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About Meriui bin MirceaDescription: The dark tattoos across the young man's clean-shaven chin and the dark pits the matching ones make of his eye sockets are pretty universally the first things people notice about the young Kelishite. His almond-colored eyes, black hair and the tattoos combine to leave little doubt that he is Kelish in origin. His solid metal armor is fairly simple, but with an angelic ankh engraved into the breastplate. Wearing that much metal brings him some derision. The tower shield, on the other hand, has many desert people openly laughing at him, as anyone with his obvious background knows that mobility is key in open combat. The silvr angelic ankh hanging by a cord around his neck is very obvious. His pack appears well-worn and loaded, though the array of weapons keeps most thieves outside arm's reach. Background:
Meriui was Mercia's 4th son and 7th child. Her inheritance was typical of the low-end desert nomads, consisting mostly of the equipment and animals necessary to survive the nomadic lifestyle. Her husband, Zayed, had been raised as a trader, and spent a great deal of time teaching their children the arts of negotiation and flattery, mostly through examples and story-telling. Their lives were fairly normal for desert nomads. The family was camped at an oasis, while Ishaq, the eldest son, was wooing an eldest daughter expected to inherit enough goods and materials for him to easily start a business as a trader or merchant. One night during the negotiations, the other family's enemies attacked! They came using magic and summoned creatures, focusing their efforts on the tents of their enemies, leaving Mercia's family alone.
Except for the ones who tried to help fight off the attack. The other family was almost destroyed, one of the youngest girls managed to escape by hiding with Mercia. Zayed, Ishaq and Meriui (who was far too young to have been seen as threatening) threw themselves at the attacking force. The summoned creatures included not just djinn, but also demons. One of the demons took Meriui out of the fight with a couple of almost lazy attacks. Meriui survived, but was unconscious and unresponsive. When Meriui awoke, he was in a monastery devoted the the Dawnflower. The monks said that they had been caring for him for months, since his mother had brought him in after the attack, and that she had taken the surviving members of the family to find her Mother, Rahaf. Asking why that was necessary is how Meriui found out about the deaths of his father and brother. Too young to be allowed to travel in the desert alone, Meriui found himself stuck in the monastery. Remembering his father's stories, Meriui frustrated the monks because he would try o use anything and everything that he found as though it were one of the mysterious objects from the stories. This proved especially frustrating for them when he would mange to get his hands on something actually of value, and occasionally activate them! The monks took the responsibility to their charge seriously, though, and they worked to teach him about the Dawnflower and how focused she is on helping people redeem themselves, regardless of their past, how well she works with the other gods of Good to try to protect the innocent and improve the lot of people everywhere. The lessons took, but they failed to over-ride the stories Zayed had filled Meriui's head with. As he was becoming a teenager, Meriui managed to convince Sati, a travelling cleric of Sarenrae, to allow the boy to accompany him. Sati provided more practical lessons than the monks had, and worked on helping Meriui train his body for the dangers of the world where the monks had trained his mind to find the good and see opportunity. Sati and Meriui wandered, dong Sarenrae's work as they went, until they chanced upon Alhena, Meriui's second sister. After visiting and catching up with his sister, Meriui had little trouble getting Sati to change their plans so that he could visit Mercia. She was ecstatic to see that he had survived, introduced him to her new husband and they both encouraged him to continue devoting his life to serving Sarenrae. That shocked Meriui, and he had to think about it for several days before he could admit to himself that he had been doing exactly that. He had been reacting to his situation, to the circumstances he found himself in, but he had never actually chosen to dedicate himself to anything, yet. Meriui asked Sati to help him actually, formally dedicate his life to the service of Sarenrae, and through her the people he would meet. Knowing the boy would never manage to be a Cleric, Sati took the older teen to the temple complex in Katheer where eh could be put through a series of ordeals and evaluations so that Sarenrae herself could tell the clergy how best to use him. His focus on positive opportunities, belief in redemption, demonstrably foolish courage, and good physical shape was matched perfectly to a vision Sarenrae gave the young man late in the process, telling him to take up the scimitar, defend those who need help and guide those that he can to the proper path. Thus, Meriui found himself become a Paladin of Sarenrae. After he finished his training, Meriui went looking for a place that he could make a difference for the Dawnflower. During this search. he heard about the opening of the Wati necropolis, and knew beyond doubt that those entering the necropolis would face the undead. He left for Wati the next day. Combat:
Init+1 (Dex+1)
Speed 20' (x3; Armor) BAB+4 Melee+6 Ranged+5 CMB+6 (Str+2, Dex+1) MW Scimitar +7 for 1d6+2 @ 18+, S MW Flail +7 for 1d8+2 @ x2, B Javelin +5 for 1d6+2 @ x2 to 30', P, x3 -2 to all attacks while using tower shield
HP 40 (10 + [3x6] + [4xcon+2] + [4xFavored Class]) AC28 T11 F20 (27 W/ shield) CMD17 (Armor+10, Shield+7, Dex+1, Str+2, BAB+4) Bastion of Good 2/Day - Halve damage to allies W/I 10' & Add (Charisma Modifier +1) as Deflection to personal AC both against target
Fort+10 (Base+4, Con+2, Divine Grace+4)
+4 trait bonus vs exposure to hot conditions
Detect Evil at will Lay on Hands 9/Day @ 2d6 w/ Mercy: Fatigued Holy Shield: Uses 2 Lay on Hands as Standard action: self glows as by Light; adjacent allies gain my Shield bonus; (Charisma Modifier +3) rounds duration Power of Faith: Uses 1 Lay on Hands as Standard action: 30' nimbus of light from self; self & allies W/I gain +1 morale to AC/attacks/damage/saving throws against fear; 1 minute duration
Skills:
2+1 Int Skills
Total Skill Attribute+Ranks+Favored Class+Others (Specify)(+Optional) + 1-Acrobatics 1+0+0+AC Penalty + 1 Appraise 1+0+0 + 6 Bluff 4+0+0+2 Silvered Tongue + 1 Craft 1+0+0 +15 Diplomacy 4+4+3+2 Silvered Tongue+2 Ambassador + 4 Disguise 4+0+0 + 1-Escape Artist 1+0+0+AC Penalty + 1-Fly 1+0+0+AC Penalty + 0 Heal 0+0+0 + 4 Intimidate 4+0+0 + 8 Knowledge (Nobility) 1+4+3 + 9 Knowledge (Religion) 1+4+3+1 Undead Crusader + 0 Perception 0+0+0 + 4 Perform 4+0+0 + 1-Ride 1+0+0+AC Penalty + 0 Sense Motive 0+0+0 + 1-Stealth 1+0+0+AC Penalty + 0 Survival 0+0+0 + 2-Swim 2+0+0+AC Penalty Armor AC Penalty -5
Feats & Traits:
Feats H Tower Shield Proficiency 1 Shield Focus 3 Extra Lay On Hands Traits
Gear:
12000 GP budget
4480.00 Darkwood Tower Shield +2 (+6/+2/-8/22.5#)
11918 spent for 129.5# (31# is pack and contents, so 98.5# without pack) - threw away 2# normal backpack
< 58# Light - By armor/Shield
Human (Keleshite):
Qadira
+2 Charisma Medium Normal Speed Bonus Feat Silvered Tongue (replaces Skilled) +2 Diplomacy & Bluff; Diplomacy can shift 3 steps Languages: Common (Taldane), Kelish; Ossirian Black hair, almond eyes Paladin (Sacred Shield; Warrior of the Holy Light):
Alignment Lawful good Hit Die d10 Starting Wealth 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Table: Paladin Level BAB Fort Ref Will Special 1st +1 +2 +0 +2 Aura of good, detect evil, bastion of good 1/day 2nd +2 +3 +0 +3 Divine grace, lay on hands 3rd +3 +3 +1 +3 Aura of courage, divine health, mercy 4th +4 +4 +1 +4 Holy shield, bastion of good 2/day, power of faith 5th +5 +4 +1 +4 Divine bond 6th +6/+1 +5 +2 +5 Mercy 7th +7/+2 +5 +2 +5 Bastion of good 3/day 8th +8/+3 +6 +2 +6 Aura of resolve 9th +9/+4 +6 +3 +6 Mercy 10th +10/+5 +7 +3 +7 Bastion of good 4/day 11th +11/+6/+1 +7 +3 +7 Improved bastion 12th +12/+7/+2 +8 +4 +8 Mercy 13th +13/+8/+3 +8 +4 +8 Bastion of good 5/day 14th +14/+9/+4 +9 +4 +9 Shining light 15th +15/+10/+5 +9 +5 +9 Mercy 16th +16/+11/+6/+1 +10 +5 +10 Bastion of good 6/day 17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 18th +18/+13/+8/+3 +11 +6 +11 Mercy 19th +19/+14/+9/+4 +11 +6 +11 Bastion of good 7/day 20th +20/+15/+10/+5 +12 +6 +12 Perfect bastion Class Features All of the following are class features of the paladin. Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). 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. Bastion of Good (Su) At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.
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.
This ability replaces channel positive energy.
This ability replaces the paladin’s aura of justice.
This ability replaces aura of faith.
This ability replaces the sacred shield’s holy champion ability.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Attributes:
20 Point Buy Base Race Level Magic Current +5 14 +0 14 +0 14 +0 S 14 +2 +3 13 +0 13 +0 13 +0 D 13 +1 +5 14 +0 14 +0 14 +0 C 14 +2 +2 12 +0 12 +0 12 +0 I 12 +1 +0 10 +0 10 +0 10 +0 W 10 +0 +5 14 +2 16 +1 17 +0 H 17 +3 25 Point Buy
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