Sir Holton

Sir Garith Mordrand's page

1,270 posts. Alias of waiph.


Full Name

Sir Garith Mordrand

Race

Angelkin Aasimar - (Status: Normal)

Classes/Levels

SS 12/G 5 | HP:136/136 | AC: 32(33) | CMD: 31 | F:16/R:13/W:13 MP:12/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Special Abilities

Sla 1/1; Charge 1/1; Exp Awf 1/1; Scail 3/3; BoG 4/4; LoH, 8/10; Bond 2/2; SpDay: Lv1-3+1, Lv2-3+1, Lv3-2+1

About Sir Garith Mordrand

Angelkin (Aasimar) Oathbound Sacred Shield (Paladin) (Oath Against Fiends)
LG Medium Outsider (native) age 73
Init +8; Senses darkvision 60 ft.; Perception -1

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Defense
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AC 32 (33), touch 15 (16), flat-footed 29(30) (+9+3+2 Armor+Enh+Mythic, +3 Dex, +3 Shield, +2 Deflection) (+1 v Evil Outsiders)
hp 136 12(1d10+2) = 10+11(6+2)+11+5(5)
Fort +16, Ref +14, Will +13
Celestial Crusader: +1 AC versus Evil Outsiders
Immunities: Fear, Disease
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Offence
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Speed 20 ft. [30 base]
Melee Unarmed strike: +17 (1d3+5/x2) {B:non-lethal}
Spiked Gauntlet: +17 (1d4+5/x2) {P}
Radiance: +20 (1d8+7/19-20/x2) {S} Cold Iron
+1 Heavy Mithral Shield: +18 (1d4+6/x2) {B}
Dagger +17 (1d4+5/19-20/x2) {P/S} Cold Iron
Ranged Sling +15 (1d4+5/x2) 50ft no bullets, bag of stones
Dagger +15 (1d4+5/19-20/x2) {P/S} 10ft

Spell-Like Abilities Alter Self (1/day),
Dragon Scale: Alter Self 3/day and +4 to Bluff Evil Creatures
Spells Lv1 (x3+1): Resist Energy, Hero's Defiance, Hero's Defiance, _____,
Lv2 (x3+1): Detect Thoughts, Righteous Vigor, Ironskin, ______
Lv3 (x2+1): Invisibility Purge, ___, ___
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Statistics
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Base Stats Str 20, Dex 17, Con 14, Int 12, Wis 8, Cha 18 [16+2 headband]
BAB +12; CMB +17 = +12bab+5str; CMD 30 = 10+12bab+5str+3dex
Feats Two Weapon Fighting, Improved Shield Bash, Combat Reflexes, Shield Slam, Power Attack -4/+9(+4), Shield Master
-Dual Path, Power Attack (Mythic) -4/+12(+6), Combat Reflexes (Mythic),
Traits Exposed to Awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately re-roll that saving throw as a free action. You must take the second result, even if it is worse
Inspiring Rush: 1/day gain +1 to attack and damage for self and all allies charging before your next turn
Skills Acrobatics 0, Climb +1, Diplomacy +11, K(Nobility) +5, K(Planes) +14/+16 [evil outsiders], K(Religion) +8, Escape Artist 0, Fly 0, Perception -1, Perform(Sing) +4, Prof(Soldier) +13, Ride +7, Sense Motive -1, Spellcraft +5/+7 [evil outsider items and spells only], Stealth 0, Swim +1

LanguagesAbyssal, Celestial, Common
SQ Celestial Crusader, Alter Self 4/day, Darkvision,
Aura of Good, Detect Evil, Bastion of Good +7 in 20ft, Divine Grace, Lay on Hands 10/day for 6d6, Aura of Courage, Divine Health, Mercy: Sickened, Staggered, Nauseated, Holy Shield 7 rounds in 10ft, Divine Bond +3 / 12 min, Anchoring Aura DC: 20
- Hard to kill, Mythic power 11/day, Surge +1d8, Amazing Initiative +5, Recuperation, Mythic Saves
Sudden Block +5 AC, Fleet Charge, Retributive Reach (+5/+5), Cage the Enemy, Armored Might +2, Precision, Fleet Warrior
Boons: Defensive Tactics
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Special Abilities:
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Racial Traits
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Celestial CrusaderSome aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Spell-like ability: Angelkin can use Alter Self once per day as a spell-like ability. The caster level for this ability equals the Angelkin's class level.
Darkvision: Aasimar can see perfectly in the dark for up to 60 feet.
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Paladin Class Abilities
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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.
Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As withsmite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
This ability replaces smite evil.

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.
Mercies: Sickened, Staggared

Holy Shield (Su) At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
At 20th level, any allies within 20 feet are protected.
Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 plus a number of rounds equal to her Charisma bonus (if any).
This ability replaces channel positive energy.

Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Su) At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities 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 shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.

Anchoring Aura (Su): At 8th level, a paladin’s aura hampers extra-dimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.
This ability replaces aura of resolve.

Holy Vessel (Su):At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s cost. She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount.
This ability replaces the mercy gained at 9th level.

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Feats:

Combat Reflexes: 4You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Two Weapon Fighting:Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn

Shield Slam Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Power Attack:-3/+6(3)You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shield Master: You do not suffer any Two-Weapon Fighting penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
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Commander:

Leadership: 15
Moral: +10 (+4[cha]+ 2[11ranks/5] + 4[Loyalty])
Defensive Tactics: The commander is especially good at defensive tactics. Increase the army's DV by 2. a commander must have Leadership 5 or higher to select this boon.
Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks. a commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +4.

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Mythic:

Ability Score (Ex): t2: +2 Str, t4: +2 Str, t6:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
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Path Powers
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Guardian's Call Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Champion's Strike Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Armored Might (Ex): You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor's +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).

Cage Enemy (Ex): You can pin enemies foolish enough to face you. As an immediate action, you can expend one use of mythic power to hinder opponents until the end of your next turn. When this ability is active, any creature moving out of one of your threatened squares, even when making a 5-foot step or using a form of movement that doesn't usually provoke attacks of opportunity, provokes an attack of opportunity from you. If your attack of opportunity hits and deals damage, the creature remains in its current space and its movement ends. Alternatively, you can expend one use of mythic power as part of a charge. If the charge attack hits, the target can't move itself from its space until the beginning of your next turn (though others can move the creature).

Precision (Ex): Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn’t reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
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Mythic Feats
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Dual Path: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (champion's strike). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
Power Attack:When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Combat Reflexes: You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you’ve already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.

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Build:

Lv1: Two Weapon Fighting
Lv3: Improved Shield Bash
Lv5: Combat Reflexes
Lv7: Shield Slam
Lv9: Power Attack
Lv11: Shield Master
Lv13: Improved Two Weapon Fighting
Lv15: Double Slice
Lv17: Two Weapon Rend
Lv19: iunno

Mythic Tier1: Retributive Reach / Dual Path
T2: Armored Might
T3: Cage the Enemy / Mythic Power Attack
T4: Precision
T5: Fleet Warrior / Mythic Combat Reflexes
T6:
T7:
T8:
T9:
T10:

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Level advances:

FC bonuses: +11 hit point +1 skill point
HP: not rolled: 10+6(Lv-1)+Lv(con)+5(mythic tier) = 10+66+24+25+11 = 136
Ability Bonus: Lv4: Dex; Lv8: Dex; Lv12: Dex;
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Skill Ranks:
Total: 33+1+1
Diplomacy 5, K(Nobility) 1, K(Planes) 11, K(Religion) 4, Perform (Sing) 1, Profession(Soldier) 11, Ride 1, Spellcraft 1,
Modifiers
Celestial Crusader: +2 K(Planes), +2 Spellcraft,
+2 Planes (Untyped bonus)
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Gear:

Equipment: 
--Garith gear
+3 Mithral Full Plate: +12 AX, +3Dex, -2 ACP
+3 Spiked Full Plate: +12 AC, +1 Dex, -5 ACP
+1 Heavy Mithral Shield +3 AC, 0 ACP
Radiance: +3 Cold Iron Longsword (Mythic) 2 surges to boost attacks
+2 Ring of Protection
+2 Cloak of Resistance
+2 Headband of Charisma

+1 Light Wooden Shield: +2 AC, 0 ACP
- w/Masterwork Cold Iron Spikes

76-153 lbs / 175 gp 
Mwk Breastplate 30 lbs / +1 Light Wooden Shield 5 lbs / 30 gp 
Cold Iron Scimitar 4 lbs / 30 gp 
Sling - / - 
Short Sword 2 lbs / 10 gp, 
Cold Iron Dagger 1 lb / 4 gp
--MWK Pack 86-173 lbs 
Backpack 4 lbs / 50 gp 

350 gp 
Heavy Spiked Shield 20 lbs / Banded mail 35 lbs
+19 sp from singing =}

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attacks:

Basic Attack
[dice=Radiance]1d20+20[/dice]
for [dice]1d8+8[/dice]
or
[dice=Shield Slam]1d20+18[/dice]
for [dice]1d4+6[/dice]

Iterative Attacks
[dice=Slash]1d20+15[/dice]
for [dice]1d8+8[/dice]
or
[dice=Slam]1d20+13[/dice]
for [dice]1d4+6[/dice]

Mythic Power Attack
[dice=Radiance]1d20+20[/dice]
for [dice]1d8+8+12[/dice]
or
[dice=Shield Slam]1d20+18[/dice]
for [dice]1d4+6+12[/dice]
Iterative Attacks
[dice=Radiance]1d20+15[/dice]
for [dice]1d8+8+12[/dice]
or
[dice=Slam]1d20+13[/dice]
for [dice]1d4+6+12[/dice]

-TWFMPA
[dice=Shield Slam]1d20+18[/dice]
for [dice]1d4+6+12[/dice]
[dice=Radiance]1d20+18[/dice]
for [dice]1d8+5+6[/dice]
Iterative
[dice=Slash]1d20+13[/dice]
for [dice]1d8+8+12[/dice]
or
[dice=Slam]1d20+13[/dice]
for [dice]1d4+6+12[/dice]