"Scaredy" Sir Lansle Eine's page

102 posts. Organized Play character for gemmik.

Full Name

Sir Lansle Eine


| HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1


| Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)


Male Human Paladin 3










Worldwound, Mendev, Absalom


Common, Abyssal


Paladin of Iomedae, Pathfinder

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About "Scaredy" Sir Lansle Eine


PFS # 293440-3
Faction: Silver Crusade
Experience 8
Fame 14, Prestige Points 8

”Scaredy” Sir Lansle Eine
Male Human Paladin (Tortured Crusader, Warrior of the Holy Light) 3
LG Medium Humanoid (human)
Init +0; Senses Perception +8

AC 23, touch 10, flat-footed 23 (+9 armour, +0 Dex, +4 shield)
hp 28 (3d10+6)
Fort +5, Ref +1, Will +5
…+2 vs. charm and compulsion
Energy Resistance Fire 3
Immune disease, fear

Speed 30 ft. (20 ft. with armour)
Melee +1 longsword +10 (1d8+5/19-20)
…shield bash +7 (1d4+4)
Ranged javelin +4 (1d6+4) (30 ft.)

Str 18, Dex 10, Con 14, Int 12, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 17
Traits A sure thing, birthmark
Feats Improved shield bash, shield focus, weapon focus (longsword)
Skills Knowledge (engineering) +2 (1R), Knowledge (planes) +7 (3R), Knowledge (religion) +7 (3R), Perception +8 (3R), Profession (siege engineer) +6 (1R), Profession (soldier) +6 (1R), Sense Motive +8 (3R), Survival +7 (2R), Use Magic Device +3 (1R)
(6 points; 4 class, 1 INT, 1 race, 0 favoured class) (Check Penalty: -6)
Abilities all is darkness, alone in the dark, aura of courage, aura of good, divine grace, divine health, lay on hands (3/day, 1d6), mercy (sickened), second chance, self-sufficient, smite evil (1/day), torment
Languages Abyssal, Common

Special Abilities:


A Sure Thing (trait): Once per day, you gain a +2 bonus on a single attack roll against an evil creature. If the creature is not evil, this ability is wasted with no benefit.

All is Darkness: Everything around a tortured crusader is so bleak that detecting evil only reminds him that the odds are always against him. 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 he doesn’t add his Charisma bonus to attack rolls or a deflection bonus equal to his Charisma bonus to her AC against the target of her smite. At 2nd level, he adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of his smite. This ability replaces detect evil and divine grace and alters smite evil.

Alone in the Dark: Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors he does. He can’t use his lay on hands ability to heal others or to channel energy, though starting at 4th level, he can convert two uses of lay on hands into an additional use of smite evil. His aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only him, not his allies. When he 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.

Aura of Courage Aura of Courage (Su): 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.

Birthmark (trait): You were born with a strange birthmark (on his right palm) that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Divine Grace (Su): A paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex): A paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Favoured class bonus: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). (Fire 2)

Lay On Hands (Su): 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 Wisdom 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.

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. These abilities are cumulative. Once a condition or spell effect is chosen, it can't be changed.
...Sickened (the target is no longer sickened.

Second Chance (Su): Once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level. When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands. This ability alters lay on hands and mercy.

Self-Sufficient: A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to his list of class skills, instead of Diplomacy and Handle Animal. He gains a number of skill ranks equal to 4 + his Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + his Intelligence modifier. This ability alters the paladin’s class skills and skill ranks per level.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Smite Evil (Su): 1/day, swift, +4 attack, +3 damage, +4 AC
Once per day, a paladin can call out to the powers of good to aid him in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds his Charisma bonus (if any) to her attack rolls and adds his 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 his 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.

Torment: A tortured crusader’s great suffering in the face of inevitable horror strengthens his faith and resolve, even as it makes him introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as his 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.


Combat Gear +1 longsword, +1 heavy steel shield, javelin (3), potion of cure light wounds (8), wand of cure light wounds (50)
Possessions +1 half-plate, backpack, bedroll, charcoal, flint and steel, holy symbol of Iomedae (wooden), holy text (Iomedae), pot, rations (4), shield sconce (holds a torch), soldier’s uniform, torch (5), waterskin, whetstone
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 79.5 lbs.
Money 1,422 GP 5 SP 3 CP


Celestial Traveler - Between your mission for the Pathfinder Society, you seek opportunities to connect with the Upper Planes. You may spend your downtime and 4 PP to travel to either Nirvana or Elysium. If you do so you may elect one of the following benefits, crossing the other off you Chronicle sheet. (PAID THE PP)
[] Celestial Spark: You can a +1 bonus on saving throw against the spells and spell-like abilities of outsiders with the evil subtype. Additionally, you may check the box that precedes this boon to send forth a surge of channeled energy that harms evil outsiders, as if you were a cleric of your level with the alignment channel feat. If you already possess the alignment channel feat for evil outsiders check the box to increase the damage you deal by 2d6
[] Other crossed off

[] [] [] Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small feathered bear to aid you use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).

Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

[] [] Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a top to simmering regional conflucts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society to help you in your journeys. When you would fail a skill check or ability check related to putting out a fire , or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to preroll the check. This reroll represents the goblin rushing to your aid.

[][][] Guardians of the Farheavens: You successfully reunited Dolok Darkfur with the lost god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boons a standard action to affect a single bear or owl bear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.

Haunt Sense: Having encountered many different haunts during your adventuring career, you have a knack for reacting quickly and knowledgably to their harmful effects. You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects. When you use this boon, cross it off your Chronicle sheet.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).


Sir Lansle Eine and his brother Sir Palad Eine were holy paladins in the service of Iomedae. They battled together in the Worldwound and saw many horrors. In the end, at twenty-four and twenty-five years of age, they died. But as the demon tore apart their bodies, Iomedae plucked their souls from the Boneyard and placed them in new bodies. They were brought back to life by their faith and devotion and self-sacrifice. But when they came back they were not the same. Death changes everyone.

Palad came back in the body of an old man, with no memory of his past life. He calls himself Fuzzzy now, and doesn’t remember Lansle at all. Fuzzzy has a pet owl who is very smart—a gift from Iomedae—who keeps Fuzzzy safe and on track. Lansle visits his brother often, but it always makes him both happy and sad.

Lansle didn’t change as much as Palad. He looks the same, and he remembers everything. That’s the problem. Dying at the hands of demons was terrifying and it left a deep scar on Lansle’s heart. He is scared of dying, and the things that might make him die, but he is still a paladin in his heart. He can’t NOT do something when evil is in the world, and he won’t waste his second life. He decided to do some good, and take care of his brother, even though it makes his knees shake, and his arms turn to jelly. He is a scared, but very brave, guy.

Appearance and Personality:

Lansle is a young man in his twenties, with brown hair that is starting to go gray on the sides from worrying too much. He wears heavy armour and carries a big shield. They both have Iomedae’s holy symbol on them—a glowing sword—but they are also both dented and scratched as if they have seen a lot of use in battle. Lansle was probably handsome once, but he has big bags under his eyes he never smiles. He always looks very scared and nervous. His knees shake and his eyes look back and forth nervously all the time. He has a longsword on his hip, and a holy symbol of Iomedae around his neck. He carries an old, worn out holy text of Iomedae in his bag, and in the back he writes his own prayers and poems. He has a birthmark on his palm that is in the shape of his holy symbol, and once in a while, when he is in very deep trouble, it glows, and then Lansle remembers what it’s like to be brave.