Sunlord Thalachos

Priam Ward's page

3 posts. Alias of KakkarottoZ.


Race

Ifrit

Classes/Levels

Paladin 9

Gender

Male

Size

Medium

Age

81

Alignment

Lawful Good

Deity

Erastil

Languages

Common, Ignan

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Priam Ward

Ifrit Racial Traits:
Wildfire Heart

Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Fire in the Blood

Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Efreeti Magic

Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Darkvision

Ifrits can see perfectly in the dark up to 60 feet.

Skills:
Craft (Int)

Diplomacy (Cha)(9 ranks) (5 Charisma) (3 Class Skill)
(17 total)

Handle Animal (Cha)

Heal (Wis)(1 rank) (-1 Wisdom) (3 class skill)
(3 total)

Knowledge (nobility) (Int)

Knowledge (religion) (Int)

Profession (Wis)

Ride (Dex)(1 rank) (1 Dex) (3 Class Skill)
(5 total)

Sense Motive (Wis)(7 ranks) (-1 Wisdom) (3 Class Skill)
(9 total)

Spellcraft (Int).


Gear:

+1 Furyborn Cold Iron Greatsword
Composite Longbow (+5 strength)
+2 Full Plate
Efficient Quiver
Adamantine Spear
Mithral Spear
Quarterstaff
20 Standard arrows
20 Raining Arrows
Belt of Giant Strength +2
Amulet of Natural Armor +2
Wand of Cure Light Wounds
Ring of Protection +1
746 Gold

Attacks:

+1 Furyborn Cold Iron Greatsword: +15/+10 2d6+7 Slashing 19-20*2
Composite Longbow +10/+5 1d8+5 *3
Arrows
20 common - Piercing
20 blunt - Bludgeoning
20 raining - As Holy Water
Adamantine/Mithral Spear: +10/5 1d8+7 Piercing *3
Quarterstaff: +10/5(+6/6/1/-3) 1d6+5 Bludgeoning

CMB: 15

Defense:

HP: 63
AC: 24
Saves: 9/6/9
CMD: 15

Class Abilities:

Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Smite Evil 3/day
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 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

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 do not receive a saving throw against this damage.

Mercies: Fatigue, Disease, Curse

Aura of Courage
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
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy
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 Weapon (+2)
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.

Aura of Resolve
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Spells:

Level 1(3/day)

Challenge Evil

Keep Watch

Protection From Evil

Level 2(2/day)

Lesser Angelic Aspect

Vestment of the Champion


Feats:
Scorching Weapons, Vital Strike, Power Attack, Inner Flame, Furious Focus

Traits:

Deadeye Bowman
River Sniper

Superficials:
Priam's skin is brass hued and his hair is bright orange, constantly flickering when not under his helmet. His facial hair is a similar orangey-red. He keeps both cut short and clean. He wears a simple, pragmatic robe when not in armor.

His voice is quiet and deep, his accent very hard to place. He is tall and lean by human standards, with large hands and feet. His eyes are charcoal colored. He walks heavily, almost stomping with each powerful step.

Backstory:
Priam was born in a small town in the river kingdoms near the border with Kyonin with an unusually large and influential temple of Erastil. There were frequent interactions with Elves, both from Kyonin and Forlorn, and he always had a mild fascination with the long-lived Elves, perhaps driven by an understanding of also not being entirely of golarion.

This same sense of disconnect lead him to wander into a temple one day and devote himself to becoming a cleric and finding that sense of belonging he felt that being a cloistered monk would give him. This was not to be, however. He was never very good at the workings of magic, but took to the weapon training much better, so it was suggested that he go and join the Paladin order instead.

He enjoyed his paladin training more and eventually left to do good in the world, trusting that his home community was kept safe by the presence of the temple. He traveled outside the communities in order to better protect them. He hunted owlbears and bandits and protected barges, recognizing them as crucial to the way most Riverfolk lead their lives.

He has stayed mostly around the border with Kyonin, keeping his old fascination with elves alive and well.

Backstory Part 2:
Priam once fought a quadrio of orc thugs near the Galt/River Kingdom/Kyonin border point. They had been planning to place an iron net over a river and use alchemist's fire to burn any barge that sailed by without paying a toll. Priam managed to put one down with arrows from his longbow, and went to fight the others in melee. His training and experience served him well, but there were still three of them, and he was only barely able to win, ending the fight with a broken bow, several acid burns and his left arm dislocated.

Determined to not die yet, he tried to make his way to the nearest settlement he could, but collapsed. He awoke in a small tent, his wounds wrapped and his arm put back. He went outside and there were three dozen or so elves milling about. Confused, he immediately went up to one and asked what had happened.
We found you laying in a clearing. Less than a mile away were four dead orcs. It seemed obvious what happened. She explained to Priam that they had been in the area looking for someone who had set several fires in the nearby parts of Kyonin and they suspected that it was those orcs who had done the deed. Priam thanked the elf profusely, insisting that he would find some way to repay her and the rest of the hunters as soon as he was well. She laughed Oh, I'm sure you will. We must go back to Kyonin now, but count on being called upon again. In the meantime take a bow so that you won't die on your way back. We will meet again. She then gestured to a set of bows that Priam could select and he took one. He made an oath that he would answer her summons if she needed his assistance again.

His fascination with elves dwindled somewhat after that encounter. Ifrits are by nature quick thinking and impulsive, and the implications that he would be used in some great scheme by the long-lived elves are quite unsettling to such a race. At the same time, he had given his oath and would always keep it and she had saved his life... Priam now feels conflicted about elves and their ways of thinking are alien to him, despite their people being so fascinating on an individual level.