Alain

Sir Rhaym .'s page

215 posts. Alias of DeJoker.


Race

Human

Classes/Levels

Paladin-8 | HP 97 / 97 AC 27+ T 11 FF 24| Lay Hands 9/9 (4d6) | Smite 3/3 | CMB +14/+9 CMD 24 | F +12 R +7 W +8 | Init +2

Gender

Male

About Sir Rhaym .

.
Race: Human
Gndr: Male
Age: Middle Aged (22 yrs)
Size: Medium ...... (Hgt: 6'2" Wgt: 205 lbs)
Algn: Lawful Good

Class: Paladin-8
Favored: Paladin
Occupation: Knight Bachelor of Aquilonia and Paladin of the Order of Shining Knights of Mitra

-------{ Defense }-------
Fort +6+3+3 ........ Rflx +2+2+3 ....... Will +6-1+3
... Add Charisma (+3) Mod to all Saves
... Immune to Disease, Fear, and Charm

Init: +2
Speed: 30ft
Senses: Perception -1

AC: 29 (FF 24)(T 11)(Armor +11 . Ring +1 . Dex +2 . NAC +1 . Shield +4)
HP: 97 / 97

Special Defense: Aura Courage (10-ft rad), Aura Resolve (10-ft rad), Power of Faith

-------{ Offense }-------

Melee To Hit: +13/+8 ...... Range To Hit: +9/+4 ...... CMB: +14/+9 ...... CMD: 24

Bastard Sword (+1) .......... +15/+10 . Dmg: 1d10+7 ...................... Crit: 19/x2 . Typ: S
War Hammer (+1) ............ +15/+10 . Dmg: 1d8+7 ........................ Crit: 20/x3 . Typ: B
Gauntlet (from armor) .... +14/+9 ... Dmg: 1d3+6 ........................ Crit: 20/×3 . Typ: B
Heavy Shield ..................... +14/+9 ... Dmg: 1d4+6 ........................ Crit: 20/×2 . Typ: B
Unarmed Strike ................ +14/+9 ... Dmg: 1d3+6 (Non-Lethal) . Crit: 20/×2 . Typ: B
Light X-Bow (Mwk) ........... +11/+6 ... Dmg: 1d8 ............................ Crit: 19/x2 .. Typ: P

Special Offense:
... Channel Positive Energy (DC 16, 4d6) ........ Uses: 3 / 3
... Smite Evil (+3 Attack and AC, +7 Damage) . Uses: 3 / 3

-------{ Statistics }-------

Attributes
Str 16+6(+6) ... Dex 15(+2) . Wis 9(-1)
Con 16(+3) ...... Int 10(+0) ... Cha 16(+3)

Traits and Features

Sacred Touch:
The character was exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of their parents was a gifted healer. As a Standard Action, They may automatically stabilize a dying creature merely by touching it.
Armor Expert:
The character has worn armor as long as they can remember, either as part of their training to become a knight’s squire or simply because they were seeking to emulate a hero. Their childhood armor was not the real thing as far as protection, but it did encumber them as much as real armor would have, and they have grown used to moving in such suits with relative grace. When they wear armor of any sort, they reduce the Armor Check Penalty by 1, to a minimum penalty of 0.
Aura of Good:
The power of a character's Aura of Good is equal to their Paladin level.
Detect Evil:
At will, the character can use Detect Evil, as the spell. The character 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 character does not Detect Evil in any other object or individual within range.
Smite Evil:
The character can call out to the powers of good to aid them in their struggle against evil. As a Swift Action, they choose one target within sight to smite. If this target is evil, they add their Charisma bonus (if any) to their Attack rolls and add thier Paladin level to all Damage rolls made against the target of their smite. If the target of smite is an evil 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 Paladin level. Regardless of the target, smite evil attacks automatically bypass any DR that the creature might possess. In addition, while smite evil is in effect, the character gains a Deflection Bonus equal to their Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the character targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains their uses of this ability. At 1st level, and at every three levels thereafter, the paladin may smite evil one time per day to a maximum of seven times per day at 19th level. The character can currently use this ability (at 7th-Level) 3 times per day.
Divine Grace:
The character gains a bonus equal to their Charisma bonus (if any) on all Saves.
Lay on Hands:
The character can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their Paladin level plus their Charisma modifier. With one use of this ability, they can heal 1d6 hit points of damage for every two Paladin levels they possesses. Using this ability is a Standard Action, unless the paladin targets themself, 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, the character can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two Paladin levels. Using Lay on Hands in this way requires a successful melee touch attack that does not provoke an Attack of Opportunity. Undead do not receive a Save against this damage.
Aura of Courage:
The character is immune to Fear (magical or otherwise). Also, each ally within 10 feet of them gains a +4 Morale Bonus on Saves against Fear effects. This ability functions only while the character is conscious, and not if they are unconscious or dead.
Aura of Resolve:
They are immune to Charm spells and spell-like abilities. Each ally within 10 feet of them gains a +4 Morale Bonus on Saves against Charm effects.
Divine Health:
The character is Immune to all Diseases, including supernatural and magical diseases, including mummy rot.
Mercy:
Whenever the character uses their Lay on Hands to heal damage to one target, the target also receives the additional effects from any of the Mercies possessed by the character. 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. The character gains one Mercy at 3rd-Level and every 3 levels thereafter (total 2). These abilities are cumulative. For example, a 12th-level paladin's Lay on Hands ability heals 6d6 points of damage and might also Cure Fatigued and Exhausted conditions as well as Remove Diseases and Neutralize Poisons. Once a condition or spell effect is chosen, it cannot be changed.
Mercy Remove Shaken: The target is no longer Shaken.
Mercy Remove Sickened: The target is no longer Sickened.
Channel Positive Energy:
They can Channel Positive Energy by presenting their Holy Symbol which consumes 2 uses of Lay on Hands and is Standard Action that does not provoke any Attacks of Opportunity. Their Paladin Level is their effective level for this. They can choose to either deal damage to undead or heal living creatures. This causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered upon the character. The amount of dealt is equal to 1d6 points plus 1d6 points for every 2 Paladin Levels beyond 1st (4d6). Undead that are dealt damage receive a Will Save to halve the damage. The DC of the Save is 10 + 1/2 Paladin Level + Charisma Modifier. They can choose whether to include themselves or not.
Power of Faith:
The Paladin of the Holy Light learns to use the power of their faith to bolster their defenses and aid their allies. This class feature replaces the Paladin’s Spells class feature and they thus do not gain any spells or spell casting abilities, do not have a caster level, nor can they use spell trigger or spell completion magic items. On the flip-side at 4th level, they gain one additional use of their Lay on Hands ability per day. They gain one additional use of their Lay on Hands per day for every four levels they attain beyond 4th. They can spend a use of their Lay on Hands ability to call upon the power of their faith as a Standard Action. This causes a nimbus of light to emanate from them in a 30-foot radius. All allies in this area (including the character) receive a +1 Morale Bonus to AC and on Attack rolls, Damage rolls, and Saves against Fear as long as they remain within the area of light. This power lasts for 1 minute per use. Then at 8th-Level, the nimbus of light also heals the character and thier allies, curing of them of 1d4 points of ability damage, as per the spell Lesser Restoration. A creature can only be healed in this way once per day. Then at 12th-Level, the nimbus of light is treated as Daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants the character and their allies in the area Resistance 10 to one type of energy, selected by the character when this power is activated. This works like the Resist Energy spell (Acid, Cold, Electricity, Fire, or Sonic ). Then at 16th-Level, the nimbus of light grants the character and their allies Protection from Critical Hits. There is a 25% chance that Critical Hits made against the character and their allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as Light Fortification). Finally at 20th-Level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The Morale Bonus to AC and on Attack rolls, Damage rolls, and Saves against Fear increases to +2. The amount of ability damage healed increases to 2d4. The Energy Resistance increases to 20 against one energy type, and Protection from Critical Hits increases to 50%.
Divine Bond:
The character forms a divine bond with their god. This bond allows the character to enhance their weapon as a Standard Action by calling upon the aid of a celestial spirit for 1 minute per Paladin level. When called, the spirit causes the weapon to shed light as a torch. Then at 5th-Level, the spirit grants the weapon a +1 Enhancement Bonus and for every three levels beyond 5th, the weapon gains another +1 Enhancement Bonus, to a maximum of +6 at 20th-Level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: Axiomatic, Brilliant Energy, Defending, Disruption, Flaming, Flaming Burst, Holy, Keen, Merciful, and Speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 Enhancement Bonus must be added before any other properties can be added. The bonus and properties 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 weapon is held by anyone other than the character that called it forth but resumes giving bonuses if returned to the character. These bonuses apply to only one end of a double weapon. The character can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the character loses the use of this ability for 30 days, or until they gain a level, whichever comes first. During this 30-day period, the character takes a –1 penalty on Attack and Weapon Damage rolls.
Feats
Two-Weapon Fighting:
The character can fight with a weapon wielded in each of their hands. They can make one Extra Attack each round with the Secondary Weapon.
Prerequisites: Dex 15
Benefit:Their penalties on Attack rolls for fighting with Two Weapons are reduced. The penalty for their Primary Hand lessens by 2 (-4/-2 if Light Off-Hand) and the one for their Off Hand lessens by 6 (-4/-2 if Light Off-Hand).
Improved Shield Bash:
The character can protect themself with their shield, even if they use it to attack.
Prerequisites: Shield Proficiency.
Benefit: When they perform a shield bash, they may still apply the shield's shield bonus to their AC.
Toughness:
The character gains +3 hit points and for every Hit Die they possess beyond 3, they gain an additional +1 hit point. If they have more than 3 Hit Dice, they gain +1 hit points whenever they gain a Hit Die (such as when they gain a level).
Power Attack:
The character 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 they 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 their Strength modifier on damage rolls. This bonus to damage is halved (–50%) if they are making an attack with an off-hand weapon or secondary natural weapon. When their base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. They must choose to use this feat before making an attack roll, and its effects last until their next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Exotic Weapon Proficiency (Bastard Sword):
Languages: Common
Skills:
* = Armor Check Penalty Applies
# = Cannot Use Untrained

. +3 Acrobatics* ACP(-4/-5)(-8/-9 to jump)
. +7 Animal Handling#
. +0 Appraise
. +3 Bluff
. +6 Climb* ACP(-4/-5)
. +9 Diplomacy
. ** Disable Device#*
. +3 Disguise
. +2 Escape Artist*
. +2 Fly* ACP(-4/-5)
. +3 Heal
. +4 Intimidate
. ** Legerdemain#*
. ** Linguistics
. -2 Perception
. +8 Ride* ACP(-4/-5)
. +5 Sense Motive
. ** Spell Craft#
. +2 Stealth* ACP(-4/-5)
. -2 Survival
. +9 Swim* ACP(-4/-5)
. ** Use Magic Device#

Knowledge Skills
. ** Arcana
. ** Dungeoneering
. ** Engineering
. ** Geography
. ** History
. ** Local
. ** Nature
. +5 Nobility
. ** Planar
. +6 Religion

. +0 Craft ( )
. +3 Perform ( )
. ** Profession ( )

Equipment:
Full Plate +2
Heavy Steel Shield +2 with Embossed Lion of Mitra Symbol
Ring of Protection +1
Girdle of Giant Strength +6 (Go Large)
Amulet of Natural Armor +1
Silver Holy Symbol of Mitra
Belt Pouch (37.10c)
Badolier
... Potion of Lesser Restoration (3)
... Potion of Resist Acid 10 (2)
... Potion of Resist Electricity 10 (2)
... Potion of Resist Fire 10 (2)

Bastard Sword +1
War Hammer +1

Masterwork Light Crossbow
... Bolt (20)
... Barbed Bolt (10)
... Heartstake Bolt (5)

Backpack
... Bedroll
... Belt Pouch (200c)
... Belt Pouch (200c)
... Belt Pouch (0c)
... Belt Pouch (0c)
... Belt Pouch (0c)
... Flint and Steel
... Holy Text of Mitra
... Mess Kit
... Pot
... Soap
... Trail Rations (5 dys)
... Waterskin (2)
... Handaxe
... Silk Rope (50ft)
... Hooded Lantern
... Flask of Oil (5)
... Perfume (10)

Appearance:
Tall, broad shouldered and extremely handsome.
He has dark hazel eyes and a magnificent mane of shaggy blonde hair.
He is usually wearing his armor, polished to a very high sheen.
He wears a surcoat and shield with the insignia of Mitra prominently displayed.
When out of his armor, he is dressed resplendently in a courtiers outfit.
In dim light he appears to have a faint nimbus of light around him.
Personality:
Rhaym exudes confidence, courtesy, and charm in all his interactions with the general public, a zealousness in the persecution of evil, and a solid humility before his superiors in the church and those within the court. Still he does do a little bit of a showboating when it comes to his appearances as he salutes the crowd in jousting tournaments and the like. He has an immense touch of shyness and awkwardness around women, but he strongly admires a good-hearted intelligent women. He is a little impatient with court life as he desires to make a real difference fighting evil directly as he has trained to do, instead of performing meaningless "Shining Knight" role within the court. He is quite cognitive that he is not only not that sharpest tool in the shed, his also definitely not the quickest. Both of these short comings helps him in is well ground humility that borders on insecurity when it comes to his superiors and women, and he would be totally insecure if he were not so confident in what he knows he can do and his strong belief in his purpose to the deity that he serves.
Mitra God of Law, Justice and the Sun:

Alignment: Lawful Good
Domains: Good, Healing, Law, Protection, War
Symbol: Scales bearing twin flames
Garb: White and Copper Robes Trimmed with Gold
Favored Weapons: Long Sword
Form of Worship and Holidays: Last Day of Every Week, Families Gather to Feast and Commune
Typical Worshipers: Paladins, Fighters, Monks, Farmers

Mitra is the God of the Sun, as well as Law and Justice and maintains prominence with the common folk. His clergy is widespread, and temples and shrines may be found in all lands. Mitra requires just and fair treatment of all good beings from His followers, as well as piety and charity. He is often depicted as a noble, strong man of middle years, wearing a pale copper robe and wielding a longsword. Warriors and Knights venerate Mitra through great deeds and heroic quests in His name. Commoners show kindness to strangers and help their fellows in times of need. His symbol is a sunburst behind the scales of justice. The noble lion is his sacred creature.

Also the Sun Father (Gohtra); Rappan Athuk; Another Gohtra transplant that caught on, Mitra has largely supplanted worship of Solanus and Thyr in the Sun and Justice departments. Mithras - God of War (Hyperborean, Gohtra); Sword of Air; Long Ago Adopted by the Hypreborean Legions, A Rival of Thursis and one of Reme's three patron deities as a city originally founded by the first Hyperborean Legion (under Polemarch Oerson) to travel through Akados.

Servant Planchet:
Information to come