Mounted Paladin

Roderic Lluis DeLaMer's page

90 posts. Alias of RodericDeLaMer.


Full Name

Roderic Lluis DeLeMer

Race

Human (Chellish)

Classes/Levels

LG |Hospitalier (Paladin) with an Oath against Fiends 2| Perception +1 | HP (17/21) | AC 18 / 21 (Smite) Touch 10 FF 18 | Saves F +7 R +3 W +7 | CMD 14 | Uses Left: Smite (0/1), Sheild of Faith (1/1), Lay on Hands (2/4)

Gender

Male

Size

205 lbs

Age

21

Special Abilities

Aura of Good, Detect Evil, Smite Evil 1/Day

Alignment

Lawful Good

Deity

Iomedae

Location

Ostenso, Cheliax

Languages

Common

Occupation

Crusader

Strength 16
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 12
Charisma 16

About Roderic Lluis DeLaMer

A young Chelish man with light skin, black hair and brown eyes riding a heavy chestnut warhorse, clad in beautifully crafted plate and chain armor. He carry's a sword with a golden hilt, who's pommel is the side profile of a dragon-head and a blue sapphire as the eyes. He wears a great helm with a cross serving as the sword of Iomedae, complementing the sigil he has taken for himself. On the tabbard covering his breastplate, heater shield, and banner is; a white cross with a long bottom on a black field, which he will tell you is his Lady's mighty sword cutting through the darkness. He has journeyed long from Cheliax to this the World Wound where he hopes he will find his purpose in service to Iomedae.

Image Reference: http://i.ytimg.com/vi/FWoI3hzIdk0/0.jpg

LG Medium Human
Init +0; Perception +1

--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Longsword +6(1d8+3/19-20x2)
Dagger +5(1d4+3/19-20x2)
Special Attacks| Smite (1/day) +3 Attack +2/+1 Dmg vs Evil, Ignore DR +3 deflection AC
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 13, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 14
Fort +7, Ref +3, Will +7
Feats Arisen (Story Feat), Toughness
Traits Touched by Divinity, Mystery Initiate, Rich Parents
Drawback Pride
Skills Diplomacy +7, Heal +2, Knowledge (Religion) +5, Ride +4
Languages Common
SQ Arisen: Does not die until negative 4+Con (-17), 1/day Can gain 1 temp hit point/HD for 10 Min.
Gear on Person: MW Breastplate, Banner, Money Pouch(32GP,17SP,16CP), MW Longsword, Dagger, Travelers Clothes, Tabbard, Holy Symbol (Sliver), Silver Scale (Dragon), 1 potion of cure light wounds.
Gear on Thomas (Combat Trained Heavy Warhorse): Paladins Kit (full), Candles (10), Small Tent, Extra Travelers Outfit, Wooden Holy Symbol, Acts of Iomedae, Gospel of St. Thomas of Brastlewark (from Paladin Kit), Bit and Bridle, Dandy Brush, Military Saddle, Saddle Pad, Caparison (White cross on a black feild).
--------------------
Special Abilities
--------------------
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: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: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.
Divine Grace: A paladin gains their charisma modifier, if any, to all saving throws.
Lay on Hands:As a swift on their-self, or a standard on an ally, the Paladin may heal 1d6/2PalLv, a number of times per day equal to (PalLv/2)+Cha Mod, as long as they have one hand free. Alternatively, a Paladin may make a non-Attack of Opportunity provoking melee touch attack against undead, using one use and dealing the same amount of d6 in damage, for which they receive no save.
Mystery Initiate: Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
Spell Like Ability: Shield of Faith (1/day) +2 Deflection Bonus for 1 Min.
Intended Mythic Path: Marshal