Kamilo Dann

Mairen Roäc's page

144 posts. Alias of electricjokecascade (RPG Superstar Season 9 Top 16).


Classes/Levels

Lay on Hands 5/5 | Smite 3/3

Gender

Female Human Paladin 6 | AC 24 (Currently 25 [27 vs. Chaotic]) | HP 65/65 | Fort +10, Ref +6, Will +8 | CMB +12, CMD 22 | Init +1 | Perception +7

About Mairen Roäc

Human Paladin of Erastil 6 (Holy Guide)
LG Medium humanoid (human)
Init +1; Senses Perception +6

DEFENSE:

--------------[/b]
AC 24, touch 11, flat-footed 23 (+10 Armor; +1 Dex; +3 Shield)
hp 72 (6d10+18+7)
Fort +10, Ref +6, Will +8

OFFENSE:

Speed 30 ft.
Melee +1 longsword +13/+8 (1d8+4/19–20)
Ranged +1 composite longbow +9/+4 (1d8+3/×3)
Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+2 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +10)

At will—detect evil

STATISTICS:

Str 18, Dex 12, Con 14, Int 11, Wis 10, Cha 14
Base Atk +6; CMB +11; CMD 21
Feats Extra Lay on Hands, Power Attack, Vital Strike, Weapon Focus (longsword), Outflank

Skills (14) [2 (Paladin) + 0 (Int)]
+11 Diplomacy
+9 Knowledge Religion
+9 Sense Motive
+7 Perception
+10 Survival
+9 Knowledge Geography

Languages Common
SQ aura, code of conduct, divine bond (weapon +1, 1/day), divine grace, lay on hands (3d6, 7/day), favored terrain: mountains (+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.)

Current Load: 41.5 lbs. [Light Load]

Gear/Possessions:
Starting gold: 16000
Current gold: 1308
Current silver:

Cold Iron Battleax
+1 Full Plate | 2500gp | 50lbs
+1 Shield, heavy wooden | 1007gp | 10lbs
+1 Longsword | 2015gp | 14bls
+1 Composite Longbow (+3 Str) | 2400gp | 3lbs
Boots of Striding and Leaping 5500gp
Cloak of Resistance +1, 1000gp
Wand of Cure Light Wounds, 750gp
Outfit, Explorer's | - | 8 lbs.


Class Features:

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

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 (Su)

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 (Su)

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

Lay On Hands (Su)

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 (Su)

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy (Su)

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp)

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.

Favored Terrain (Ex)

At 3rd level, a holy guide chooses a favored terrain from the ranger favored terrains table. This otherwise functions like the ranger ability of the same name.

This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, he can instead select another favored terrain and increase his bonuses for one existing favored terrain, just like a ranger.

Teamwork Feat (Ex)

At 6th level, a holy guide gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, He can expend one use of smite evil to grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the holy guide possesses. Allies do not need to meet the prerequisites of this bonus feat. Evil creatures do not gain the benefit of this teamwork feat, even if the paladin considers them allies.

This ability replaces the mercy gained at 6th level.


Character Traits:

Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Appearance:

Mairen Roäc is a tall, powerfully built woman who radiates an air of calm authority and determination. Broad shouldered and muscled from years of wearing plate armor, she exudes a natural health and vitality common to all paladins who have been blessed by their gods. Her features are strong, but it is the intensity of her personality that makes her striking.

Her auburn hair is cut at shoulder length, and usually worn in a twist beneath her helm. High cheekbones, full lips, and clear, liquid brown eyes with angular eyebrows make hers a memorable face; yet it is the look in her eyes that truly stand out. They appear haunted, as if she has spent too much time gazing over the horizon or into her own inner darkness.

Her armor, despite its fine quality, is plainly made; no ostentation or adornment mars its utilitarian surface, nor does it gleam like polished steal. Instead it is a dull, matt gray, masterfully crafted but meant for one thing and one thing only: protecting its wearer from deadly assault.

Her sword, on the other hand, is a beautiful weapon, its hilt wrapped with silver leaves and ivy, its blade almost seeming to glow with a dawn light. She bears it with pride, though is often loath to draw it.

Ht: 5'9"
Wt: 185 lbs.
Eyes: Dark brown
Hair: Auburn
Skin: Tanned
Age: 27 years

Background:

Mairen was born in the small Varisian town of Last Hope on the Storval Plateau. Ever at risk of orcish raids from their city of Urglin, the town put as much energy into its defenses as it did farming and trading; growing up, Mairen became accustomed to the clangor of the warning bell, and running for protection back within the city walls.

Her mother was a sergeant of the watch, and her father a priest of Erastil. Both were important figures in Last Hope, and as such Mairen led as comfortable a life as one could in the hard scrabble town. Even as her father sought to teach her the ways of Erastil, she longed to accompany her mother on her patrols; nature and chaos were too abstract for her, while a length of tempered steel was all to real.

When she reached puberty, she enlisted in the watch and began her martial training. Tall, powerful, and with good reach, she excelled as a recruit, and within six months was holding watch on the city walls. She discovered a joy in training, had a talent for weaponplay, such that she secretly longed for her first orcish raid in which she could prove herself.

When that raid came, it was calamitous. The orcs swept over the western wall like a tidal wave, and when they flowed back out, they took with them scores of villagers and left even more dead in their wake. Mairen fought like a fiend possessed, but took no pride in her kills; when morning came, she discovered that her mother was dead and her father missing.

The town was in shock, but Mairen roused the remaining soldiers and demanded they follow the war party. Her conviction won the day, and despite her youth she led the thirty armed men and women hot in pursuit. They fought a pitched battle at the orcish camp and broke the enemy forces; such was Mairen's fury that she killed the orc leader in single battle with one blow.

They caught seventeen of the orcs. Her soldiers turned to Mairen for guidance, but she was staring at what the orcs had been eating - the last of the captured villagers. Her father, she now new, had been killed and cooked and eaten by these very creatures. Numbed to coldness, she ordered the orcs killed in cold blood.

None of the villagers moved, shocked by her command, so she took her blade and moved down the line of orcs, cutting their throats with inexorable grimness.

When the deed was done, they returned to Last Hope, but Mairen felt empty, gutted, and without life. She didn't want to return to her ruined home. She felt sickened, horrified, so she packed a small bag of food and slipped away that night.

She wandered for months, sometimes on the point of starvation, and only by luck managed to avoid being discovered and killed. Finally, with no strength left, she wandered into a druid's grove, and there collapsed.

The druid took care of her, fed and bathed and tended her, and over the next few weeks Mairen's strength slowly came back. The man asked no questions, and it was that silence that finally led her to speak. She told him of her cruel revenge, and how that more than anything else had nearly destroyed her, for she had nearly become more monstrous than the creatures that had killed her family. The druid listened, bowed his head, but passed no judgement. Instead he told her that true healing of her spirit would only come when she could find it within her to forgive herself; what that would take he did not know.

She stayed with him for two years. He was an adherent of Erastil, and in his familiar teachings she found at first comfort and than strength. She helped him tend his land, fight back creatures of evil, and slowly the tenets of her father's god came to seem right and true.

In time, she began to manifest Erastil's favor. She could divine creature's true nature, could call down Erastil's wrath to guide her sword, and felt herself grow ever more attuned to his teachings. Yet always her dark deed that dawn years ago haunted her.

Finally she left the druid's grove, and set to wandering the land and practicing Erastil's ethos. She grew formidable with the blade, but each time she drew it she saw those orc faces gazing up indomitably at her, awaiting death. She swore to never slay a creature unless she absolutely had to, and though she accomplished many great deeds in Erastil's name, still true forgiveness of herself avoided her.

While passing through Korvosa, she caught sight of Captain Tolgrith's request for aid. Clearing the Bloodsworn Vale seemed a deed in line with Erastil's wishes, and perhaps there, among those countless roses, she might finally find peace.