Malindil

Laertes Benedictine's page

2 posts. Alias of Set.


Full Name

Her Grace, the Lady Laertes Benedictine of the Last Vigil

Race

Human

Classes/Levels

Paladin 6

Gender

F

Size

M

Age

27

Special Abilities

lay on hands, channel energy to heal allies and harm demons

Alignment

LG

Deity

Iomedae

Location

Vigil, in Mendev

Languages

Common (Taldan)

Occupation

Hospitaler, crusading field-medic

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Laertes Benedictine

MENDEVIAN CRUSADE PATRON: Laertes Benedictine
XP 1600
Human paladin 6
LG Medium humanoid (human)
Init +1; Senses Perception -1
DEFENSE
AC 19, touch 11, flat-footed 18; (+1 Dex, +6 mithral breastplate, +2 darkwood shield)
hp 45 (6d10+6 +6)
Fort +9, Ref +6, Will +7
Immune disease, fear
Special Defense
OFFENSE
Speed 30 ft.
Melee mw cold iron longsword +11 (1d8+3), pwr attack +9 (1d8+7)
Ranged mw comp longbow +7 (1d8+3)
Special Attacks channel energy to damage evil outsiders (3d6+3 +dazzled, Will DC 17 for half)
Spells Prepared (CL 3rd, Concentration +6, two 1st)
1st – Righteous Blessing*, Magic Weapon
STATISTICS
Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 16,
Base Atk +6; CMB +9; CMD 20
Feats Weapon Focus (longsword, B), Power Attack, Alignment Channel (Evil), Mendevian Channeling**
Skills Craft (armorsmithing) 3 (+7), Diplomacy 3 (+9), Handle Animal 1 (+7), Heal 3 (+5), Knowledge (nobility) 1 (+4), Knowledge (religion) 1 (+4), Ride 3 (+7), Sense Motive 1 (+3), Spellcraft 2 (+5); Armor Check Penalty 0
Languages Common (Taldan)
SQ detect evil at will, smite evil 1/day (+3 AC, +3 attacks, +5 damage, +10 damage vs. evil dragons, outsiders or undead & ignores DR), lay on hands 6/day (3d6, standard action on others, swift action on self), aura of courage (allies in 10 ft. have a +4 morale bonus vs. fear), Mercies (targets of lay on hands are cured of any fatigued or diseased conditions), Channel Energy 3/day (3d6, uses 2 Lay on Hands uses / activation), Divine Bond (1/day make weapon +1 for 5 minutes, shedding light as a torch), stored cure light wounds (CL 3) and bless spell (CL 3) in her marks of justice
Combat Gear mw cold iron longsword, mw comp longbow (+3 Str), 20 durable cold iron arrows, mithral breastplate, darkwood shield, potions of cure light wounds (2) and lesser restoration (2), holy water (4), Crusader’s Sigil***; Other gear heavy warhorse

Growing up in Mendev, after a stint in Lastwall, the calling of the paladin was the only choice that made sense to young Laertes, and yet she found the militant nature of Iomedae’s teachings to be perversely undisciplined. Her fellows all followed orders with great enthusiasm, and, to her mind, never learned to truly discipline themselves, being so caught up in doing what they were told, like well-trained warhorses. Where was the honor in being an automaton? She worried that her doubts and questioning would be seen as a betrayal, and certainly she got her fair share of dirty looks from those who toed the line, expecting to be rewarded for their lack of initiative and their gleeful reporting of improprieties on the behalf of their peers, and yet it was she who was accepted as a paladin, while some of the most obedient, and unquestioning, of her classmates never heard the call, and trained instead to become cavaliers and fighters and demon-hunting rangers.

Laertes learned that what she had secretly always believed was indeed true, that it took more to make a paladin than to check off a list of tasks and obediences, like following a mind-numbing and thoughtless rote pattern to assemble a chain-link shirt. But with those doubts, came the noose with which a paladin could hang herself, to fall and lose her way, and stumble into darkness.

She chose to focus on the healing arts, deliberately challenging herself in an area where she knew she was not the most gifted, as her insights had always come more slowly than some of her peers. Strength of arm and force of personality were second nature to her, but the graceful wisdom of the clerics, that would never be her strong suit, it seemed. She recognizes the value in smiting evil, but has heard too many tales of ‘heroes’ of her family and countrymen, who fell before their time, as their fellows seemed too concerned with glory and striking blows, than bolstering and succoring their comrades, so that more would return alive. She knows better than to criticize such tales of heroism, or to make these unpopular opinions known, as such views would be considered disrespectful at best and craven to the most pig-headed, so she continues her studies, supporting those she fights alongside, using her ability to channel energy not merely to smite the demonspawn, but to also heal her comrades, through the secrets of Mendevian Channeling.

Missions that will earn Laertes’ favor are not the traditional ‘kill X number of demons,’ but will be more likely to involve rescuing captives, escorting refugees, defending a prominent healer or even keeping a medical area safe from attack during a battle. Someone who can show her a new healing technique that might help to keep Crusaders alive to fight another day, whether it be surgical, herbal, alchemical or magical, will earn her favor.

Boons Those who already bear a Mendevian mark of justice and have earned her favor need only bring her a flask of holy water and she will cast a righteous blessing on them as soon as she is capable of doing so. She can also teach the necessary rites to cast the spell to any cleric or paladin who serves the cause, although the spell can only be cast by someone who bears at least one of the relevant marks of justice themselves. She can also teach the secrets of Mendevian Channeling, or provide access to Crusader’s Sigils, as well as other demon-fighting tools, such as cold iron weaponry or holy water (although bringing in shipments of either would be likely ways of earning her favor, as well, since the Crusade can never have too much of such things).

*Righteous Blessing
School conjuration (healing); Level cleric 2, paladin 1
Casting Time 10 minutes
Components V, S, M (flask of holy water), DF
Range touch
Target creature touched
Duration 30 days or until discharged; see text
Saving Throw Will negates (harmless); see text; Spell Resistance yes (harmless); see text.

This spell can only be cast upon someone who has sworn the Crusader’s Oath and bears one or more marks of justice enforcing those oaths (see Cities of Golarion, p. 47 for details), storing additional divine power within the mark(s) of justice themselves. As long as the mark(s) of justice are not discharged, each can hold a single 1st level divine spell from the following list; bless, cure light wounds, remove fear. At any time within 30 days, the bearer of the mark of justice can trigger a stored spell as a standard action that provokes an attack of opportunity (as if drinking a potion), as if he was casting it himself, but using the caster level of the original caster, or his own character level, whichever is lower.

If a mark of justice storing a spell is triggered by a breach of conduct, the spell contained within it is released in a reversed form, as a doom spell, inflict light wounds spell or cause fear spell, respectively, triggered upon the user. If this occurs, the bearer is allowed any saving throw or spell resistance that would normally apply, as if the spell in question was being cast upon him by the original caster at that time.

A caster must personally bear one or both of the Mendevian marks of justice to be able to prepare and cast this spell.

**Mendevian Channeling
Your channel energy uses have special effects on those who bear a Crusader’s mark of justice (see Cities of Golarion, p. 47, for details).
Prerequisites: Ability to channel positive energy, Mendev affinity
Benefits: You can choose to channel positive energy to affect only those within the area who bear one or more Mendevian marks of justice. If you channel positive energy to harm undead (or outsiders, elementals, etc.), living targets bearing a Mendevian mark of justice are affected as if you channeled energy to heal their type. A target that bears both marks of justice is more powerfully affected by the healing effects of your channeling, and you reroll any 1’s to determine the amount of healing they receive.
Special: A recipient whose mark(s) of justice has been triggered due a breach or violation of their Crusader’s Oaths receives none of these benefits.

***Crusader’s Sigil
Aura faint conjuration; CL 3rd
Slot - ; Price 550 gp; Weight 1 lb.
DESCRIPTION
This silver holy symbol of Iomedae strengthens its bearers use of channel energy, imposing a +1 to the DC to resist taking damage if used to harm undead (or aligned outsiders, elementals, etc. through the appropriate feats) and either inflicting or healing +1 hp / die of effect. A turning attempt enhanced by this symbol produces a bright golden light, much like sunlight in appearance, and any creature damaged by this effect is dazzled for 1 round if they made their saving throw for half damage, or a number of rounds equal to the number of dice of damage inflicted, if they failed their saving throw.
CONSTRUCTION
Requirements Craft Wondrous Item, light, cure light wounds, creator must be able to channel positive energy; Cost 275 gp.