Valeros

Marrant's page

122 posts. Alias of Speaker for the Dead.


Classes/Levels

Paladin 2|AC 19(21)|HP21/21

About Marrant

Sex: Male Race: Aasimar Class: Paladin (Divine Hunter) Level: 2
LG Medium outsider (native)
Init:: +5; Senses: darkvision 60 ft.; Perception +5

AC: 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
HP: 21 (2d10+2)
Fort +6, Ref +5, Will +6
Resist acid 5, cold 5, electricity 5
Speed: 30/20 ft.

Melee:
dagger +4 (1d4+2/19-20/×2)
greatsword +4 (2d6+3/19-20/×2)
Flail, cold iron +4 (1d8+2/x2

Ranged:
masterwork composite longbow +6 (1d8+2/×3)

Special Attacks smite evil
Spell-Like Abilities
At will—detect evil
1/day—daylight
Paladin (Divine Hunter) Spells Prepared (CL 0; concentration +2):

Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats: Deadly Aim, Precise Shot
Traits: reactionary, rich parents

Skills:

Acrobatics -2 (-5 jump)
Climb -3
Diplomacy +8
Escape Artist -2
Fly -2
Heal +5
Knowledge (Religion) +4
Intimidate +2
Perception +5
Ride -2
Sense Motive +5
Stealth -2
Survival +1
Swim -3

Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura of good, lay on hands

Gear:

Oil, Agile breastplate, Arrows (40), Arrows (cold iron, 20), Dagger, Greatsword, Cold Iron Flail, Silver Holy Symbol, Masterwork Composite longbow (Str +2), Backpack, Bedroll, Belt pouch, Chalk, Flint and steel, Powder, Sack(2), Silk rope, Trail rations (7), Waterskin, Whetstone, 1 GP, 6 CP

Special Abilities:

Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.

[spoiler=Background]

Marrant is an Aasimar, 6'4", 180 lbs, 78 years of age. Black hair and eyes. His complexion is fair but appears more like cold forged iron than normal skin.

As a young man Marrant showed enough promise to attract the attention of the Knights of Ozem and he joined the order as a squire. He excelled in his training and in the normal course of events would have been promoted to a full knight. Unfortunately, despite his undeniable potential, his Aasimar heritage proved to be a barrier to advancement. While the men and women he trained and served with were promoted to full knights and sent to serve in the field Marrant remained in training. While his trainers allowed that he was more than qualified to become a knight his youthful appearance made them reluctant to advance him. While he was actually in his mid twenties, he looked to be a youth of eight or nine summers. Having someone who appeared to be a mere child wearing the armor of a Knight of Ozem would make him, and the order, an object of ridicule. He was counseled to be patient and wait for his appearance to catch up with his skill. His time would come. Now, in his seventy-eighth year, his time has finally arrived. He is perhaps the most experienced squire in the orders history but now, finally, he is a Knight of Ozem.

Marrant started out as a wildly idealistic squire, but over the years has developed a worldly, practical nature due to seeing the best and worst of people and has become quite cynical. He can put entire volumes of menace into a quiet voice when he's been provoked, and unlike most people, he doesn't often yell or bluster when he's angry—he gets more and more icy calm. Most people have a first impression of the 'implacable resolve' Marrant exudes, and only eventually accept that Marrant is still a man underneath his iron will. When he is with friends he gladly engages in banter, and he frequently offers a bit of thoughtfulness, kindness, or charity to those who need it. He's a generous tipper to gate guards and anyone who gives him some information or does him a service. He wears his cynicism almost like a suit of armor to protect him from the vagaries of the world.

Even in the most moral organizations people tend to compete for advancement and the Knights of Ozem are no exception. Although Marrant wasn't trying to advance himself, he was friends with one who was. When his friend lost his bid for advancement he and his supporters were sent away. Marrant was ordered to travel to Venture town and descend into the Gilded Hole to search for a lost artifact of Iomedae and not to return without it. The possibility of such an artifact existing in an ancient dwarven fortress seemed remote and without even a description of what it might be the odds of finding it were remote to say the least. Marrant had been with the Knights for a long time and recognized his orders for what they were. He curtly nodded his acceptance of his orders and left to begin his roving exile.