Friendly Fighter

Sir Durant Aumarideth's page

223 posts. Organized Play character for Mjolbeard89.


Full Name

Sir Durant Aumarideth "The Fisher Knight"

Race

| Fort +7 | Ref +5 | Will +6 | Fire Resist 1 | Init. +2 | Perc:+0

Classes/Levels

| Speed 20ft | Smite Evil: 1/1; Lay on Hands: 6/6; Aura of Courage | Status: N/A

Gender

Human Male Paladin (Tempered Champion) 3 HP 26/26 | AC:20 | T:11 | FF:19 | cmd:17

About Sir Durant Aumarideth

Sir Durant Aumarideth "The Fisher Knight" - PFS #177216-12
XP 8 | PP 8 | Fame 16
Faction: Grand Lodge

Causes Championed:
6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (GM Credit)
6-14 Scions of the Sky Key, Part 2: The Kaava Quarry (GM Credit)
6-16 Scions of the Sky Key, Part 3: The Golden Guardian (GM Credit)
Honor’s Echo
1-29 The Devil We Know, Part 1: Shipyard Rats
1-30 The Devil We Know, Part 2: Cassomir's Locker
1-41 The Devil We Know, Part 3: Crypt of Fools
1-48 The Devil We Know, Part 4: The Rules of the Swift

Botting Instructions:
Sir Durant will place himself on the front lines as soon as possible, especially focusing on helping more vulnerable party members like casters if they get threatened.
Of course, if a fight can be avoided, he will always seek the more diplomatic route.

Favored Class Bonus:
1 - +1 hp
2 - +1 skill point
3 - +1 Energy Resistance (Fire)

Male Human Paladin of Iomedae (Tempered Champion) 3
LG Medium Humanoid (Human - Chelaxian) 44 years old, 6’1”
Init +2; Senses Perception +0
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
hp 26 (3d10+3*(1 Con)+1 FCB)
Fort +7, Ref +5, Will +6
Resistances Fire resistance 1 Immunities Fear, Diseases
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OFFENSE
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Speed 20 ft.
Melee
Lesser blade of the open road +8 (1d8+4 S; 19-20/x2)
Cold Iron Longsword +7 (1d8+3 S; 19-20/x2)
Alchemical Silver Light Flail +6 (1d8+3 B; x2; disarm, trip)
Dagger +6 (1d4+3 P/S; 19-20/x2)
Ranged
Short bow +4 (1d6; x3; 60ft) (Arrows 20, CI Arrows 10)
Dagger +4 (1d4+3; 19-20; 10ft)
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STATISTICS
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Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Traits Ease of Faith, Mentored (Profession Caravaner), Tactician
Feats Persuasive, Weapon Focus (Longsword), Extra Lay on Hands
Skills (7 skill points total) Diplomacy +14 (3), Knowledge (Nobility) +4 (1), Knowledge (Religion) +4 (1), Profession (Caravaner) +5 (1), Ride +5 (1); untrained Bluff +7
ACP -5 (-6 w/ shield)
Languages Common
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SPECIAL ABILITIES
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Class
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 Charisma 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.
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.
3rd level Mercy - Sickened
Race
Silver Tongued: Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Trait
Ease of Faith (Faith): Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Tactician (Combat): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Mentored (Social): A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill. (Profession (Caravaner))
Property
Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presencein the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.
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GEAR/POSSESSIONS
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Cold Iron Longsword
MW Banded Mail
MW Heavy Steel Shield
Alchemical Silver Light Flail
Short bow
Arrows (19)
Cold Iron Arrows (10)
Sleep Arrow
Alchemist's Fire (2)
Wand of CLW (35/50)
Antiplague
Potion of Cure Light Wounds (2)
Oil of Bless Weapon
Potion of Protection from Evil
Broken Figurine of Wondrous Power (Alabaster Pegasus)
Fishing Kit:
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Paladin's Kit:
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried lb.
Money GP 3380 SP 0 CP 0
(Purchase Lesser blade of the open road 2515gp)

Major Purchases:
Sold Longsword (+7.5gp]
Cold Iron Longsword (30gp)
Short bow, 20 arrows, 10 Cold Iron Arrows (77gp)
Sleep Arrow (132gp)
Wand of CLW (50 charges) (2 PA)
Sold Scale Mail (25gp)
Sold Heavy Steel Shield (10gp)
MW Banded Mail (400gp)
MW Heavy Steel Shield (170gp)
Broken Figurine of Wondrous Power (alabaster pegasus) (1000gp)
Alchemist's Fire (2) (40gp)
Antiplague (50gp)
Potion of Cure Light Wounds (2) (100gp)
Oil of Bless Weapon (50gp)
Potion of Protection from Evil (50gp)
Alchemical Silver Light Flail (98gp)
Oil of Daylight (2PA)
End Devil We Know - 3380gp, 8 PP
Beginning next scenario
Lesser Blade of the Open Road (2515gp)

Boons:
7-00 The Skykey Solution: Champion of Time:You survived the Society's ill-advised jaunt through time and survived. You gain the following boons depending on you role in the victory. Each references traits that appear on pages 327-320 of Pathfinder RPG Advanced Player's Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
PFS Character #: 177216-12
Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment's peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Grippli's Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Scholar of Ashkurhall (Grand Lodge faction): Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
_ Knight of Taldor: You successfully supported Remaio's bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people of Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier's outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio's contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio's bonus to another PC. When you use this bonus, check off the box next to this boon.
Impressive Find: A representative from the Pathfinder Soceity--an organization of archaeologists and explorers--has heard of your discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. (Awarded after Devil We Know, Part 2)
Well-Earned Reward: You restored Honaria's good name in Taldor. If you helped Remaio reclaim his nobility, he is extremely grateful and offers to subsidize the cost of purchasing several items that you found during your adventures. You may purchase the treasures listed below at a reduced price: broken figuring of wondrous power (alabaster pegasus)(1000gp), freeform cloak (4500gp), wand of heightened awareness (10 charges; 100gp).

Grand Lodge Faction Journal Card (S8):
0 Goal(s) completed
1/8 Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. (Taldor)
0/2 Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
3/3 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
5/6 Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
0/2 Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
0/2 Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
1/1 Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
3/3, 3/5 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Backstory:
Born in the city of Tamran, on the Nirmathan shores of Lake Encarthan, Durant Fisher grew up with a dream of doing great things.
Born a fisherman's son
Entered the Nirmathan military at age 14 as a page, changed name to Durant Aumarideth
Became a knight in his early 20s and soon held command of a small unit of supply caravaners
Served in army for 20 years before retiring to Absalom
Found himself restless, so he joined the Pathfinder Society