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About Sir Garret RavencourtHospitaler of the Holy Light Paladin of Pharasma 4
Base Stats: Str 16 (+2 level up, +2 belt), Dex 16 (+4 belt), Con 14, Int 12, Wis 8, Cha 14 Initiative: +5
Background and Family History:
The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered as Tar-Baphon was defeated, the shards of the shield were entrusted to the surviving leaders of the Crusade. Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness. At least that is how it was supposed to be. Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost. The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered. Garret has been in this line of work for a while, having trained two generations of Ravencourts after him. He knows Ustalav well and is recognized many places. He's getting older and starting to feel it, but he hasn't let it slow him down yet. He figures that as long as there are monsters to fight, he'll fight them. Dying would be better than being put out to pasture by the family. So he's taken it upon himself to go on one last adventure. A dark and terrible dungeon has been known to the family for generations. Three of his cousins and uncles had been lost to it by the time he was a child. It was still out there. Waiting for him. Defenses:
90 HP (7d10 (48)+2d8(12)+18 con+12 toughness) 32 AC: (+9 mithril fullplate, +1 enhancement, +2 force shield, +5 dex, +3 Crane Style, +1 Acro while defensive, +1 luck)
33 CMD (cmb +9, str +5, dex +5, +3 dodge, +1luck) +17 Fort (+3 monk, +3 fighter, +4 paladin, +2 con, +3 cha, +2 resistance) +15 Ref (+3 monk, +1 fighter, +1 Paladin, +5 dex, +3 cha, +2 resistance) +12 Will (+3 monk, +1 fighter, +4 paladin, -1 wis, +3 cha, +2 resistance) Combat:
BaB +8 CMB +8 Melee
Unkindness (+1 ghost touch adamantine/livingsteel battleaxe), +13/+8, 1d8+6, 19-20 crit (+8 bab, +5 str, +1 enhancement, -1 crane style) (weapon cord)
Judgement and Finality (silver and cold iron brass knuckles) +13/+8, 1d6+6, x2 crit Sap, +12/+7, 1d6+3, x2 crit, subdual Ranged
Composite Longbow +13, 1d8+5, x3 crit (+9 CMD, +5 dex, -1 crane style)
Bola, +8, trip (+8 CMD, +5 dex, -1 crane style, -4 nwp) Combat Net, +8, Entangle (+8 bab, +5 dex, -1 crane style, -4 nwp) Feats and Traits:
traits Suicidal (via Adopted trait) Apprentice Locksmith (+1 Disable Device, always a class skill) Feats
Skills:
Skill Points: +6 fighter, +8 monk, +8 paladin +9 race, +9 Favored Class
ACP -3 (-4 Agile Breastplate, +1 Armor Training)
+14 Acrobatics (9 ranks, +5 dex, +3 class, -3)
Class Abilities:
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Armor Training: (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
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 Undead (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. This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil. 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 Cha 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.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day. 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.
Channel Energy: When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. Power of Faith: (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
Ghost Touch Aura (Su) At 3rd level, the paladin’s armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin’s shield.
Equipment:
-Weapons-
-Worn- Armor: +1 Mithril Fullplate (12,500 gp)
Unslotted Holy Symbol Wayfinder with Clear Spindle Ion Stone (Need no food or water, protection from possession/mind control) (2 separate items, 4500 gp total)
-Belt and Pouches-
50 twine
-Haversack-
Cash
Spoiler:
2100 gp (apx) |