseverance (Ex): Your leadership keeps your allies going even when they're at death's door. Allies within 30 feet of you don't become unconscious or disabled when reduced to 0 hit points or fewer. As soon as you and an ally at 0 hit points or fewer are more than 30 feet apart, that ally becomes unconscious or disabled. You can expend one use of mythic power to stabilize all dying allies within 30 feet and let all allies within this range ignore the staggered condition for a number of rounds equal to your tier. Mystic Feats:
Skills:
Skill points: 38 = 9(2 [class] + 2 [background]) + 2 [bonus] The Paladin class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Acrobatics - 2 = 1 Dex - 3 [armor] Bluff 5 = 5 Cha Climb - 3 = 5 Str - 2 [armor] Diplomacy 17 = 5 Cha + 9 [rank] + 3 [class skill] Disguise 3 = 5 Cha - 2 [angelic flesh] Escape Artist - 2 = 1 Dex - 3 [armor] Handle Animal 5 = 5 Cha Heal 1 = 1 Wis Intimidate 20/22 = 5 Cha + 9 [rank] + 3 [class skill] + 1 [trait] + 2 against evil [race trait] + 2 [bonus from Iomedae] Linguistics 12 = 0 Int + 9 [rank] + 3 [background skill] Lore (Worldwound) 12 = 0 Int + 9 [rank] + 3 [background skill] Perception 1 = 1 Wis Ride - 2 = 1 Dex* - 3 [armor] Sense motive 1 = 1 Wis Stealth - 4 = 1 Dex* - 3 [armor] - 2 [angelic flesh] Survival 1 = 1 Wis Swim + 2 = 5 Str - 3 [armor] Gear:
Mundane Gear Squire's Outfit: N/A, N/A MW cold iron sword: 4 lbs Alchemical Silver light mace: 4 lbs. Chakrams @ 10: 10 lbs. Kit, Paladin’s: 20 lbs. backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, trail rations (5 days), waterskin, wooden holy symbol. sub-total 38 lbs. Magical Items:
Legendary Item:
consumables:
Boon's, medals and tokens
Total weight of all gear: 95 lbs. Carry Capacity
monies:
300 gp. Starting Wealth - 268 gp. expenditure = 32 gp. remaining + 2,879 gp. + 110 gp. - 2,306 gp. = 715 gp. remaining + 4,810 GP. - 4,000 gp. = 1,525 gp. remaining
Iomedae's Paladin Code:
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died. I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions. I am the first into battle, and the last to leave it. I will not be taken prisoner by my free will. I will not surrender those under my command. I will never abandon a companion, though I will honor sacrifice freely given. I will guard the honor of my fellows, both in thought and deed, and I will have faith in them. When in doubt, I may force my enemies to surrender, but I am responsible for their lives. I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest. I will suffer death before dishonor. I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection. In game bonus':
Bonus from Iomedae You each gain a +2 bonus to a skill of your choice. You gain 5 permanent hit points. You gain a bonus feat of your choice. You gain a +2 increase to an ability score of your choice: Selected: + 2 to intimidate, bonus feat: Weapon specialization. + 2 to dex. Background:
Ian was born and raised in Kenabras, his parents being crusaders. His father Elek a paladin of Iomedae whose family came to fight the world wound generations ago. At that time the Passeri family were Cheliaxian clergy of Aroden. When Aroden died and the world wound opened, they came to fight the growing evil, eventually becoming worshipers of Iomedae. His mother Valda is a Celestial touched Sorceress who's family hails from Kenabres. His parents met on the battlefield and eventually fell in love. Ian was the second child of five. His older sister Lynnette, himself, his two younger brothers Lyndon and Angus followed by his little sister Jennifer. When their parents weren't in Kenebra the kids stayed with their fathers sister, Naomi. Ian was always large for his age and physically gifted. He would spend a lot of time flaunting his abilities and picking on his younger brothers and cousins. Though being trained for combat by the different orders of the church of Iomedae, Ian thought he would go south away from the worldwound, where his talents could be appreciated. All of that changed one fall night late in the month of Lamashan. Ian had snuck out, not only of aunt Naomi's house but out of the city as well, to go to a party with older youths in one of the camps. In the darkness he had gotten lost and was attacked. He did not see the demon until it was right on him. The creature stood only a few feet tall, and seemed as surprised as Ian. Instead of running, the arrogant lad drew his shortsword and slashed at the creature. Surprisingly the beast caught Ians hand in it's mouth, while it raked his chest with it's right claw. The pain in his hand and chest caused him to start to grow faint. The demon biting hold of Ians right hand grabbing his arm in it's left claw tossing Ian to the ground, ripping his right hand appart. As Ian went unconscious the last thing he saw was a bright light illuminating from his own chest. Ian awoke forty eight days later. He learned that the attack had been a group of Dretch that found a way into the area. They had all eventually been killed, but that held little comfort for the boy. The lone dretch that he faced left him scared physically and mentally. The wound on his chest had almost killed him. The three talloned claw mark started at his left ear, tearing the bottom of the lobe off, going down the left side of his neck, crossing his chest, ending in deep marks in his abdomen. Harder to deal with was the damage to his right hand. The demon had bitten off the ring finger, pinky, and lower portion of his hand. Ian could no longer use the hand to do anything of any grip or strength requirement. He could still manipulate a quill pen or fork, but he could not steadily hold much else. The attack also awakened something else in Ian. He learned he shared his mother's celestial bloodline and it had manifested itself in the light that appeared from his chest. Due to the nature of Ian’s wounds he would never fully recover. However, with the help of the clerics and instructors of Iomedae’s church he learned to function after a manor. He learned to appreciate the effort of others, patiently helping him relearn things that he had excelled at previously. He learned more about his Aasimar heritage and what tools it provided to fight evil. He learned to value the effort given more than the results. He learned to love the family that supported him through the difficult times. Eventually, Ian blamed no one but himself for what happened to him. He realized it was his own arrogance and pride that led him out of the city into danger. Gone was the child who prided himself on his own strength and talent demanding respect and fear from his own peers. In that youths place stood a different young man. A young man who desired to help others. A young man who desired to protect the ones he loved. A young man who desired to serve Iomedae. A young man who desired to fight the evil that had harmed others so much more than it had harmed him.
Appearance:
Wearing his squire tabard, Lamellar armor, kite shield and kettle hat Ian looks like many of the tall fit young men in the camps training for war. But nothing that would separate him apart. Oh, you notice some oddities, he wears his shield on his right arm and has a sword and mace positioned to draw with his left. You notice he carries no ranged weapon, just a pouch of the odd Vudrani chakrams. You notice his facial features: Aquiline nose, square jaw, high forehead. dark shoulder length hair, pale skin and green eyes, reflect Chelaxian decent. but still not uncommon. His youthful appearance and quick smile, though appealing, are not that different from others.
When in armor he hides the fact his right hand is mutilated. when relaxing with friends it is a comfortable topic that he shares and jokes about.
personality:
Ian believes people can learn from their mistakes. When he was young he was gifted and handsome other children would follow him, wanting to be a part of whatever he was doing. He was also arrogant, proud, violent and a bully. Through a life changing event, he learned humility, patience and a desire to help others. What he has lost in magnetism, he has gained in confidence in himself and those he trusts. On the Myers Briggs scale Ian is a Consul Proposed feat path:
@ 11 Angel Wings (Aasimar) @ 13 Metallic Wings (Aasimar) @ 15 Iomedaean Sword Oath @ 17 Weapon Specialization @ 19 Greater weapons focus Mythic plan:
1st 1st Feat Hard to kill, mythic power, surge +1d6 2nd 1st ability Amazing initiative (cha) 3rd 2nd Feat Recuperation 4th 2nd ability Surge +1d8 (dex) 5th 3rd Feat Mythic saves 6th 3rd ability Force of will (dex) 7th 4th Feat Surge +1d10 8th 4th ability Unstoppable (cha) 9th 5th Feat Immortal 10th 5th ability Legendary hero, surge +1d12 (cha) 1st Marshal’s order: Rally, Path ability: Focus
mythic Feats:
calculated attacks:
[oo]full attack + 1 Evil outsider bane longsword, WF, C C, PoF, MPA[/oo] [dice=attack]1d20+10+3+1+1+1-2[/dice] [oo]for[/oo] [dice=damage]1d8+3+1+1+6+2d6[/dice] [dice=attack]1d20+5+3+1+1+1-2[/dice] [oo]for[/oo] [dice=damage]1d8+3+1+1+6+2d6[/dice] NPC's:
Aron Kir was a cleric of Shelyn here in Kenabres before the temple was destroyed—he can help with healing as needed, but he’s also quite knowledgeable about demons and their tactics.
Sosiel Vaenic is an expert on siege tactics, traps, infiltration, scouting, and the like; he’s where you’ll be getting your map of the Citadel Nurah Dendiwhar. She’ll be supporting you with her bardic magic, but she’s also an expert on the region. Irabeth commands the hundred paladins Joran was brother to the big bad, he was helping identify stuff. Armor parts Staunton's journal the banner |