Algon the Ever-Seeking

Omrax the Bold's page

1,856 posts. Organized Play character for GM Aarvid.

Full Name

Omrax the Bold


Male Half Elf -Paladin 12 AC29/T13(15) /F28/CMD28| Hp 112/112 | Fort:+20;Ref:+15;Will+17 |Percept.+10 | Init.+3. { }


( div bond 0/2 used, smite for 0/6 used. Hands 6d6 0/15 used) { und align, life bubble }


Homeland: Almas, Andoran


Jagger, Eomond, Kajal, Fredrik, Quiven, Haris, Megferra, Desmond, Luislia, Varg, Wreck, Alan, Galdur, Kaab, rArnthoth, J'ngo , San Xiao, Baaldryn

About Omrax the Bold

Omrax the Bold, Champion of Time
Male half-elf paladin (oath of vengeance) 12 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
Aura courage (10 ft.), resolve (10 ft.)

PFS# 9884-1


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

[dice=Lay Hands+Mercy]6d6+1d6[/dice]


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

NoSmite Omrax [Dice=+2 EO longsword]1d20+18[/dice]
for [Dice=pa,, divf]1d8+6[/dice]
Smite Omrax [Dice=+2 EO longsword]1d20+18+2-3+1+6+2+4[/dice]
for [Dice=pa,smite, divf]1d8+5+6+2+1+15+2[/dice]
Omrax-1 [Dice=+2 EO longsword, pa, bless/prayer]1d20+16-3+2[/dice]
for [Dice=pa]1d8+5+6+1[/dice] --- 1H only
Omrax [Dice=+2 EO longsword, smite, pa]1d20+18-3+6[/dice]
for [Dice=pa]1d8+5+6+15+2[/dice]
Omrax [Dice=+1 EO holy longsword, smite, pa, 2H]1d20+16-3+6[/dice]
for [Dice=pa, smite]1d8+7+9+2d6+15[/dice] ignore DR, AC+
Omrax [Dice=adm Greatsword, pa, div, haste]1d20+16-3+2+1[/dice]
for [Dice= damage ]2d6+6+9+2+1[/dice]
Omrax [Dice=+1 Ad Longbow, Smite]1d20+13+6[/dice]
for [Dice= damage ]1d8+5+15[/dice]
Omrax [Dice=+1 Holy Lance, Smite, PA, haste, bless]1d20+15+5-3+2[/dice]
for [Dice= damage]1d8+7+14+2d6[/dice]
[dice=Hands+Mercy]5d6+1d6[/dice] swift healing


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

Current Purchases:
Next Purchases:


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

Special Abilities:

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
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 15/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (6/day) (Su) +7 to hit, +16 to damage, +7 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

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.
His longsword is well kept and shows signs of recent battles.
Strapped to his back is a longbow and greatsword.

warhorse, Ember:

Horse, heavy (combat trained)
Horse, Heavy
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!
Special Abilities
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.

mule Eeore:

8gp, pack saddle 5gp, harness 2gp, feed .05/day per 10#, rations .5/day per 1#

CR 1
XP 400
N Medium animal
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Nat.)
hp 15 (2d8+6)
Fort +7, Ref +6, Will +2
OFFENSE Speed 40 ft.
Melee 2 hooves –1 (1d3+3)
STATISTICS Str 17, Dex 17, Con 18, Int 2, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, Run (B)
Skills Perception +7
SQ docile

Docile (Ex)

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
to guide it, it is worthless—my strength is not in my
sword, but in my heart. If I lose my sword, I have lost a
tool. If I betray my heart, I have died.

• I will have faith in the Inheritor. I will channel her
strength through my body. I will shine in her legion,
and I will not tarnish her glory through base actions.

• 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
surrender those under my command.

• I will never abandon a companion, though I will honor
sacrifice freely given.

• I will guard the honor of my fellows, both in thought
and deed, and I will have faith in them.

• When in doubt, I may force my enemies to surrender,
but I am responsible for their lives.

• I will never refuse a challenge from an equal. I will give
honor to worthy enemies, and contempt to the rest.

• I will suffer death before dishonor.

• I will be temperate in my actions and moderate in my
behavior. I will strive to emulate Iomedae's perfection.


Master of Fallen Fortress
Void in the Void
Vision of Betrayal
The Disappeared
Icebound Outpost
Black Waters
Goblinblood Dead
Sanos Abduction (GM)
My Enemy's Enemy
Wardstone Patrol
You have what you Hold
Devil We Know - 1
The Jesters Fraud
Devil We Know - 2
Day of the Demon
To Scale the Dragon
Immortal Conundrum
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.