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Organized Play Member. 618 posts (4,804 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 8 aliases.

Full Name

Decimus Gallonica Trajan


LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10


Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite




6'2", 205 lbs.



Special Abilities

Aura of Good, Detect Evil, Smite Evil: 2 times per day, Divine Grace, Lay on Hands: 8 times per day, heals 2d6 (2d6+4 on self), Aura of Courage, Divine Health, Mercy: Fatigued, Channel Wrath (Oath of Vengeance), Spells


Lawful Good









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

About Shadow Dragon

About Trajan, Paladin of Iomedae

Male human Paladin 5 (Oath of Vengeance) / Hellknight 1
LG Medium humanoid (human)
Init +1; Senses: Perception +7 (low-light vision)



AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dexterity)
HP 52 (6d10+12)
Fort +14, Reflex +8, Will +10



Speed 30 ft.


+1 Cold Iron Nodachi (+11 / +6 to hit, +7 damage, 1d10/18-20x2) Deals P or S damage
Cold Iron Longsword (+10 / +5 to hit, +6 damage (or +4 if using shield), 1d8/19-20x2)
Sap (+10 / +5 to hit, +4 damage, 1d6/x2)
Dagger (+10 / +5 to hit in melee / +7 to hit ranged, +4 damage, 1d4/x2) Deals P or S damage, stored in wrist sheath
Also owns a Morningstar, Alchemical Silver Light Mace, Durable Admantine Arrow, 2 other Nodachi (one is MW), and a Cold Iron Longsword


Shortbow (+7 / +2 to hit, 1d6/x3) Arrows: 19

Space: 5 ft.; Reach 5 ft.



Diplomacy 8
Intimidate 12
Knowledge (Nobility) 3
Knowledge (Planes) 1
Knowledge (Religion) 3
Perception 7
Ride 5
Sense Motive 3

Languages: Common



Fey Foundling (1st Level)
Power Attack (Bonus Human feat)
Extra Lay on Hands (3rd Level)
Greater Mercy (5th Level)


Blood of Dragons (Low-Light Vision)
Indomitable Faith
*Resilient (extra trait from a Convention Boon)


Class Features

Paladin Class Features:

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.
Uses per day: 8

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.
Fatigued: The target is no longer fatigued.

Channel Wrath (Su)
Replaced Channel Positive Energy, from Oath of Vengeance
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.

Trajan has two 1st level spell slots.

Divine Bond
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Weapon Bond: +1 Cold Iron Nodachi (Smine)

Hellknight Class Features:

Aura of Law
Aura of Law (Ex): A Hellknight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight’s character level.

Detect Chaos (Sp)
Detect Chaos (Sp): This ability functions like the paladin’s detect evil class feature, save that it grants the use of detect chaos instead.

Order: A character must choose one Hellknight order to join at 1st level (see page 89 for a list of orders). The choice of order determines which disciplines the character later gains access to.
Order Chosen: Order of the Godclaw

Smite Chaos (Su)
This ability functions as the paladin’s smite evil class feature but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.


Inventory Tracking Sheets

Mundane Gear:

Lamellar (Leather)
Backpack, Masterwork
Arrow, Durable Adamantine
Longsword, Cold Iron
Mace, light Alchemical Silver
Masterwork Nodachi
Oil [x2]
Mithral Chain Shirt
Masterwork Cold Iron Nodachi
Masterwork Darkwood Heavy Shield
Outfit, Courtier's
Bomb Launcher

Alchemical Items:

Sunrod [2]
Acid (flask) [2]
Alchemist's Fire [3]
Tindertwig [5]
Tanglefoot Bag
Holy Water
Bladeguard [2]
Air Crystals [3]
Smelling Salts
Smoke Pellet, Smog
Holy Weapon Balm [2]

Magic Items:

Scroll of Remove Fear
Scroll of Protection from Evil [2]
Scroll of Magic Weapon [2]
Scroll of Cure Light Wounds
Oil of Bless Weapon
Potion of Cure Light Wounds
Cloak of Resistance +2
Potion of Mage Armor
Traveler's Any-Tool
+1 Cold Iron Nodachi (Smine)
Scroll of Lesser Restoration [4]
Scroll of Veil of Positive Energy [2]
Potion of Cure Moderate Wounds
Ring of Protection +1
Scroll of Bless Weapon
Pearl of Power (1st level)
Headband of Alluring Charisma (+2)

Purchased with Prestige Points
Wand of Cure Light Wounds (37 charges remaining)
Wand of Cure Light Wounds (50 charges remaining)

Mundane Gear not on Item Tracking Sheets:

Outfit, Explorer's
Shield, heavy wooden
Arrows, common (20)
Backpack, common
Pouch, belt
Sack [5]
Soap [2]
Rope, hemp (50')
Whetstone [2]
Torch [5]
Rations, trail [6]
Holy symbol, iron
Flint and Steel
Candle [10]
Hook, grappling, common
Piton [3]
Chalk [5]
Kit, grooming
Mirror, small steel
Rope, silk (50')
Kit, gear maintainence
Holy Text
Weapon Cord [3]
Shaving Kit
Wrist Sheath (Spring Loaded)
Spell Component Pouch [2]
Kit, Scrivener's
Book, journal
Inkpen [5]
Tabard (Ennead Star and Order of the Godclaw)
Cold iron dagger
Cold iron arrows (20)
Alchemical silver dagger
Alchemical silver arrows (20)