Saintly Knight

Ser Pyotr, the Bellknight's page

97 posts. Alias of The Crusader.


Full Name

Pyotr

Race

Half-Orc

Classes/Levels

Redeemer-Shining Knight 3

Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0

Gender

Male

Size

6' 4"

Age

17

Alignment

Lawful Good

Deity

Iomedae

Location

Freedom Town

Languages

Common, Orc (Broken)

Occupation

Knight & Caravan Guard

About Ser Pyotr, the Bellknight

Ser Pyotr the Bellknight:

Male half-orc redeemer/shining knight 3
Init +0; Senses darkvision 60 ft.; Perception +1 (+2 to find hidden objects)
Aura courage (30 ft.)
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DEFENSE
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AC 19 [21], touch 10, flat-footed 19 [21] (+9 armor, [+2 shield])
hp 34 (3d10 + 6)
Fort +7, Ref +3, Will +4 (+1 vs. fear) Immune fear
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OFFENSE
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Speed 20 ft.
Melee glaive of resonance +8 (1d10 + 7/x3) or power attack +7 (1d10 + 10/x3)
Melee greatsword +7 (2d6 + 6/19-20) or power attack +6 (2d6 + 9/19-20)
Melee lance +7 (1d8 + 6/x3) or power attack +6 (1d8 + 9/x3)
Melee warhammer +7 (1d8 + 6/x3) or power attack +6 (1d8 + 9/x3)
Special Attacks merciful smite 1/day (+2 attack and AC, +3 damage)
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STATISTICS
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Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +7; CMD 17
Feats Power Attack, Squire
Skills
(0) Appraise +3
(3) Diplomacy +8 (+2 vs. monstrous creatures)
(1) Handle Animal +6
(3) Knowledge (religion) +7
(0) Perception +1
(1) Ride +4
(3) Sense Motive +5
(1) Survival +4
Languages Common, Orc, Varisian
SQ aura, divine grace, lay on hands (1d6, 3/day), mercy (fatigued), monstrous rapport
Favored Class Bonus +3 skill points
Traits outcast (half-orc), sword of Vigil
Gear masterwork full plate (-gauntlet), enameled gauntlet (currently not in inventory), heavy metal shield, glaive of resonance, greatsword, helm of valorous courage, lance, warhammer
Additional Gear backpack, bedroll, belt pouch, cold weather outfit, travelers outfit, silver bell (holy symbol), tent, 1 beggars diamond (100 gp), 77 gp 11 sp 9cp
Party Loot riding saddle, scale mail
weight 92.5 lbs. (light load)
Hero Points 2

Leodograine, Squire of the Bellknight:

Female human combat healer 1
LG medium humanoid (human)
Init -1; Senses Perception +3
DEFENSE
AC 18, touch 9, flat-footed 18 (+7 armor, -1 dexterity, +2 shield)
hp 10 (1d10)
Fort +2, Ref -1, Will +5
OFFENSE
Speed 20 ft.
Melee longsword +3 (1d8+1/19-20)
Melee dagger +2 (1d4+1/19-20)
Ranged dagger +0 (1d4+1/19-20)
Special Attacks smite evil 1/day (+2 atk, +1 dmg)
STATISTICS
Str 13, Dex 8, Con 10, Int 12, Wis 16, Cha 15
Base Atk +1; CMB +2; CMD 11
Feats Skill Focus (heal), Weapon Focus (longsword)
Skills Diplomacy +6, Handle Animal +6, Heal +10 (+12 w/healer’s kit), Ride -3
Languages Common, Orcish
SQ aura of good, careful healer
Gear banded mail, dagger (2), heavy steel shield, longsword
Additional Gear anti-plague, anti-toxin, bloodblock (2), healer’s kit (10), holy water, silver holy symbol

Careful Healer: At 1st level, a combat healer squire provokes no attacks of opportunity when she uses the Heal skill to stabilize a creature or treat poison. In addition, when she administers long-term care with the Heal skill, she can restore a total number of additional hit points equal to her character level, divided as she wishes among those she is tending.

This ability replaces detect evil.

Torshen's Hammer:

N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 19, touch 12, flat-footed 16 (+5 Armor, +3 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3 (+2 vs. fear)
OFFENSE
Speed 50 ft.
Melee bite +6 (1d4+6) and 2 hooves +1 (1d6+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 6, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ Vigilant Destrier (+1 atk and dmg, +2 save vs. fear), Obedient (+2 to Ride checks), Unstoppable Speed (Unaffected by Medium or Heavy Barding)
Gear bridle w/silver bells (4), military saddle, scale mail barding
Weight 90 lbs.

Helm of Valorous Courage:
Aura Moderate enchantment CL 7th
Slot head Price 6, 000 gp Weight 3 lbs

A conical open helm made from fine steel, with small cheekguards and a nasal to protect the face. The frontispiece is a sunburst worked from gold, the horizontal beams extended to rest over the brows of the wearer. Iomedae’s sword runs behind the sun, the stylised blade emerging to form the noseguard. Discs of engraved silver on each cheek depict fanciful lionesses rearing on their hind legs.

When worn by a paladin who follows Iomedae, the paladin’s aura of courage extends to all allies within 30 feet rather than the usual 10 feet. Once per day as a swift action, the paladin can bestow a valorous blessing to all allies within his aura of courage. This grants a +1 divine bonus to attack rolls that lasts for 1 round per paladin level possessed.

Construction Requirements Craft Wondrous Item, bless, remove fear Cost 3, 000 gp

Glaive of Resonance:

Aura Moderate transmutation CL 16th
Slot none Price 16,000 gp Weight 11 lbs

This +1 adamantine glaive is crafted from a single piece of adamantine. The haft is a little over five feet long, leading to a crosspiece from which extends a wide, single-edged blade. In colour the weapon is the grey of a stormcloud, but it glitters with a silvery sheen when the light catches it. When the glaive of resonance strikes metal it chimes like a bell. This sonic ability can be harnessed by the wielder to shatter items of metal, ceramic, stone, glass and other materials of rigid structure (wooden items are not affected). It is an equally dangerous weapon against constructs of similar materials.

Whenever the wielder makes a successful sunder attack against an opponent, he creates a Calamitous Pitch, a sonic effect which lasts for 1d4+2 rounds. On the following round, sunder attacks ignore hardness 20 and deal an additional 1d6 damage to constructs and items.

On the third round, sunder attacks ignore hardness 25 and deal an additional 2d6 damage to constructs and items. The target must also make a DC 20 Fortitude save or be deafened for two rounds.

On the fourth round and all subsequent rounds, sunder attacks ignore hardness 30 and deal an additional 3d6 damage to constructs and items. However, there is a percentage chance equal to the total damage inflicted that the glaive of resonance reaches critical pitch and explodes. All creatures within 10 feet take 4d6+5 damage and are deafened for 1d4 rounds (DC 20 Reflex save for half damage; wielder gets no save).

The rising, reverberating chime continues until its duration expires, but immediately ends if the wielder is disarmed or voluntarily releases hold of the glaive of resonance.

Construction Requirements Craft Magic Arms and Armour, discordant vibration, shatter Cost 8,000 gp

Half-Orc Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Paladin – Redeemer/Shining Knight:
Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Redeemer: As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers.

Shining Knight: While paladins often are seen mounted atop a loyal steed, the shining knight is the true symbol of mounted bravery. They are never far from their steeds and are always clad in brightly polished armor.

All of the following are class features of the paladin.

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.

Monstrous Rapport (Ex): At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to "monstrous" races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters. This ability replaces detect 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.

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil.

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.

Skilled Rider (Ex and Su): At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws. This ability replaces divine health.

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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.

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.

Associates: A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Code of Conduct:
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Associates: A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Iomedae: The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:

• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.

• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

• I am the first into battle, and the last to leave it.

• I will not be taken prisoner by my free will. I will not surrender those under my command.

• I will never abandon a companion, though I will honor sacrifice freely given.

• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.

• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.

• I will suffer death before dishonor.

• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.