About Praetor RyswellCharacter Data:
Male Human Paladin 2 Lawful Good Medium Humanoid (Human) Dawnguard Initiate Languages Common Init +1; Senses Perception +1 -------------------- Defense -------------------- AC 19 , touch 11, flat-footed 18 HP 24 Fort +10, Ref +4, Will +7 -------------------- Offense -------------------- Speed 20 ft. (Base 30ft.) Melee Gauntlet (+7) (1d3+5/*2) Melee Short Sword (+7) (1d6+5/19-20/*2) Melee Masterwork Greatsword (+8) (2d6+7/19-20/*2) Ranged Javelin (+2) (1d6+5/*2) (30ft) -------------------- Statistics -------------------- Str 20, Dex 13, Con 16, Int 11, Wis 13, Cha 17 BAB +2; CMB 7; CMD 17 Feats Power Attack [1], Weapon Focus (Greatsword) [H] Racial abilities Bonus Feat, Skilled (additional skill rank per level) Traits Friends and Enemies: Heavy Combat-Trained Horse, Military Saddle, Saddlebags, Bit and Bridle, Month of Feed, Free Stabling at Goblin Squash Stables Rich Parents: Starting wealth 900gp Resilient: +1 bonus on Fortitude Saves Drawback Burned (-1 on saving throws against fire; -1 attacks, saves, skills while adjacent to fire) Favored Class Paladin Carrying Load: 111.5 lbs Light Load: 133 lbs Medium Load: 134-266 lbs Heavy Load: 267-400 lbs Equipment:
Weapons Masterwork Greatsword Short Sword Gauntlet Javelin Armor
Equipment
War Horse, Dawn
Consumables
Currency
Skills:
Skills Diplomacy +8 Heal +5 (+7 while using Healer's Kit) Ride +5 Background Skills
Class Ability Descriptions:
(1) Aura of Good The power of a paladin's Aura of Good (see the Detect Good spell) is equal to her paladin level. Detect Good (Spell) School: divination; Level: Cleric 1. This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. (1) Detect Evil 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. Detect Evil (Spell) School: divination; Level: Cleric 1; Casting Time: 1 standard action; Component: V, S, DF; Range: 60 ft; Area: cone-shaped emanation; Duration: concentration, up to 10 minutes/level(D); Saving Throw: none; Spell Resistance: no. You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: presence or absence of evil. 2nd Round: number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: the power and location of each aura. If an aura is outside your line of site, then you discern its direction but not its exact location. Aura of Power: an evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: an evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this level depends on its original power. Faint (1d6 rounds), moderate (1d6 minutes), strong (1d6x10 minutes), overwhelming 1d6 days. Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to Detect Evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. (1) Smite Evil Once 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 Charisma 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, when 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. At 4th level, and every three levels thereafter, the paladn may smite evil one additional time per day, to a maximum of seven times per day at 19th level. (2) Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. (2) Lay On Hands 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 to not receive a saving throw against this damage.
Appearance:
Height: 6'5" Weight: 265lbs Hair: Brown, shoulder length Eyes: Dark blue Skin: Tan -Burn scar from left hand, his arm and chest, to half way up his neck -Nose broken many times -Half of right ear missing -Powerful, radiant smile Personality:
-Makes friends effortlessly. Empathetic and a good listener. -Bound by honor and duty, but understands that others aren't bound by his virtues so long as they do not commit evil acts. -Takes charge of situations. Not afraid to lead, but willing to follow a sound plan. -Unshakable. Stress and peril don't phase Praetor. -Merciless towards evildoers. -Tough as a coffin nail. -Can be over-zealous, blinded by his quest. -Does not like to be unprepared or improvise. -Has a drinking problem; alcohol changes his demeanor. 10 Minute Background:
Current Situation When the Dawnguard brass shipped Praetor to Sandpoint to investigate goblin activity he grumbled under his breath. Goblins? Have we become the town guard? He is only now realizing how right his superiors had been. Points that capture the concept and story of Praetor:
Two goals:
2) Find and destroy Lyonel Ryswell. Praetor’s older half-brother Lyonel was a member of the Dawnguard, and the one who convinced Praetor to join. However, Lyonel was corrupted (Praetor does not know how, why, or by whom) and betrayed the Dawnguard, killing many innocent and virtuous people in the process. Praetor has sworn to avenge the Dawnguard and the innocents by confronting and eliminating his fallen brother. Last he heard, Lyonel was a sell-sword drifter leaving a wake of chaos behind him. Three secrets:
2) Praetor has an illegitimate son with a married Half-Elf named Delarra. Unknown by Praetor:
Acquaintances
Memories
Fear
Background Additions:
Praetor's older brother introduced him to alcohol a year before his mother became sick. He drank occasionally until his mother's health took a sudden turn for the worse. No one ever knew exactly what ailed her, be it cancer, disease, or even poison. Whatever the cause, Lady Victoria went from health to coma within a week, and died before three weeks passed. The illness and passing of Praetor's mother, and the subsequent relationship with Delarra, caused a severe escalation in his drinking habits. Before visiting the temple on that regrettable night, Praetor went to visit his mother but was denied for fear of contagion. In a state of shock, depression, and anger, Praetor drank himself under and made his way into the temple with the good intention of mourning and praying for his mother. Praetor has battled with alcohol dependency ever since, and has stretches of sobriety and others of self-destructive substance abuse. The Dawnguard doesn't require a vow of chastity. In fact, they encourages it, for those who have not felt the power of love do not have the proper motivation to fully oppose evil. A safe and peaceful realm is their ultimate goal, and such a violent struggle with such evil enemies can corrupt. The Dawnguard has found that those with emotional ties to the peaceful world they protect are less likely to be turned down a darker path. Praetor’s affair with Delarra is forbidden for many other reasons. Delarra Brightwater, wife of Lord Everoth Brightwater, mother of four legitimate children, is nearly twice Praetor’s age. After his mother passed, her close friend Delarra took Praetor under her maternal wing to provide a positive influence on him through a turbulent time in his life. However, her relationship with her husband had become strained. They found in each other a comfort and love that had been missing from their lives. Praetor made Delarra feel youthful, impulsive, and beautiful. Delarra made Praetor feel mature, confident, and happy. When she became pregnant, Delarra convinced Lord Everoth that the boy was his – which was particularly significant because it was his first son, which meant he would receive the inheritance and title when Everoth passed. Lord Everoth may have had a whisper of suspicion about the legitimacy of his son, whom he named Everest Brightwater, but his suspicions never materialized and Praetor has long-since left their shadow. Praetor prays that Lord Everoth never realizes the physical traits unlike his own – the dark blue eyes, the sharp jaw and proud chin. He prays. |
