Paladin of Iomedae

Justicar Beckett des Laurant's page

185 posts. Organized Play character for Beckett.

Full Name

Justicar Beckett des Laurant, Templar of Caliphas <5274-19>


4/10 HP, AC: (18) 16, FF: (18) 16, T: (12) 10, CMD: 12, Fort: +4, Refl: +0, Will: +5


, Init: +0, Perception: +3 (darkvision), Acid/Cold/Elec Resist: 5, LG Archon-Blooded Assimar Mendevian Cleric 1, +3 Att, 1d8+3 (+1), 19/x2

Strength 14
Dexterity 11
Constitution 14
Intelligence 12
Wisdom 16
Charisma 14

About Justicar Beckett des Laurant

Male Archon-Blooded Aasimar (Lawbringers)
Cleric (Mendevian Priest) 1
LG Medium Outsider (native)

Init +0; Senses darkvision 60 ft.; Perception +3


AC 16, touch 10, flat-footed 16 (+6 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5


Speed 20 ft.
Melee Masterwork Longsword +3 (1d8+3/19-20/x2)
(with Hollowed Pommel)
Spell-Like Abilities Continual Flame (1/day), Light (1/day)

Cleric (Mendevian Priest) Spells Prepared (CL 1):
1 (2/day) Divine Favor (CAST), Shield of Faith (CAST), Bless (CAST)
0 (at will) Detect Magic, Guidance, Light


Str 14, Dex 11, Con 14, Int 12, Wis 16, Cha 14

Base Atk +0; CMB +2; CMD 12

Feats & Traits:
Feats Alignment Channel (Evil)
Traits Chosen of Iomedae, Divine Warrior

Skills :

Acrobatics -5 (-9 jump)
Climb -3
Diplomacy +6
Escape Artist -5
Fly -5
Heal +7
Intimidate +4
Ride -5
Sense Motive +9
Stealth -5
Swim -3

Racial Modifiers +2 Intimidate, +2 Sense Motive, demonic knowledge +1

Languages Abyssal, Celestial, Common

Other Gear :

Four-mirror armor, Masterwork Longsword, Backpack (empty), Bedroll, Belt pouch (empty), Winter Blanket, Candle (10), Chalk (10), Charcoal stick (10), Cold Weather Outfit, Crowbar, Flint & steel, Grappling Hook, Hammock, Holy Symbol <compartment>, Hot Weather Outfit, Manacles, Mess kit, Mirror, Mug, Sack (empty), Scroll box (empty), Sealing wax, Signet ring, Silk rope, Soap, Spell Component Pouch, Tabard, Waterskin, Weapon cord, Whetstone, Spring Loaded Wrist sheath
2 GP, 6 SP, 5 CP

Special Abilities

SQ Aura of Law and Good, Channel Positive Energy 1d6 (5/day) (dc 14), Domain: Heroism, Spontaneous Cure Spells, Touch of Glory (6/day)

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.

Cleric (Mendevian Priest) Domain (Heroism) Associated Domain: Glory

Cleric Channel Positive Energy 1d6 (5/day, 0 left) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.

Energy Resistance: Acid, Cold, and Electricity (5) You have the specified Damage Resistance against Acid, Cold, or Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Demonic Knowledge +1 (Ex) Gain +1 bonus on Knowledge (planes) checks regarding demons and can make these Knowledge checks untrained.

Divine Warrior +1 melee weapon damage when you cast a divine spell that affects weapons.

Spontaneous Casting The Cleric can convert stored spells into Cure spells.

Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.

Cold Weather Outfit +5 Fort save vs. cold weather.

Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)

Weapon cord Attached weapon can be recovered as a swift action.


Glory (Heroism)
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of Heroism. These rounds do not need to be consecutive.

Domain Spells:
1st — Shield of Faith
2nd — Bless Weapon
3rd — Heroism
4th — Holy Smite
5th — Righteous Might
6th — Greater Heroism
7th — Holy Sword
8th — Holy Aura
9th — Gate