![]()
About Steave RojerzDESCRIPTION
Steave Rojerz stands tall and unwavering with short blonde hair and bright blue eyes. He dresses as a simple crusader in veteran heavy leather gauntlets and breeches, sturdy leather boots, and a heavy gray woolen overtunic. His helm exposes his face below his nose and is blue with a white A for Andoran emblazoned on its forehead. His suit of mithral chainmail is also primarily blue with a matching white A on his chest and accents of red and white. He wears a veteran leather harness over his armor that includes his backpack which sits in the small of his back above a leather pocket-filled belt holstering a cold iron longsword. A distinctive circular, heavy darkwood shield is now painted red, white and blue with a white, cold iron, spiked star in its middle. When not on his arm, the shield is carried on the harness in the middle of his shoulder blades. Unless raining, he secures his gray woolen hooded cloak to the outside of his backpack. PERSONALITY:
Steave Rojerz has a strong moral compass and is socially inept. He was bullied his entire childhood, so he stands for the little guy. He is naïve in the ways of the world, especially women. However, his pure heart stumbles out in his words. His ambition is to continue the crusade protecting the innocent and closing the Worldwound. Maybe some day, he will earn the rank of Captain. TROPES
BACKGROUND:
Steave Rojerz was born to two servants in a poor district of Almas in 4606, almost 100 years ago. His birth was the same year as the death of his family’s divine patron Aroden, and almost to the same day as some learned scholars have observed. He grew up frail, small, and constantly bullied by the neighborhood children. His parents taught him strong community values and altruism and encouraged him to stand up to bullies. These principles made him naive initially hoping everyone, even his enemies are good and honorable. His ostracized childhood also made him stunningly social inept, especially with women. However, whenever he finds his words, they originate from a heart of gold. When Steave turned 16, the faltering church of Aroden called the crusade to Mendev to fight the demons of the Worldwound. The only friend Steave had joined a noble army marching north. At 5 ft 4 inches tall and 95 pounds, Steave could not get recruited; he was too weak (Str 7, Dex 7 & Con 7). On his sixth attempt, he was met by an old Cheliaxian alchemist who accepted him into Baron Lehigh’s army. After a month long training program testing physical, mental, and emotional requirements, Steave was selected from a class of 30 to participate in a secret program attempting to create super-crusaders. The old Cheliaxian alchemist explained that his treatment amplified everything about individuals: good becomes great and bad becomes worse. Immediately after the successful treatment that transformed Steave into a 6 ft 4 inch 240 pound physical specimen(+11 Str, +7 Dex & +7 Con, Darkvision), an assassin murdered the alchemist and destroyed his alchemical equipment preventing any reproduction of the process. Steave captured the assassin who then committed suicide. Baron Lehigh revealed that he had rescued the old alchemist from House Henderthane that developed weapons and performed deep alchemy research for the House of Thrune. The new royal house of Cheliax sent the assassin. Steave accompanied the baron’s household to join the crusade in Mendev. He fought several years in the crusade earning the rank of captain. One person he knew was Hagar Mulberry, Leander's great-grandfather. On his last mission of the first crusade below towering ice cliffs of the Crown of the World, Steave was buried in an avalanche and frozen. Several months ago, Steave was recovered by Riftwardens and brought back to Kenabres. He recently awoke from his deep sleep. He vigorously trains to regain his fighting form. He has studied Yaniel's texts and found it equal to his own memories of demon-hunting. He trades war stories with Riftwardens to explain the current sad state of the Fourth Crusade.
Lawful Good Male Aasimar (Angel-blooded)
==DEFENSE==
==OFFENSE==
==STATISTICS==
FEATS
TRAITS
He also gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC's mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs' mythic tier + the PC's Charisma modifier). 2. Birthmark (faith) – Steave’s transformation connects him to the divine allowing him to not need a divine focus for casting spells. He also gains a +2 trait bonus on all saving throws against charm and compulsion effects. SKILLS 25 = 7x4 ranks +1 favored class
Armor Check Penalty -2 Armor & -0 Shield = -2 Languages Taldane ABILITIES
Skilled: Aasimar have a +2 racial bonus on Heal and Knowledge (planes) checks. Incorruptible (Sp): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait. Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): 6 per day A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: 1d8 At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. 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. Smite Evil (Su): +5 attack and +7 damage. Twice 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. 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): 8 per day, 3d6. 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. Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. Shared Precision (Su) At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. 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: Shaken: The target is no longer shaken.. 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. Distant Mercy (Sp) At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. Throw Shield (Ex) At 3rd level, a shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield. Channel Positive Energy (Su): 3d6 When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. AC Bonus (Ex) At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load. Knockout (Ex) Fort DC 17 At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day. Returning Shield (Ex) At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion's attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability. If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler's flurry. Close Weapon Mastery (Ex) At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made. Divine Bond (Su) At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. The first type of bond allows the paladin to enhance her 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. At 5th level, this spirit grants the weapon a +1 enhancement bonus. 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 (see Table: Melee Weapon Special Abilities). 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 paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin 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 paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. This ability replaces the standard paladin's divine bond. 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. 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. Champion’s Strike Distant Barrage (Ex) As a swift action, you can expend one (3) uses of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target's cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction. Mythic Weapon Training (Ex) Select one group of weapons from the list of fighter weapon groups: Close. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.
Mythic Smite (Su) As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability. Mythic Power Attack (Su) 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. 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. ==SPELL-CASTING==
Paladin Spells Prepared
EQUIPMENT 22,892 gp
Worn
The Shield:
(30 gp) Cold iron longsword – 4 lb (1 sp) Sling & bullets (10) – 2.5 lb (5 sp) Eight belt pouches (bandolier) on weapon's belt 1. a flint and steel 2. (1 sp) pint of oil – 1 lb 3. (1 sp) pint of oil – 1 lb 4. (1 sp) pint of oil – 1 lb 5. (1 sp) pint of oil – 1 lb 6. currency 7. 8. Silver dragon scale can grant Resist Energy, but only vs. cold or electricity, three times a day, caster level of 19 (9 gp) Ranger kit – 28 lb
Personal Load 94.5 lb = Light Load Personal Capacity 101–200 lb for Medium Load Currency ADVANCEMENT:
2nd level: 7th level: Scales |