Lieutentant Pavo Voc

Serin Vae'lien's page

27 posts. Alias of ElegantlyWasted.


Full Name

Serin Vae'lien

Race

Human

Classes/Levels

Oathbound Paladin 5 | HP 70/70 | AC 18 T 11 FF 17 | Fort +10 Ref +5 Will +7 | Init +5 Perc +5

Gender

Male

Size

Medium

Age

30

Alignment

Lawful Good

Deity

Iomedae

Location

Kintargo

Languages

Common

Occupation

Holy Warrior

Strength 21
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 10
Charisma 16

About Serin Vae'lien

Background:

"A bird may love a fish, and a fish may love a bird, but where would they build a home?"
Serin laughed out loud the first time someone asked him this. It was a friend, and Serin believed the man meant well. A scion of the noble Vae'lien family, consorting with a lowly elf? A common blacksmith? It would be a scandal for sure.

Serin had never cared for that, though. The first time he walked into her smithy, Reina had won his heart. Her skill, her work ethic...her smile, that could command him with greater authority than any scripture.

Serin laughed, and replied without thinking.
"On the bank of the river!"
Those were the days when Serin actually believed that.

Serin's family was having none of it, but the young man didn't care. He was in love. The journey from King's Landing was long, but eventually, he and Reina made their way to Lullin, far from those that wished them ill. Reina set up a new shop, and was successful. Serin, charming as the day is long, acted as her salesman. They were happy.

But nothing lasts forever.

The king began his xenophobic campaign, and eventually, soldiers reached even the peaceful town of Lullin. They came to force the non-humans out of town. When they found that Reina and Serin were wed, they decided to make an example of them and burn down Reina's smithy.

Reina did not take kindly to that, and attempted to resist. There was a fight. Serin tried to help, but he was struck in the head and lost consciousness.

When he woke, Reina's lifeless body was next to him.
She had been stabbed in multiple places, and had bled to death. Serin wailed in agony, crying his grief to the heavens and swearing vengeance upon these monsters. At that moment, he felt a calling, and somewhere deep inside himself was a voice.

This voice told him that he and Reina were not the only to suffer. That righteous vengeance is justice, and justice must be done. That if he swore himself to the Inheritor, he would gain the power to fight for what was good and just.
Serin did not hesitate.

Finding himself infused with divine power, Serin armed himself with what he could salvage from Reina's burnt smithy, banded mail and a falchion of excellent quality. He worked quietly, defending people where he could. After several months of work, Serin was visited by Iomedae in his dreams. She told him of a weapon suitable for her champion, a lost relic hidden in a forgotten city. Serin decided to seek out this item. Somehow, he could feel where the city was, and he began to make his way there. During the journey, he heard the sound of battle, and rushed to see what it was. A ground of non-humans were fighting the nastiest treant Serin had ever seen. The treant was eventually slain, releasing an explosion of power that suffused Serin with newfound strength. He has continued to follow the group that slew the monster, and found that their destination was the same. Sensing the fates at work, Serin has decided to introduce himself. He hopes that they will be able to see something besides a slaver, and work with him to further the good of all.

Statistics:

Oathbound Paladin 5
Lawful Good Human
Languages Common
Init +5; Perception +5
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Defense
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AC 18, touch 11, Flat-footed 17 (+1 Dex, +7 Armor)
hp 70 (5d10+15+5 FCB) +4 Temporary
Saves Fort +10, Ref +5, Will +7
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Offense
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Speed 20 ft.
Melee Masterwork Falchion (Mythic Power Attack/Furious Focus) +11 (2d4+17/18-20x2)

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Statistics
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Str 21, Dex 12, Con 16, Int 8, Wis 10, Cha 16
Base Atk +5; CMB +10; CMD 17
Feats Fast Learner, Power Attack, Furious Focus, Mythic Power Attack, Improved Initiative
Skills Diplomacy 11 (5), Handle Animal 10 (4), Ride 5 (1), Perception 5 (5)
Other Gear Masterwork Falchion, Banded Mail

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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

Detect Evil (Sp)

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 (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 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.

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.

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.

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

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.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
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.

3rd Level Mercy- Sickened.

While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.

Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

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Mythic Abilities
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Mythic Tier- 1

Hard to Kill (Ex): Whenever you're below o hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum
amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the result ofthe original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to id8 at 4th tier, id10 at 7th tier, and id12 at 10th tier.

Mythic Feat- Mythic Power Attack

Mythic Path- Marshal
Marshal's Order-
Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.
1st Tier Ability- Distracting Assailant (Ex): You make a barrage of attacks and quick feints that are so distracting your opponent
loses focus against all other assailants. Whenever you successfully strike a foe with a melee weapon or natural attack, you can expend one use of mythic power as a swift action. For 1 round, that opponent loses its Dexterity bonus to AC on all attacks against it other than yours.
While this ability is in effect, any allies who flank that foe gain a +4 bonus on attack rolls against it, instead of the normal +2. While the opponent is affected by this ability, each time you hit it, the duration increases by 1 round. This effect automatically ends if your turn ends and the target is not within your melee reach.