Saturday Daud's page

284 posts. Alias of Rysky.


Smite Evil 1/1 | Darkvision 60ft | Aura of Good


Perception +10(12)


HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1




Common, Varisian

Strength 15
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 16
Charisma 7

About Saturday Daud

Male Paladin (Tortured Crusader) 1
Medium Humanoid (Human)

Though tortured crusaders may be beaten and battered, body, mind, and soul, they still somehow continue through torment and hardship. Despite setbacks and impossible odds, they shine like candles even in the darrkest times. Somewhere in their minds, they realize that they can’t win in the end, but this only strengthens their resolve to fight for what is right, rather than giving in to hopelessness.


HP: 13
1 = 1d10+3

Fortitude +5
+2 Class
+3 Constitution

Reflex +1
+0 Class
+1 Dexterity

Will +5
+2 Class
+3 Wisdom

+1 BaB
+2 Str

RAB +2
+1 BaB
+1 Dex

CMD 14
10 Base
+1 BaB
+2 Str
+1 Dex


Perception +10(12)
+1 Rank
+3 Class
+3 Skill Focus
+3 Wisdom
(+2 dim light)

Stealth +5(7)
+1 Rank
+3 Class
+1 Dexterity
(+2 dim light)

Survival +7
+1 Rank
+3 Class
+3 Wisdom

Knowledge (Planes) +4
+1 Rank
+3 Class
+0 Intelliegnce

Sense Motive +7
+1 Rank
+3 Class
+3 Wisdom

Handle Animal +7
+1 Rank
+3 Class
+3 Wisdom

Lore (Ustalav) +4
+1 Rank
+3 Class
+0 Intelligence

1 FCB: +1 Skill Point

Special Abilities:


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).

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

A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.

This ability alters the paladin’s spellcasting, smite evil, and lay on hands.

A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.

This ability alters the paladin’s class skills and skill ranks per level.

All Is Darkness
Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st (level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.

This ability replaces detect evil and divine grace and alters smite evil.

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 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, 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.

Alone in the Dark
Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.

This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.


You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out. Stuck in the asylum sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you—and make them pay.You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.

Broken, Not Beaten
You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Guiding Spirit
Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.

Foul Brand You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.
This does not count as a holy symbol for the purposes of a divine focus for spellcasting.

Skill Focus - Perception
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PPC:BoS


Ealdeez Tattoo 20g
Serrated Greatsword 55g
Hide Armor 15g
Silver Holy Symbol of Iomedae 25g
Sacred Text of Iomedae 10g
Silver Bell 5g
Daud Signet Ring 5g
Tabard 5g

Appearance & Personality:

Tall and gaunt while possessing sharp, almost feral features and piercing red eyes indicative of the Daud family and preternaturally grey hair Saturday still carries a softness and calm about him, even as he bears the weight of a person's hate a hundredfold. Dark circles accentuate his red eyes, as many thoughts weigh on his mind, or lack thereof, or perhaps he enjoys dreaming more than the waking world (can you blame him?). Whatever the case the young man's favorite pastime is without a doubt napping, and listening to bells and music boxes when he can find them.

Going about he wears layers of dark and dull colors reminiscent of his homeland, in no so part accentuated by his right arm being almost completely covered in tattooed black smoky flames, or is that supposed to be fur, all save for the tips of his fingers, tattooed red. He has a wild mane of unnaturally early graying hair, he keeps it long but he has shaved the sides, leaving him with a feral messy stripe. Beyond the morbid art on his arm he wears the lower jawbone of a bear like a necklace, and his family's signet ring depicting a slumbering wolf with one eye open.

Calm, almost half-asleep unless roused to violence, Saturday possesses a dry response to most verbal situations, though he strives to follow Iomedae's presentability. Despite his appearance his voice is soft, and, like his mood, half-asleep, or half dreaming.

Unsettling rather than intimidating he's obviously not the best around people like he is with beasts, yet he still wishes for human interaction.

"He who makes a beast of himself removes himself from the pain of being human."

Saturday sits in a pew in an ivory temple to the Inheritor, empty, all save the priestess giving a sermon. He tries his best to take it in, to grasp at what she is saying, but only bits and pieces can get through. He know he can do better, so he stays, even though there are other things he rather be doing, long after she has stopped, waiting for her to start again.

The dark woods just outside the doors call and whisper to him. The wolves howl and birds and bats chirp, the woods and the sermon soothing and enraging at the same time. A calming darkness. An inspiring brightness. Hungry fangs. A stern stare.

So he sits, as he called forward and back, admonished and ridiculed, welcomed and Invited. But he knows he can do better. So he stays.

For GM:
The tattoo is also the unholy symbol (and the Brand drawback) for the Daemonic Harbinger of savage regression Ealdeez, The Beast Behind the Dream.

The family signet ring for the Dauds has multiple meanings, as basically a family of Renfields and devoted servants to the Whispering Tyrant they act as guards to those unliving, while also remaining out of sight while awaiting their master's awakening. For Saturday there's the added play of inbetween man and beast, dreaming and living.