Zadim

Razan Al-Amin's page

37 posts. Alias of Decimus Observet.


Gender

Male LG Syrian Nestorian Paladin 5 (hospitaler) / Holy Vindicator 1 (Oath of Charity)

Strength 18
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 10
Charisma 19

About Razan Al-Amin

Razan Al-Amin
Male Paladin 5 (hospitaler) / Holy Vindicator 1 (Oath of Charity)
Lawful Good Medium Humanoid
Init +7; Senses Perception +0

Favoured Class: Paladin

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Defense
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Defense 14+shield+1, flat-footed 11 DR ___+1/Adamantine [+3 Dex +6 chainmail +2 shield]
wp 28 vp 6d10?
Fort +13, Ref +10, Will +11

-2 penalty to saving throws against poison and disease

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Offense
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Speed 20 ft. in chainmail
Ability Adjustment: +2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature.

Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level.

Frail: Civilized people have a -2 penalty to saving throws against poison and disease.

+1 racial bonus to attack rolls with all weapons

Melee
Mwk Falcata
1d8+4 19-20/x3

Ranged
Mwk Composite Longbow (+5)
1d8 x3 110 ft. 3 lbs. P Strength (20)

Spells Learned
Oath Spells

1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.

1st level: 2/2

Hero's Defiance
Honeyed Tongue

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Statistics
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Levantine, Civilised: +2 to Cha, L4: +1 Str, Mental Prowess: +2 Cha, L5: Physical Prowess: +2 Dex
Str 18, Dex 16, Con 14, Int 13, Wis 10, Cha 19

Base Atk +6; CMB +x; CMD x

Feats
Weapon Finesse (Granted)
Power Attack (Granted)
Deadly Aim (Granted)
Combat Expertise (Granted)

L1: Levantine: Improved Initiative, Civilised: Additional Traits, Fey Foundling (reflavoured as 'Touched by Heaven')
L2: Exotic Weapon Proficiency (Falcata)
L3: Variant Multiclass
L4: Blind-Fight
L5: Alignment Channel
L6: Two-Weapon Fighting

Traits

Exalted of the Society (Faith, Cleric, Society), Outlander (Missionary) (campaign), Strength of the Sun (religion), Sun-Blessed (magic)

The vaults of the great city contain many secrets of the divine powers of the gods, and you have studied your god extensively.

Benefit: You may channel energy 1 additional time per day.

Outlander (Missionary) (campaign trait)
You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.

Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Strength of the Sun (religion trait)
You take solace in the purifying light of the sun.

Benefit(s): During the day, you gain a +1 trait bonus on all Charisma-based checks.

Sun-Blessed (magic trait)
Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life.

Benefit(s) Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 (2 + 1 Int modifier +1 racial)

The holy vindicator’s class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 4 (2 + 1 Int modifier +1 racial)

+2 background skills per level

Armour Check Penalty: -5

During the day, you gain a +1 trait bonus on all Charisma-based checks.

Acrobatics +3 |+3 Dex
Appraise +0 |+1 Int
Bluff +4 |+4 Cha
+Climb +8 |+4 Str +1 rank +3 class skill
+Craft (weapons) +5 |+1 Int +1 rank +3 class skill
+Diplomacy +11 |+4 Cha +4 rank +3 class skill
Disable Device* -- |+2 Dex untrained
Disguise +4 |+4 Cha
Escape Artist +2 |+2 Dex
Fly +1 |+3 Dex
+Handle Animal* +8 |+4 Cha +1 rank +3 class skill
+Heal +4 |+0 Wis +1 rank +3 class skill
+Intimidate +8 |+4 Cha +1 rank +3 class skill
Knowledge Arcana* -- |+1 Int untrained
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* +2 |+1 Int +1 rank
Knowledge Geography* +2 |+1 Int +1 rank
Knowledge History* +2 |+1 Int +1 rank
Knowledge Local* -- |+1 Int untrained
+Knowledge Nobility* +10 |+1 Int +6 rank +3 class skill
Knowledge Nature* -- |+1 Int untrained
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge Religion* +11 |+1 Int +6 rank +3 class skill +1 trait
Linguistics* +7 |+1 Int +6 rank
Perception +0 |+0 Wis
Perform +4 |+4 Cha
+Profession (soldier) +4 |+0 Wis +1 rank +3 class skill
+Ride +9 |+3 Dex +1 rank +3 class skill
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
Sleight of Hand* -- |+2 Dex untrained
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
Stealth +3 |+3 Dex
Survival +0 |+0 Wis
+Swim +8 |+4 Str +1 rank +3 class skill
Use Magic Device* -- |-1 Cha untrained

Languages

Special Qualities
Racial Traits: +2 racial bonus to Appraise and Knowledge (religion) skills; +1 racial bonus to attack rolls with all weapons; Improved Initiative as a bonus feat.

3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1

Gear

Mwk Falcata
Dagger
Mwk Composite Longbow (+5)
Mwk Chainmail
Mwk Heavy Steel Shield with masterwork shield boss
Masterwork backpack
Bedroll
Belt pouch
Bible
Flint and steel
Iron pot
Mess kit
50ft silk rope
Soap
Torches (10)
Trail rations (14 days)
2 Canteens
A wooden cross amulet

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Class Abilities
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Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields).

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)
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.

The hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

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

Lay On Hands (Su)
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.

3rd level, Shaken: The target is no longer shaken.

6th level, Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.

This ability replaces the standard paladin’s channel positive energy ability.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Spells per Day
At the indicated levels, a vindicator gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a vindicator, he must decide to which class he adds the new level for the purpose of determining spells per day.

Channel Energy (Su)
The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.

Vindicator’s Shield (Su)
A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Oath of Charity

Charity is more than just giving money to a temple or a cause—it is about the necessity of sacrifice to help others. Those who take this oath dedicate their lives to protecting those who can’t protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Paladins who take the oath of charity often turn over a fifth or more of their acquired wealth gained through adventuring to their temples or community.
Charitable Hands (Su)

At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage.

This ability otherwise works like and replaces lay on hands.
Charitable Mercy (Su)

At 5th level, a paladin with this oath is more flexible with her mercies than other paladins. At the start of each day, a paladin with this oath can select her mercies anew from the list of available mercies.

This ability replaces divine bond.

Code of Conduct

Always offer help to good creatures who need it. Always offer help to the poor and destitute. (In settlements, this help is often handled by donating to charitable religious organizations, rather than the paladin being required to dole out coppers to every beggar in the street.)

Oath Spells

1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.

Future Class Features from Archetype
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Aura of Healing (Su)

At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

This ability replaces aura of justice.

Appearance:

Razan is a tall, broad man of clear Syriac ancestry. His piercing, dark brown eyes look out from a sallow face. With his fine chainmail, shield, and ancient blade, he is the very image of a warrior of God.

Personality:

Razan understands clearly that his purpose is to protect and aid those who cannot do so for themselves, particularly the Christians of the Church of the East. He is focused on this matter to the exclusion of almost all others, often coming across as intense, or perhaps distracted by the matters of the next world. He has a generous spirit, which can be masked by the tough exterior he has by default. The reason for his drive is a secret, but his

Ten Minute Background:

The Ten-Minute Background

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

a) From birth, Razan's life was filled with oddities, indicating that he was special.
b) In his teens, Razan fell ill, and during the height of the fever, was visited by the Archangel Michael. Michael took Razan's spirit and showed him Jerusalem.
c) Generous, perhaps to a fault.
d) Often unbending, but does understand that other religions are not necessarily awful. Persecution as a minority for centuries has engrained that in his people.
e) The falcata he wields is an ancient weapon that he inherited from an elder knight. It apparently originated in Hispania, and migrated east over centuries. Legend has it that the first Roman soldier to be baptised in Edessa possessed it.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

a) To see betterment in the lot of his fellow Syriacs and Christians in Persia.

b) To see Jerusalem with his own eyes.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

a) Razan has heard the voice of Michael as Michael showed him Jerusalem.

b) The falcata has a very long history, and Razan certainly does not know it all.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

a) His aging mentor, Farid Al-Masry, who gave him the falcata and showed him how to wield it.

b) His mother, Amira Al-Amin, who encouraged him at all times.

c) Iramard Nasr, a noble Persian rival who believes Razan to be an uppity Christian and Syriac who deserves to be put in his place.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

a) The vision of Jerusalem by Michael when he was ill.

b) Finishing his training under Farid.

c) Departing his hometown.