Mercenary Healer

Rojerick Alandsson's page

363 posts. Alias of Aest.


Full Name

Rojerick Alandsson

Race

Human Paladin (tempered champion) of Sarenrae 4

Classes/Levels

Init 2, Perc +0, F 8, R 5, W 7, AC 19, T 12, FF 17, HP 13/39

About Rojerick Alandsson

Paladin Code:

  • I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
  • I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
  • I am fair to others. I expect nothing for myself but that which I need to survive.
  • The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
  • I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
  • I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
  • I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
  • Each day is another step toward perfection. I will not turn back into the dark.


Crunch:
Rojirek Alandsson
Male Human Paladin of Sarenrae (tempered paladin) 4
LG Medium Humanoid (human)
Initiative +2; Perception +0
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Defense
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AC 19, Touch 12, Flat-Footed 17 (+6 Breastplate, +1 Shield, +2 Dex)
HP 39 (4d10+8+4)
Fort +8, Ref +5, Will +7
Speed 20 ft
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Offense
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Melee
Full Attack: Scimitar +7 (1d6+4/18-20) and Shield Bash +5 (1d3+3)
+1 Scimitar +9 (1d8+4/18-20)
Morningstar +7 (1d8+3/x2)
Ranged
Light Crossbow +7 (1d8/19-20)
Special Attacks
Smite Evil 2/day, Lay on Hands 2d6, Channel Positive Energy
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Statistics
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Str 16 Dex 15 Con 14 Int 8 Wis 10 Cha 14
BAB +4, CMB +7, CMD 19
Feats
{Human Bonus} Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Double Slice: Add your Strength bonus to damage rolls made with your off-hand weapon.
{DW specialization} Weapon Focus (scimitar): +1 to attack rolls with selected weapon.
Traits
Missing Child (Missing Daughter)(Campaign): The missing child is your own daughter, a neice of nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.
Shield Bearer (Race): When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Skills (Format is name: total (explanation for total)
Diplomacy: 9 (3 CS, 2 Ability, 4 Ranks)
Knowledge (religion): 4 (3 CS, -1 Ability, 2 Ranks)
Sense Motive: 5 (3 CS, 2 Ranks)
Note: -3 Armor Check Penalty
Languages: Common
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Equipment
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available, MWK Breastplate, Light Steel Quickdraw Shield, Scimitar, Light Crossbow, Potion of Cure Light Wounds (2), Apartment Suite (West Dock, Midland, 18GP/Month, Paid 3 months), Traveler's Outfit, Morningstar 2075.5 GP
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Class Features
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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.
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. 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.
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.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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.
Mercy: 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.
Sickened: The target is no longer sickened.
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 Weapon Specialization: bonus feat at 4th, 8th, 12th, 16th, 20th, from following: Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick. Paladin level as Fighter level for feats. Sacred Weapon as a Warpriest equal to paladin level.

Backstory:

For months, Rojerick had been searching. He’d tried to be a good father, as The Dawnflower so obviously wanted him to be. He’d given Alitsa everything he could; safety, the education he’d never had, and his fatherly presence. They’d been close, he a single father and she an only child, and it was only recently that Rojerek had started letting her do things on her own. Things like visiting the market in Midland.

She’d been gone too long, he decided, as the sun was setting across Conqueror’s Bay. That night was his longest since Rinna died. Finally, as the sun rose, Rojerick was forced to admit that his daughter was gone. His pleas with the city watch only got on response: ”We’re sorry for your loss, but little children go missing every day. Perhaps she’ll be back tomorrow?” It was clear the watch would do nothing, so, asking for Sarenrae’s blessing, Rojerick began to hunt for his daughter, and for whoever had taken her.

His forays into the Korvosan underworld were rewarded after some months with a name. Gaedren Lamm. A few weeks more, and he’d tracked the bastard to his hiding place: an old fishery he was using to sell slurry and hide his ill-gotten gains. Just as he prayed for guidance and strength, though, he saw the strangest sight: A group of orphans, leaving the fishery, and one of them was his Alitsa.

Appearance:

Long days spent searching for his daughter have given the normally clean-shaven man a rough beard, and his grey-brown hair has grown long and ragged. A strong enough man, he stands a hair over six feet and weighs just over 200 pounds. Green eyes peer from a face prematurely wrinkled with worry, giving him the appearance of someone older than his early thirties. Rojerick wears a suit of scale armor, given to him by his father, over which hangs a light blue cloak with the holy symbol of Sarenrae embroidered on its back. It's held across his throat by a brass chain, from which hangs another holy symbol and a small locket.

Personality:

Rojerick is not one who is easily roused, but when he is, his wrath is not easily avoided. Against his parents’ wishes and his Ulfen heritage, he prefers to talk and reason before relying on weapons and strength. However, he’ll quickly draw steel if anyone threatens his faith, family, or those he’s sworn to protect. He was raised on stories about the berserkers of the North, and while he lacks the anger and rage of those heroes, those that threaten what he cares about find cold determination in its place.

Rojerick knows he’s not the smartest, and he’s content to allow others to make important decisions, provided they don’t clash with his oath. He knows he’s likely to be the toughest, and he’s always on the front line of battle as an obstacle for the enemy. Out of combat, he enjoys discussion of religion and always keeps an eye out for ways to serve Sarenrae. His only other true dedication is to his nine-year-old daughter, who he'd given his life (or take another's) to protect.