About Omrax the Bold
Omrax the Bold, Champion of Time
AC 29, touch 13, flat-footed 28 (+12 armor, +1 deflection, +1 Dex, +1 insight, +4 shield)
hp 112 (12d10+36)
Fort +20, Ref +15, Will +17; +2 vs. enchantments, +2 trait bonus vs. charm and compulsion
Immune sleep, charm, disease, fear; Resist negative energy 10, positive energy 10
Speed 30 ft. (20 ft. in armor)
Melee +2 eo bane longsword* +18/+13/+8 (1d8+6/19-20 plus 2d6 vs. Evil Outsiders) or
. . adamantine greatsword +17/+12/+7 (2d6+6/19-20) or
. . cold iron morningstar +16/+11/+6 (1d8+4) or
. . silver light mace +16/+11/+6 (1d6+4)
Ranged +1 adaptive darkwood composite longbow +14/+9/+4 (1d8+5/×3)
Special Attacks smite evil 6/day (+7 attack and AC, +16 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +19)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 9th; concentration +16)
. . 3rd— blessing of fervor[APG], angelic aspect, litany of escape[UC]
. . 2nd— x undetected alignment, light lance[APG], litany of righteousness[UC] (DC 19), resist energy
. . 1st—divine favor, grace[APG], liberating command[UC], protection from evil
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 24
Base Atk +12; CMB +17; CMD 29
Feats Blind-fight, Extra Lay on Hands, Greater Mercy[UM], Power Attack, Quick Draw, Skill Focus (Diplomacy), Step Up
Traits birthmark, elven reflexes
Skills Acrobatics -4 (-8 to jump), Bluff +9, Diplomacy +22, Handle Animal +11, Heal +3, Intimidate +9, Knowledge (religion) +6, Linguistics +1, Perception +10, Profession (sailor) +4, Ride +1, Sense Motive +4, Survival -1 (+1 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ channel wrath, divine bond (weapon +3, 2/day), elf blood, lay on hands 15/day (6d6), mercies (cursed, fatigued, poisoned, sickened), powerful justice
cold iron arrows (50), feather token (swan boat), oil of bless weapon, pearl of power (1st level), potion of fly, potion of touch of the sea, wand of cure light wounds, acid, air crystal (2), alchemist's fire, antitoxin, oil (2); Other Gear +3 comfort deathless full plate, lamellar (leather) armor[UC], +3 quick shield[APG], +1 adaptive darkwood composite longbow, +2 eo bane longsword*, adamantine greatsword, arrows (20), blunt arrows[APG] (20), cold iron morningstar, silver light mace, whistling arrow[UC] (20), belt of physical might +2 (Str, Con), boots of the cat[UE], cloak of resistance +3, dusty rose prism ioun stone, eyes of the eagle, fortifying stone, handy haversack, headband of alluring charisma +4, ring of eloquence[ACG], ring of protection +1, silver smite bracelet[APG], wayfinder[ISWG], bedroll, cold weather outfit, courtier's outfit, crowbar, custom container, flint and steel, hemp rope (50 ft.), journal[UE], parchment (2), scroll case, silver holy symbol of Ioemedae, string or twine[APG], sunrod (2), tindertwig, torch, wayfinder (worth 250 gp, 0.5 lb), wooden holy symbol of Ioemedae, wrist sheath-l (worth 5 gp, 0.5 lb), heavy horse (combat trained), bit and bridle, lamellar (leather) barding, lance, military saddle, saddlebags, scabbard of vigor, 502 gp, 7 sp, 8 cp
wand of cure light wounds (46-2-4), -1 , -2
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Battle/Wrath Variant Channeling (±3 Sacred) Grants a bonus/penalty to damage and confirming criticals
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Omrax appears as a tall, fair haired knight of with obvious elven heritage. He removes his winged helm as he enters the room.
Under his red cloak, he wears a new suit of polished fullplate along with a shield bearing the crest of Iomedae on his arm.
Horse, heavy (combat trained)
N Large Animal
Init +4; Senses low-light vision, scent; Perception +7
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 20, Int 2, Wis 16, Cha 10
Base Atk +1; CMB +7; CMD 20 (24 vs. Trip)
Feats Armor Proficiency (Light), Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6 (+14 jump, +10 to jump with a running start), Climb +3, Escape Artist +2, Fly +0, Perception +7, Ride +2 (+4 to stay in the saddle), Stealth -2, Swim +3
SQ combat riding [trick]
Other Gear Lamellar (leather) armor, Bit and bridle, Military saddle, Saddlebags (empty), You have no money!
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
8gp, pack saddle 5gp, harness 2gp, feed .05/day per 10#, rations .5/day per 1#
Unless specifically trained for combat (see the Handle Animal skill, a mule's hooves are treated as secondary attacks.
Omrax is a brash idealist on what is right and just. He is known to be loyal to his companions, even if foolishly so.
Orphaned after his elven mother was slain by a band of pirates at an early age, he has been quick to make friends his foster families.
Upon noticing a birthmark of Iomedae on his chest, he was taken into the temple of Iomedae in Absolom and has been raised as a holy warrior. He has sworn justice will be served upon those that attack innocent civilians.
He has a new found zeal against necromancers based on his first assignment with a fallen fortress outside Absalom.
He has since completed a mission in the Blakrose museum hearing Voice in the Void.
His recent adventures have taken him beyond the city and into a tapestry.
He found himself back adventuring in black waters near Absalom with his prior adventuring companions of Haraldir, Lady Luisila, Ezrek, as well as new friends of Owai and Filios.
He completed a raid on a goblin stronghold called Thistletop, uncovering an evil cult.
He has been traveling with his good friends Luisila, Baz, Desmond and Varg for several recent months.
Iomedae The paladins of Iomedae are just and strong. Their
mission is to right wrongs and eliminate evil at its root.
They are crusaders and live for the joy of righteous battle.
They serve as examples to others, and their code demands
they protect the weak and innocent by eliminating sources
of oppression, rather than the symptoms. They may back
down or withdraw from a fight if they are overmatched,
but if their lives will buy time for others to escape, they
must give them. Their tenets include:
• I will learn the weight of my sword. Without my heart
• I will have faith in the Inheritor. I will channel her
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not
• I will never abandon a companion, though I will honor
• I will guard the honor of my fellows, both in thought
• When in doubt, I may force my enemies to surrender,
• I will never refuse a challenge from an equal. I will give
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my
Master of Fallen Fortress
Void in the Void
Vision of Betrayal
Sanos Abduction (GM)
My Enemy's Enemy
You have what you Hold
Devil We Know - 1
The Jesters Fraud
Devil We Know - 2
Day of the Demon
To Scale the Dragon
Fortress of the Nail
Fingerprints of the Fiend
Fury of the Fiend
Fate of the Fiend
Cult of the Ebon Destroyers
Modeled After: My first AD&D paladin 35 years ago.
Speech Pattern: Never uses contractions. Always refers to party by "Sir/Madam" names. Uses old English/archaic phrases.
Actions: First into battle/last to leave. Self sacrificing, no moral gray area.