Age 17 Height 6-ft, 6-in Weight 290 lb.
Skin Greenish Eyes Gray
Tall and barrel-chested, Ordrud’s size and shape resemble the Ulfen that he has encountered over the past week. The obvious difference is Ordrud’s lack of blond hair, blue eyes, and pale skin. Instead, the half-orc has black hair, gray eyes, greenish skin, and protruding tusks from his mouth. Beneath a heavy woolen cloak, the half-orc wears a wooden holy symbol of Iomedae, veteran banded mail, and a full backpack. He sheathes a longsword on a heavy leather weapon’s belt and slings a heavy wooden shield over his shoulder.
For those trained in Appraise, Craft (armor), or Craft (weapons), both armor and longsword are fastidiously maintained and styled as if forged for the First Mendevian Crusade.
Lawful Good Male Half-orc
Medium Humanoid (Half-orc)
Class Paladin 6 of Iomedae
Favored Class Paladin
Initiative +1; Senses Darkvision 60 ft
== DEFENSE ==
== OFFENSE ==
== STATISTICS ==
== FEATS ==
== TRAITS ==
== SKILLS ==
Armor Check Penalty (ACP) Banded mail -6 & +1 heavy wooden shield -1
Languages Common, Orc
== ABILITIES ==
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
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): Twice 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.
Divine Grace (Su) : +2. At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su): 5 times per day. 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.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
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.
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.
== SPELLS ==
== EQUIPMENT ==
(2 gp) Backpack – 2 lb.
Load 128.0 lbs, Medium Load
Carrying Capacity 101 – 200 lbs. = Medium Load
Ordrud’s mother lived on the north-western border of Lastwall scratching a farming existence from the soil to support the troops. She was raped in one of the many Belkzen raids and died in childbirth near the Castle of Everstand. The midwife immediately recognized an odd longsword-shaped birthmark and delivered the babe to Father Lodmor Osther, an aging priest of Iomedae.
Ordrud learned honor and the enlightenment of Iomedae from the Father who cultured a calm and patient temperament with kind words and persistence. The Father also schooled Ordrud in logic, literacy, and religion. Various worshippers trained Ordrud how to fight and wield the longsword of Iomedae. When he was recognized as a man, the Father gifted Ordrud a longsword and armor that were forged for the First Mendevian Crusade. Now, it is Ordrud’s turn to carry and use them with honor.
Ordrud trained as a fighter and is not aware of his paladinhood. He is a devout follower of Iomedae and practices his faith accordingly. His Detect Evil and Smite Evil abilities will be triggered by the player, and Evil will reveal itself to Ordrud as “bad” feelings. Ordrud won’t know or control these abilities until he realizes his paladinhood.
General look ahead:
From a role-playing perspective, Ordrud will become increasingly more aware of his paladinhood as he uses his abilities. By 5th level at the latest, Ordrud will accept the mantle of paladinhood when She gifts him a holy (divine bond) longsword. With Diplomacy, he will be one of the faces of the party and potentially leader. His leadership will derive from his resolute morality and willingness to sacrifice for the party and innocents.
For a game mechanic perspective, he will progress depending on the party. Probably Step Up, maybe Deadly Aim, Extra Lay on Hands, or Weapon Focus (longsword).
Why are you seeking out the Vigil of Light ceremony in the Land of the Linnorm Kings:
Six months ago, Ordrud began having a series dreams showing high mountains in the winter. After weeks of prayer, he and Father Lodmor Osther determined that Iomedae wanted Ordrud to attend the Vigil of Light ceremony in the Icepeak village of Rybalka. He has been traveling ever since on his first quest.