Callous Rake

Sir Bastion's page

302 posts. Alias of Grumdar.


Full Name

Sir Bastion

Race

Human (Kellid)

Classes/Levels

Pal 3/Ora 1/Hierophant 1

Stats:
Init +1; AC 20/11/19 CMD16; 37/40Hp; F+9 R+6 W+8; Perc -1, Darkvision 30', Sight 30'
Jokum's Stats:
AC 16/12/14 CMD 15 (19 vs trip) ; 13/13Hp; F+5 R+5 W+1; Perc +8, Scent

Gender

Male

Size

6' 2" (Medium)

Age

21

Alignment

LG

Deity

Iomedae

Languages

Abyssal, Common, Hallit

Occupation

Slayer of Demons, Restorer of Sarkoris

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 9
Charisma 18

About Sir Bastion

Background:

I am Sir Bastion, Paladin of Iomedea, Member of the Order of the Land, Scion of the Blackwolves of Sarkoris, Knight of the Fifth Crusade, Recipient of the Righteous Medal of Command and the Righteous Medal of Clarity.

Sir Bastion is descended from a displaced Kellid tribe, that withdrew form Sarkoris shortly after the failed First Crusade. The tribal god caller had brought the tribe through Ustalav and settled in what would become the nation of Lastwall. For the next 140 years, the tribe would slowly go from a group that relied on the teaching and advise of only their god callers, to a tribe that also dedicated themselves to the teaching of Iomedae and the defence of the land from the Orcs of the Hold of Belkzen.

Sir Bastion began his training as a combat healer squire with the cavaliers of the Order of the Land, a group dedicated to the protection of Lastwall and the peoples that inhabit the rurla areas between the few urban centers. When the call for the Fifth Crusade was raised, squires were given the opportunity to earn their spurs and become full cavaliers of the Order or dedicate themselves to the service of Iomedae, the Orders Patron. Sir Bastion spent 30 days in vigil to his goddess, swearing oaths of obedience and honour known only to Iomedae and himself.

While travelling to join the Fifth Crusade, Sir Bastion journeyed through the county of Odranto in Ustalav. Passing under the shadow of the dreaded Castle Kronquist, he was able to get his first look of his ancestral homeland. The utter destruction of the land blinded him with such sorrow and anguish. Iomedae took pity on him, and limited his vision so that such a vast sight of destruction was forever denied her servant.

Appearance:
Sir Bastion stand just over 6 feet, with a lean frame. With dark brown hair and dark red skin tone. Dressed in scale mail with heavy furs over his shoulders, he holds a heavy wooden shield on his left arm. At his side are his two favoured weapons, his cold iron longsword made of an antiquated style reminiscent of Sarkoris make, and a pit bull named Jokum at his side. The only decorations you see on him is a silver holy symbol of Iomedae and a set of silver spurs.

Personality:
Sir Bastion has a quick to action personality. He will gather what information he feels is sufficient to come to a conclusion and then will act on that conclusion. This has lead him to often make the wrong decision, while having the best intentions.
(example: On a dock with numerous coils of rope or bouyes, Sir Bastion will jump on the water with full armour on to save a person from drowning.)
While not bullheaded, he will listen to reason and can be persuaded to change his course of action from time to time. He firmly believes that all can be redeemed if shown the correct way to act and live. He believes it is better to ask for forgiveness then to wait for permission.

Desires/Motivation:
Restore the Empire of Sarkoris to the Kellid people. Reclaim ancestral lands south of what is now known as the Forest of Embers.

Oaths and Vows of Service:

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 your strength through my body. I will shine in your legion, and I will not tarnish your 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 honour sacrifice freely given.
I will guard the honour 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 honour to worthy enemies, and contempt to the rest.
I will suffer death before dishonour.
I will be temperate in my actions and moderate in my behaviour. I will strive to emulate your perfection.
I will be ever vigilant for malicious fiendish insurgence into this world and face it with swift and unwavering defiance.
I will never suffer an evil outsider to live if it is in my power to destroy it. I will banish fiends I cannot kill and purge the evil from those possessed by fiends.

Daily/Expendable Resources:

Special Attacks
. . . 5|5/day: Channel Positive Energy (Will DC14, 1d6)
. . . 1|1/day: Smite Evil (+4 Attack & AC, +3 damage)
. . . 5|5/day: Lay on Hands (1d6, Sickened)
. . . 3|5/day: Mythic Power (Surge +1d6)
. . . 2|2/day: Legendary Power

Spell-Like Abilities
. . . 0|1/day: Protection from Chaos
. . . -|At Will: Detect Evil

Oracle Spells
. . . 3|4/day: 1st level spells
. . . -|At Will: 0 level spells

Scrolls
. . . 4 Cure Light Wounds (1d8+1)
. . . 5 Honey Tongue
. . . 3 Sanctify Corpse

Potions
. . . 1 Cure Light Wounds (1d8+1)

Wands
. . . Bless Weapon (50 Chg)

Wounderous Items
. . . 1/day Shawl of Life-keeping
. . . 1 Universal Solvent

Alchemical Items
. . . 1 Anti-plague
. . . 2 Antitoxin

Equipment
. . . 10|1ea Healers Kit

.
Sir Bastion
Male Human (Kellid) Oracle 1 (Life)/Paladin (Oath against Fiends, Hospitaler) 3/Hierophant 1
Deity: Iomedae
LG Medium humanoid (human)
Init +1; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception -1
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armour, +2 shield, +1 Dex)
hp 40 (3d10+1d8+12)
Fort +9, Ref +6, Will +8
Defensive Abilities hard to kill; Resist electricity 3
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Offense
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Speed 20 ft.
Melee radiance +6 (1d8+3/19-20)
Special Attacks channel positive energy 5/day (DC 14, 1d6), lay on hands 5/day (1d6), mythic power (5/day, surge +1d6), smite evil 1/day (+4 attack and AC, +3 damage)
Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—protection from chaos
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +5, spell penetration +5, saves 14+ spell level):
1st (4/day)—bless, cure light wounds[M], sanctify corpse
0 (at will)—create water, guidance, mending, purify food and drink (DC 13)
. . Mystery Life
. . M mythic spell
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 9, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Extra Revelation (Life Link), Greater Spell Penetration, Mythic Spell Lore[M], Spell Penetration
Mythic Path Abilities Legendary Item (1)
Traits touched by divinity, truth’s agent
Skills Diplomacy +10 (+11 to gather information), Handle Animal +8, Heal +6, Knowledge (arcana) +2, Knowledge (local) +6, Knowledge (planes) +5, Knowledge (religion) +5, Profession (soldier) +6, Ride -3, Spellcraft +5, -1 Stealth
Languages Abyssal, Common, Hallit
SQ lay on hands 4/day (1d6), legendary power, legendary surge, mythic bond, oracle's curse (clouded vision), revelations (life link, channel)
Combat Gear scroll of cure light wounds (x4), scroll of honeyed tongue (x5), scroll of sanctify corpse (x3), antiplague, antitoxin (2), shawl of life-keeping, wand of bless weapon (50), potion of cure light wounds, healer's kit; Other Gear breastplate +1, mw heavy wooden shield, radiance, silver holy symbol (Iomedae), wooden holy symbol (Iomedae), backpack, bedroll*, belt pouch, flint and steel**, holy text of Iomedae**, pot*, ring of sustenance, rope*, soap**, torch (10)*, trail rations (5)*, universal solvent**, wardstone shard (2)*, waterskin*, whetstone**, silver spurs, riding dog, 46 gp (* in backpack, ** in beltpouch)
Righteous Medals
- Righteous Medal of Clarity (1)
- Righteous Medal of Command (1)

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Special Abilities
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Antiplague If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Alchemical Power Component
Certain healing spells have greater effects when used with this substance.
- Hero's Feast (M): for each vial of antiplague uses as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague's normally foul taste does not change the taste of the feast.
- Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
- Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Grace (Su) You gain a bonus equal to your Charisma bonus (+4) on all saving throws
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Energy Resistance, Electricity (3) You have the specified Energy Resistance against Electricity attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day. No saving throw if used on Undead.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Life Link (110 feet) (Su) Create a bond between you and 1 target. At the start of your turn, if the target is wounded for 5 or more hit points, it heals 5 hit points and you take 5 hit points of damage. You can end the effect as an immediate action or exceeding the range.
Mercy (Su) Each mercy adds an effect to the paladin's lay on hands ability.
- Sickened: The target is no longer sickened.
Legendary Item (Ex) You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Oracle Channel Positive Energy 1d6 (5/day) (Will DC14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Protection from Chaos (1/day) (Sp) You can use protection from chaos (as the spell).
Radiance A legendary item, +1 cold iron longsword that radiates light as a torch on command.
Righteous Medals As a swift action gain a +2 scared bonus to the medal's associated ability score for 1 minute
* Righteous Medal of Clarity Grants you a +2 sacred bonus on saves versus insanity and confusion effects. (Intelligence)
* Righteous Medal of Command Grants you a +2 sacred bonus on saves versus emotion-based effects (including fear effects). (Charisma)
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spell Penetration, Greater You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touched by Divinity You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. [Campaign, WotR PG]
Truth’s Agent You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you. [Social, UC]

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Jokum (Dog, riding)
Dog (Giant Schnauzer)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armour, +2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 to survival when tracking by scent
SQ Attack, Attack Any Target, Defend, Down, Guard, Guarding, Heel
Other Gear mw studded leather armour
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Guarding [Trick] The animal has been trained for guard duty and knows the tricks attack, defend, down, and guard.
. Attack [Trick] The animal attacks apparent enemies.
. Defend [Trick] The animal defends you (or is ready to defend you if no threat is present), even without any command being given.
. Down [Trick] The animal breaks off from combat or otherwise backs down.
. Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

General Demon Knowledge:

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Persons or Groups
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Aponavicius: This marilith has ruled over Drezen since she and her armies took the city, and she frequently sends her armies of demons and cultists against the Mendevian armies.
Areelu Vorlesh: It’s believed that this witch was partially responsible for the opening of the Worldwound. Scouts and soldiers who have ventured deep within the Worldwound say that she still lives.
Deskari: The demon lord of chasms, infestations, and locusts was the prime Abyssal power responsible for the Worldwound opening after Aroden’s death.
Khorramzadeh: Also known as the Storm King, this powerful balor was responsible for attacking the wardstone in Kenabres.
Minagho: This lilitu demon is the ruler of the ruined city of Raliscrad and is responsible for training and corrupting captured crusaders.
Staunton Vhane: This dwarven man was recently revealed to be an antipaladin and traitor to the Mendevian crusades.
Templars of the Ivory Labyrinth: This group of Baphomet cultists have long worked corruption into the ranks of the crusaders.

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Yaniel Manuscript excerpt
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Destructive and prolific, demons come from the Abyss. They temper their evil with a devotion to chaos that makes them unpredictable and deadly as well as cruel.
Alignment types Chaos and Evil. Get Prot from Chaos and Prot from Evil

All demons are exceptionally tough. Most demons, especially more powerful ones, have the ability to shrug off wounds earned through combat, though weapons forged from cold iron and those that are imbued with the power of good can bypass this fiendish protection.
Overcome DR with Special Material Cold Iron. Spells or Enchantments with Good descriptor

Demons are immune to electricity and poison, and are highly resistant to fire, cold, and acid (though some have specialized immunities that break these general standards).
Get protections vs electricity and poison first, then fire, cold and acid. Sonic and force are good damage types.

Some demons are exceptionally durable against magic, and frequently spells targeting them will fail unless cast by a potent source. This protection varies from demon to demon, but those fighting the more powerful fiends would do well to utilize spells that bypass this magical resistance.
Get Spell Penetration and Greater Spell Penetration

Demons can summon others of their kind to aid them in slaking their thirst for destruction. They can communicate with such allies in the Abyssal tongue, as well as in Celestial and Draconic. Many demons can even speak directly into one’s mind through the use of telepathy. This ability typically extends to 100 feet or so, though more potent demons can speak into your mind from great distances.
Learn Abyssal, Celestial and Draconic to understand them in combat. Archtype Oathbound, Oath Against Feinds

Intrinsically tied to chaos and evil, these creatures are able to focus this inherent connection into their weapons. A demon’s claws, teeth, and dangerous appendages, as well as any weapon the fiend wields, strike more viciously against creatures weak to evil and chaotic energies.

Keep these demonic standards in mind when fighting against the Abyssal shadow that falls over our realm. Use this knowledge to guide your lade and trust in the Inheritor to guide your heart. We will endure!

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5 Things Everyone Knows About Demons
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    [-] Demons come from the Abyss, a nightmare plane of constantly shifting landscapes where only the wickedest souls go.
    [-] Some demons are capable of possessing mortals, and through these living vessels demons are able to wreak havoc on the Material Plane.
    [-] Demons are chaotic and evil to the core. The are the embodiments of moral, mental and physical corruption.
    [-] Demons spawn from the sinful souls of chaotic beings. The sins of a mortal influence the nature and potential of the demon its soul might become.
    [-] Demons are often summoned to Golarion by demon-worshiping cults. Such cults are typically reviled by civilized cultures and usually operate in secret.

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Demons Sir Bastion has encountered
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    [-] Abrikandilu - Hate beauty and mirrors
    [-] Demonic Giant Flies - create darkness
    [-] Vermlek - Walking-worms, can inhabit corpses as bloated version

KNIGHTS OF KENABRES Stats:

KNIGHTS OF KENABRES ACR 3
LG Medium army of humans (paladin 4) (~100 units)
hp 16
DV 18; OM +8 ranged
Tactics expert flankers, standard, withdraw
Resources improved armor, improved weapons (mwk cold iron), mounts, ranged weapons (longbows)
Special aura of courage, channel positive energy, divine health, lay on hands, mercy, smite evil, spellcasting
Speed 3; Morale +1; Consumption 5/week

Food/Water Supplies 54 units
Good/Trade Goods 3 units

a 160 mile trip, 36 miles a day = 4.45 days
There and Back 9 days, plus 5 days for finding Sword of Valor (estimate) = 14 days with Consumption 5/week = 10 units of Food/Water for troops and mounts

Slotted Items:
Armor breastplate +1
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring 1 ring of sustenance
Ring 2
Shield MW hvy wooden shield
Shoulders shawl of life-keeping
Wrist
Weapon Radiance