Ibram Gauntt's page

750 posts. Alias of Jalriel.

Full Name

Ibram Gauntt




Paladin (Hospitaler) 10


male human paladin 10, AC28 HP122 init. +3


6'2" 200 lbs.







Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 22

About Ibram Gauntt

Male Human Paladin (Hospitaler) 10
LG Medium Humanoid (Human)
Deity Erastil
Initiative +3 SensesHuman vision
Perception +17

6’2”/200 lbs.; black hair with dark gray eyes and light skin

+3 Full Plate
AC 28 Touch AC 15 Flat-Footed AC 26
HP 122
Fort +18 Ref +12 Will +17

Spd 20ft
Melee +3 Falchion - Briar (Cold Iron) +17/+12 (2d4+9/18-20/x2)
Melee Falchion w/ pwrattk +14/+9 [2d4+15/18-20/x2)
Ranged Javelin +11 (1d6+4/20/x2/30’/3 javelins)

Str 18 Dex 12 Con 16 Int 10 Wis 14 Cha 22
Base Atk +10/+5 CMB +14 CMD +25


Second Chance:

Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

You gain a +2 trait bonus on initiative checks.

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Power Attack:

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

+1 AC

Extra Lay on Hands:
+2 extra Lay on Hands/day, taken twice

Greater Mercy:
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.

Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.


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:
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:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands:
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.

Smite Evil (Su)
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Channel Positive Energy (Su)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
This ability replaces the standard paladin’s channel positive energy ability.
Aura of Healing (Su)
At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.
This ability replaces aura of justice.

Divine Bond:
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. 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 (see Table: Melee Weapon Special Abilities). 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 celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Spells Memorized:

1st level - Prot. from Evil, Lesser Restoration
2nd level - Weapon of Awe x2



Ranks: 3 (2 Class +1 human/skilled)
• Acrobatics -3
• Appraise + 0
• Bluff +6
• Climb -1
• Craft* +0
• Diplomacy* +19
• Disable Device
• Disguise +6
• Escape Artist -3
• Fly -3
• Handle Animal* +13
• Heal * +6
• Intimidate +6
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)* +5
• Knowledge (planes)
• Knowledge (religion)* +4
• Linguistics
• Perception +17
• Perform +6
• Profession*
• Ride* +1
• Sense Motive* +2
• Sleight of Hand
• Spellcraft*
• Stealth -3
• Survival +2
• Swim -1
• Use Magic Device
*Class Skill





• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.



Combat Gear:
+3 Falchion-Briar(cold iron), +3 Full Plate, 3 Javelins, str+2 pull bow
Other Gear:
Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll

Ibram grew up in a small settlement north of Silverhall. His parents were farmers and he was a second son. When it was time for his older brother to inherit the farm, Ibram went to train with a paladin of Erastil, who had been in the area for years.

He was training hard when he was summoned to his masters room. There, he met with a high priest of Erastil who informed him that the hierarchy of Abadar was trying to start a city in a region which was rife with local temples to Erastil. It was his job to mitigate the damage that Abadar’s representative would do and if a civilization needed to spring up to protect the area, to make it as nature friendly as possible.

======== MAGIC ITEMS =======


+3 Falchion-Briar, Cold Iron
+3 Fullplate
+2 Belt of Physical Might (STR/CON)
+2 Amulet of Natural Armor
+2 Ring of Protection
+2 Cloak of Resistance
1st Pearl of Power
Eyes of the Eagle
Scabbard of Keen Edges
+4 Headband of Charisma
Elixir of Swimming
Bracers of the Avenging Knight