Algon the Ever-Seeking

Sir Drystan Goldenflame's page

159 posts. Alias of Ouachitonian.

Full Name

Sir Drystan Goldenflame


Aasimar (augmented)


Paladin 6/Crimson Templar 4 HP: 136/136, AC 23 (T 11 FF 22), Saves: F+15 R+11 W+11 (+2 vs Evil, +2 vs blindness, dazzling, patterns, light), Init+3, Per+17, Darkvision 60












Abyssal, Celestial, Common, Elven, Hallit, Ignan, Infernal

Strength 26
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 10
Charisma 18

About Sir Drystan Goldenflame


Drystan lived a stereotypical crusader's life in Mendev. He was raised there, heir of a family that was one of the first to respond to Crusader Queen Galfrey's call for aid. In fact, he is the son of the Queen's aasimar councilor Opaline. In adulthood, he swore his vows as a paladin of Ragathiel, and joined he crusader forces based in Kenabres. His career was a distinguished one, despite his relative youth, and by the festival of Armasse in 4713 he looked forward to choosing a squire of his own, to begin passing on the things he'd learned. But on that fateful day, the Storm King led an incursion of demonic forces against Kenabres. Without neither fear nor remorse, the aasimar paladin drew his blade and charged. He fought like a man possessed, carving through hordes of lesser demons, his objective clear in his mind: Khorramzadeh. He saw the ancient dragon Terendelev fall, saw the Balor Lord decapitate her. He redoubled his efforts, knowing that the demon would ravage the entire city if no confronted, and knowing furthermore that the confrontation would mean his death. Fearless, he charged, praise to Ragathiel on his lips. Fearless, he died that day, his body split from shoulder to groin by one strike of the Storm King. That was his end.

The rest is...foggy. Unclear snatches of half-remembered memories here and there, mostly. One thing is clear. A holy voice. The voice of a god. Well, a demigod, anyway. "Arise, my son" it had said, as he began to feel warmth in his flesh. Warmth, and a dull ache like growing pains, but from head to toe. "Arise, for I am not through with you yet. You will live again, my chosen son. You will live again to carry my vengeance to the demonic hordes. Slay them. Slay them all. Lead my armies on a vast crusade, and do not cease until their ilk has been purged from the world of men. Only then will your potential be fulfilled, and your destiny be realized." It seemed only moments ago, but he could swear that he had spent years after that in training, strengthening his form for coming battles. It was all so unclear, he thought, as his senses came alive to the sights, smells, and sounds of a stable.


Drystan is rarely seen outside his fullplate, which is golden-hued with red cloth beneath and decorated with holy symbols of Ragathiel's faith. Under the plate only a little of his golden flesh can be seen, but his gold-irised eyes are clearly visible through the eyeholes of his helmet. On the few occasions when he removes his helm, he can be seen to have coppery red hair cut short to fit more easily beneath his helm.


Drystan has always been a zealous devotee of Ragathiel, ever-ready to cut a bloody swathe through demons, devils, or any other foes of Heaven. He is no one's fool, but when he sees evil, his first inclination is to destroy it and worry about its ultimate causes later, not to wait or try to ferret it out. Outside of battle, he was known among his comrades for his particularly dark humor, a trait common to those who stare down death on a daily basis. When no questions of morality are at hand, he is quite relaxed and easy going, completely uninterested in imposing his will or viewpoint on others. Then again, Drysan sees some question of morality in almost every issue.


Male aasimar (modified) crimson templar 4/paladin (oath against fiends, oath of vengeance) 6 (Pathfinder Player Companion: Paths of the Righteous 8, Pathfinder RPG Ultimate Magic 60, 60)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +17
Aura courage (10 ft.)
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield)
hp 136 (10d10+36)
Fort +15, Ref +11, Will +11; +2 vs. [evil], +2 bonus vs. blindness, dazzling, patterns, and [light] effects
Immune disease, fear; Resist acid 7, cold 7, electricity 7, fire 12; SR 21
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee +1 bane grayflame holy reliquary cold iron bastard sword +19/+14 (1d10+17/17-20 plus 2d6 sneak attack and 2d6 vs. ) or
mwk armor spikes +18/+13 (1d6+16 plus 2d6 sneak attack)
Ranged +1 adaptive darkwood composite longbow +14/+9 (1d8+11/×3 plus 2d6 sneak attack)
Special Attacks smite evil 2/day (+4 attack and AC, +10 damage), sneak attack +2d6
Paladin Spell-Like Abilities (CL 6th; concentration +10)
At will—detect evil
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 3rd; concentration +7)
1st—shield of fortification[ACG], veil of positive energy[APG]
Str 26, Dex 13, Con 16, Int 12, Wis 10, Cha 18
Base Atk +10; CMB +17; CMD 29
Feats Accomplished Sneak Attacker, Angel Wings[ARG], Angelic Blood[ARG], Angelic Flesh (golden)[ARG], Big Game Hunter, Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (bastard sword), Heavenly Radiance[ARG], Heavenly Radiance[ARG], Improved Critical, Inner Light, Power Attack, Vital Strike, Weapon Focus
Traits reactionary, stolen fury, unscathed
Skills Acrobatics -4 (-8 to jump), Bluff +6, Diplomacy +10, Fly -3, Heal +4, Intimidate +10, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nobility) +10, Knowledge (planes) +8, Knowledge (religion) +16, Linguistics +5, Perception +17, Sense Motive +7, Spellcraft +5, Survival +2
Languages Abyssal, Celestial, Common, Elven, Hallit, Ignan, Infernal
SQ channel wrath, divine bond (weapon +1, 1/day), fiendish studies +2 (swift action), heavenly fire (4d6 split fire/divine dam), lay on hands 7/day (3d6), mercies (dazed, sickened), ruthlessness, shield of wings
Combat Gear wand of cure light wounds; Other Gear +1 armor spikes evil outsider-defiant Hellknight plate[ISWG], mithral heavy steel shield, +1 adaptive darkwood composite longbow, +1 bane grayflame holy reliquary cold iron bastard sword, arrows (100), belt of giant strength +4, bracers of the avenging knight[UE], campfire bead[APG], cloak of quick reflexes +1/+2[MA], bedroll, belt pouch, flint and steel, holy text (Ragathiel)[UE], masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 28 gp, 1 sp
Special Abilities
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Golden) +2 saves vs. blindness, dazzling, patterns, and light effects.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
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
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (12) You have the specified Energy Resistance against Fire attacks.
Fiendish Studies +2 (swift action, 1 at a time) (Ex) As a move action, gain bonus to att/dam/DC and various skills vs. evil outsider in sight.
Fly (20 feet, Poor) You can fly!
Heavenly Fire (4d6 split fire/divine dam, 4/day, DC 18) (Su) When sneak attack fiendish study target, deal extra dam (half fire, half divine) (Fort neg).
Heavenly Radiance (Searing Light) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Heavenly Radiance (Sunbeam) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Inner Light If a foe counters/dispels your daylight, all allies in 20 ft gain darkvision 60.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Dazed) (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ruthlessness (Ex) As a standard action, can use bastard sword to coup de grace helpless foe.
Shield of Wings (4 minutes) (Su) Swift action, gain fly 40 (average) for duration. Lose fire resist/imm after manifest.
Smite Evil (2/day) (Su) +4 to hit, +10 to damage, +4 deflection bonus to AC when used.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (21) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Focus (Heavy Blades)


1) Big Game Hunter [Rise of the Runelords Anniversary Edition]
2) Angelic Blood [ARG]
3) Exotic Weapon Proficiency Bastard Sword
4) Angelic Flesh [ARG]
5) Accomplished Sneak Attacker [Dirty Tactics Toolbox]
6) Inner Light [Blood of Angels]
7) Vital Strike
8) Heavenly Radiance(Searing Light) [ARG]
9) Heavenly Radiance(Sunbeam) [ARG]
10) Angel Wings
Hellknight Bonus) Weapon Focus (Heavy Blades)


Firestorm: Commit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound, with an Evasion save allowed to halve the damage taken, rounded up.

Searing Blade: Commit Effort. You wield fire as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 200 foot range and 1d10 damage die. Individual victims killed by this explode into flames, doing a 1d6 damage die to all desired targets within 20 feet. This gift's damage is always rolled straight against Mobs of lesser foes.

Contempt of Distance: Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.

Shattering Hand: Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.