Ilquis

Sir Batman's page

410 posts. Alias of Dorian 'Grey'.


Full Name

Sir Batman

Race

Sprite

Classes/Levels

Champion [Bastion] 12 HP 124/186 AC (E) 33/35 Fort(M)+23, Ref(E)+18(+3 Bulwark), Will(M)+21 Perception(T)+18 Low-light vision Mythic Pool 3/3 Aura of Courage, Aura of Faith

Gender

M

Size

T

Age

18

Alignment

CG

Languages

Sylvan, Taldane

Strength 20
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 14
Charisma 18

About Sir Batman

Backstory...of sorts:
As Sir Batman and Nox head to Arch Plaza in the center of town, the bronze bat walks a step ahead of the sorcerer.
My village was just outside of the Land of Celestial Concordance, or Holomog, as it is commonly called.

The proud champion reaches for his shiny bronze shield, tilting the emblem toward Nox.
Mazludeh was responsible for organizing the Celestial Concordance which established the celestial sponsorship of the nation of Holomog to protect millions from the chaos of the Age of Darkness. She is now their matron goddess.

Sir Batman smiles as in remembrance.
My village traded regularly with those of the city. It is not uncommon to see sprite representatives, although, most are scholars and singularly diplomatics.

The armored sprite proudly lifts his shield.

Mythic Calling:

Guardian's Calling
Uncommon Calling Mythic
Source War of Immortals pg. 80
Your instinctive urge is always to protect others, pushing back aggressors and doing everything in your power to prevent them from harming your allies and charges. When you attempt to Disarm, Reposition, or Shove an opponent, you can spend a Mythic Point to make the check at mythic proficiency. You can attempt these maneuvers against a creature of any size when performing them at mythic proficiency. The first time each day that you critically succeed on a check to Disarm, Reposition, or Shove an opponent, you regain a Mythic Point.

Edicts place yourself in harm’s way to protect your allies or innocent creatures under threat
Anathema retreat from a battle while your allies or innocent bystanders are in danger without taking every reasonable effort to rescue them first

Mythic Destiny
Broken Chain Dedication (12th)
Ultimatum of Liberation [one-action] (auditory, linguistic, mental, mythic) Frequency 1 day /1
We've Met Before (2nd)
Unbelievably Believable (4th)
Divert Destiny (6th)
Unbelievable Interception (8th)
Unbreaking Castle (10th)

Crunch:

Sir Batman
Ancestry Sprite Heritage Nyktera Background Heroic Ancestry (see below)
Class Champion 12 Deity Mazludeh
Alignment CG Size T Traits Rare Fey Sprite
Perception(E)+18 Low-light vision
As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

Languages Sylvan, Taldane
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AC (E) 33 Fort(M)+23, Ref(E)+18(+3 Bulwark), Will(M)+21
Divine Grace (Reaction) +2 circumstance bonus to the save.

Sturdy Steel Shield + Hardness 16/*18 Max HP 152/152 BT 76
Resistances & Immunities
Slashing Resistance 3
HP 186
Class DC(E) 31
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Speed 25' Fly 25'
Melee(E) +2, Astral Flaming Striking Shield Boss +23 2d8+7+1d6+1d6 Traits B, Attached to Shield, magic, holy, fire, spirit, ghost touch
Ranged(T)
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Str 20 Dex 12 Con 18 Int 10 Wis 14 Cha 18
Skills
Athletics(E)+21, Diplomacy(M)+22, Intimidation(M)+24, Religion(T)+18, Stealth(T)+15, Library Lore(M)+18
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Ancestry Feats & Abilities
Low-Light Vision
Magical Strikes
Evanescent Wings (1st; Sprite)
Energized Wings (5th; Ancestry)
Hero's Wings (9th; Ancestry)
Fey Skin (13th; Ancestry)

Skill Feats
Titan Wrestler (1st; Background)
Hefty Hauler (2nd; Skill)
Group Coercion (4th; Skill)
Intimidating Prowess (6th; Skill)
Terrifying Resistance (8th; Skill)
Group Impression (10th; Skill)
Evangelize (12th; Skill)

General Feats
Shield Block (1st; Champion)
Fleet (3rd)
Toughness (7th)
Robust Health (11th)

Class Feats & Abilities
Deity Mazludeh
Champion's Code
Tenets Good
Cause Liberator
Champion's Reaction Liberating Step
Deific Weapon (Shield Boss)
*Everstand Stance (1st; Champion)
Reactive Shield (1st; Everstand Stance)
Divine Grace (2nd; Champion)
Bastion Dedication (2nd; Free Archetype)
Divine Ally: Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half. (3rd; Champion)
Aura of Courage (4th; Champion)
Disarming Block (4th; Bastion)
Knock Sense (6th; Champion)
Nimble Shield Hand (6th; Bastion)
Weapon specialization (7th)
Smite (8th; Champion)
Shield Warden (8th; Bastion)
Relentless reaction
You punish those who ensnare your allies. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent spirit damage equal to your Charisma modifier.
Sacred Body
Level 9
The power of your deity keeps your body safe from harm, as true an edifice of the faith as a great temple. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Divine Will
Level 11
Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Exalted Reaction
Level 11
In addition to the ally affected by Liberating Step, you and all other allies in your champion’s aura can Step as a free action. You and your allies gain the benefit even if the ally who benefited from Liberating Step can’t move.
Perception Expertise
Level 11
Shield of Reckoning (10th; Champion)
Quick Shield Block (10; Bastion)
Aura of Faith (12th; Champion)
Reflexive Shield (12th; Bastion)

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Magic Tradition
Divine
Spell Attack Roll (T) +18
Spell DC (T) 28

Spiritual Light [two-actions] (concentrate, light, revelation); Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –2 status penalty to Deception and Stealth checks. You can Dismiss this activation.

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Focus Spells Focus Points 1/1
Devotion Spells
Lay on Hands
(+36hp)

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Gp 4500/ spent 4068gp 5 Sp Cp

Items
explorer's clothes
+1 Resilient Victory Plate (675gp)
Shield Boss x2 (5sp)
Steel Shield x2 (4gp)
Adventure's Pack (1gp 5sp)
Repair kit, superb x2 (50gp for someone smart to fix my shield!)
Weapon Potency (+2), Striking (935gp)
Sturdy Shield (Moderate)
Item 10
Source GM Core pg. 235 2.0
Price 1,000 gp
The shield has Hardness 13, HP 104, and BT 52.
Flaming Rune (500gp)
Astral Rune (450gp)
Shining Symbol ( 650gp; 9th)
Alloy Orb, Exquisite (gifted by avid listeners) (12th) x2/2
Breath of Freedom (gifted by avid listeners) (12th) x2/2
Potion of True speech (12) (gifted by avid listeners) (12th)

Bulk Max 12
6

HEROIC ANCESTRY BACKGROUND
RARE:

While you’ve already made a name for yourself as a
hero, either here in the Saga Lands or further abroad,
adventuring has been in your blood from the very start.
Someone closely related to you—perhaps a parent, sibling,
cousin, aunt, or uncle, was part of a group of adventurers
who they clashed against a runelord-themed villain. This
could even be a previous PC you or another player played
at your table in a previous Adventure Path like Rise of the
Runelords, Shattered Star, or Return of the Runelords—or in
a standalone adventure or Organized Play scenario. Work
with the other players and the GM as needed to forge these
family links, or you can simply be related to a hero from an
unplayed adventure. If you choose this route, you can even
create (with the GM’s aid) this unplayed runelord-themed
story. Regardless of the nature of your relationship, it’s
inspired or pursued you your entire life. Whether you grew
up as a privileged young adventurer, tried your hardest to
distance yourself from your relation’s fame, or are proud of
their accomplishments while working hard to move beyond
your relation’s heroic shadow, you’ve certainly found that
adventuring and heroics appeal to your mind and soul. You
may have big shoes to fill, but so far, you’ve more than
risen to the challenge. Enough to draw Queen Sorshen’s
attention—in her invitation for you to attend the opening
ceremony of the Circle of Open Hands, she mentioned that
while she first took notice of you after learning

relative, she’s been impressed with your accomplishments
and notes that she expects you to exceed your forebear’s
triumphs. While she expressed curiosity about an “inside
view” of some of your relation’s accomplishments, she was
more eager to meet you as, in her words, “a promising new
hero who might just soon change the world.”
Choose two attribute boosts. One must be to Charisma or
Strength, and the other is a free attribute boost.
You’re trained in Athletics and Library Lore. The
disconnect between physical accomplishments and
scholastic accomplishments has never been a particular
challenge for you, and while this has caused jealousy now
and then with childhood friends and rivals, you’ve managed
to hone your skills so that regardless of who you’re talking
to, your knack of being able to find a common ground has
made it easy to make a good impression. Whenever you
take part in an influence encounter to Discover or Influence,
or attempt to Make an Impression on an NPC, you reduce
the DC of those checks by 2.