Baron Hannis Drelev

Theoden Orrick's page

233 posts. Alias of Javell DeLeon.


Full Name

Théoden Orrick

Race

Aasimar

Classes/Levels

Paladin 1st

Gender

M

Size

Med (6'3"; 220lbs)

Age

23

Alignment

LG

Deity

Iomedae

Location

Mendev

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 15
Charisma 19

About Theoden Orrick

Théoden Orrick

Backstory:
Théoden was a mere toddler when he arrived in Nerosyan, the capital of Mendev. Even though he was born in Cheliax his parents, Esmund and Guinevere Orrick, decided they did not want to raise young Théoden amongst an empire that has swayed towards diabolism and the worship of Asmodeus. With generations of Orrick's being steadfast followers of Aroden and then Iomedae they decided they would return to Mendev.

So Théoden grew up learning the ways of his father's upbringing that was passed down to him by his father, which was passed down to him by his father, and so forth. The true glory of being a proper knight; one who fought and acted with honor above all else. Théoden was an only child, and having been that, he was, well, spoiled. Not that discipline was non-existent within his home, he was just never in want and there wasn't much that didn't come easy to him.

He was trained as any true knight would be trained. And he seemed to excel at practically everything. And if he tended to have issues with any part of his training, then it was nothing more than "a bad day at the office" as far as he was concerned. Nothing he couldn't master with a better tomorrow.

So Esmund got him a position within the local watch in hopes to teach him a bit of humility. And as much as Théoden felt he was destined for greater things than 'guard duty', he still did it with great pride, simply looking upon it as "part of the process". He was periodically inquiring to his father about when his training was to finally end, so he could explore a different avenue of life he so desperately wanted to try.

"Father, in case you've forgotten, I do believe the theater is still calling my name. I believe I am quite the talent you know." He looks at him with a beaming, confident smile. "Just picture it, Father," he looks up, places a hand upon his father's shoulder while extending his other hand up and away, 'Tonight, and for this one night only ladies and gentlemen, we present to you Mendev's own: Théoden Orrick!'" he mimics the crowd cheering before turning to his father with a proud grin, nodding at how awesome that would be. "What do you think?" he asks with enthusiasm.

Esmund could only sigh while shaking his head as he disguises his irritation as best he can by rubbing his eyes, something he found himself doing more often than desired. Keeping the tone of his voice at a respectable level as always, "Yes, son, I am well aware of your confidence in such an endeavor and one you feel you must explore, BUT, as I've said, when your training is complete, then we shall speak of it. Until then, please, Théoden, no more talk of such."

Esmund knew he couldn't keep the reins on him forever. He worried his son's mighty confidence in himself would be more equivalent to foolishness than bravery. And he knew his over-protectiveness of his only child is more of a hindrance to him than a help and he would have to let him go eventually. He was progressing so well in his training, Esmund knew there was little else he could teach.

Well it was not too long after that, an opportunity came about that Esmund knew his son's desire to become an actor would most definitely be put on hold. The Worldwound. Something had gone terribly wrong and a call to arms was raised for all those available. And Théoden was more than eager to volunteer his services and fight for the only land he's ever known. Especially when it comes to the idea of ridding the world of those that threatened to destroy his land. As far as Théoden was concerned, it was an honor and a privilege. But he also found it as the possibility of a new beginning and of fantastic ones yet to come.

For Esmund, though, while on one hand he is relieved that all this talk of 'acting' is now far behind his son, he finds himself deeply concerned for his son's well-being as any parent would; especially considering the task at hand would be formidable. Truly formidable. Knowing Théoden though - and knowing he was born for such a task - Esmund can only manage a slight grin at his strong-willed son. Fool boy, he thinks to himself, yet, in an odd sort of proud way. You are true gift, Theoden. Once you find yourself within the pit of the Worldwound, be the brave fool and fear nothing. For if you are to ever stop and think about what it is you truly face, I fear that is when your journey will end.

-----------------------------------------------------------------------

Exposed to Awfulness

Outside on a nice brisk clear morning, young 8-year-old Théoden enjoys the day. Even with the threat of demons threatening to make their way through to the material plane daily, that does nothing to dampen his spirits. With his wooden sword, he pretends to slay many demons in his wake. "Take that stupid demon! You have finally met your match! Rah! Rah!" He strikes at the air, again and again, imaginatively slaying one demon after another.

Pleased with himself and his excellent prowess, he turns and runs into something that he is sure wasn't there previously. Looking up, he steps back a few paces when he takes in the creature before him.

Pointing his useless sword at the demon, the child fights hard through the fear, yet, his shaking sword would prove otherwise. Narrowing his eyes as his heart races, Théoden does the only thing he knows to do. "DEEEEE-MON!!!" The next thing Théoden sees is the schir stepping forward with his wicked-looking halberd and swinging it in a wide arc straight towards him, the flat of the blade aiming straight for his head. As soon as it connects with the young boy...

Théoden shoots straight up in a sitting position, his breathing coming fast as he awakens from the nightmare that he hasn't shaken in fifteen years. Drawing his hands down his face, he takes a deep breath and smiles. "Well, I think today is going to be a good day! I cannot wait! Early to rise and all that you know," he says with a still beaming smile, rising and getting ready for the day ahead with gusto.

Théoden is 23 years of age, 6'4" and about 220 lbs. He possesses wavy brownish/black hair that falls just beyond his shoulder blades, deep green eyes and facial hair that's trimmed neatly. He's a friendly, carefree sort of fellow but some may find him a bit much due to his high level of confidence. But even with that, he is known as being steadfastly loyal. His Avatar pic is pretty spot on.

Théoden Orrick:

Théoden Orrick
Aasimar Paladin (Oath of the Mendevian Crusade)), Tempered Champion) of Iomedae 1st
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 shield)
Hp 13 (1d10+1Con+1FC)
Fort +4 (+2base/+2con)
Ref +2 (+0base/+2dex)
Will +4 (+2base/+2will) (+2 vs. death, energy drain, negative energy, or necromancy spells)

Resist Negative energy 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +5 (1d8+3/19-20)
Special Attacks Blessings 3/day (Sun: Blinding Strike, Good: Holy Strike), sacred weapon (1d6, +0, 1 rounds/day), smite evil 1/day (+4 attack and AC, +1 damage)

Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 19
Base Atk +1; CMB +3; CMD 15
----------------------------
Feats
----------------------------
Feats: 1st): (Class)Weapon Focus(Longsword/Heavy blades)[/i]
---------------------
Traits
--------------------
Exposed to awfulness
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

--------------------------
Skills
-------------------------
Diplomacy +10: (+1rnk/+4cha/+3cs/+2racial)
Perception +9: (+1rnk/+2wis/+3cs/+2racial/+1trait)

---------------------------------
Background skills
---------------------------------
Linguistics +1: (+1rnk/+0int)
Perform(act) +4: (+4cha)
Profession (soldier) +6: (+1rnk/+2wis/+3cs)

Racial Modifiers: +2 Diplomacy, +2 Perception
Languages: Celestial, Common
SQ: Deathless spirit(Alt race trait)*see below; Variant Aasimar abilities: +2 Cha

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Gear
----------------------
Studded leather: 25gp
Mwk heavy steel shield: 170gp
Longsword; 8gp
Masterwork backpack: 50gp
Bedroll: 1sp
Belt pouch: 1gp
Blint and steel: 1gp
Hemp rope (50 ft.): 1gp
Mess kit; 2sp
Soap: 1cp
Torch (x5): 5cp
Trail rations (x6): 3gp
Waterskin: 1gp
Wooden holy symbol of Iomadae: 1gp

261gp, 3sp, 6cp spent.

38gp, 6sp, 4cp left over
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Special Abilities
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Combat Expertise +/-1: Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet): You can see in the dark (black and white only).
Deadly Aim -1/+2: Trade a penalty to ranged attacks for a bonus to ranged damage.
*Deathless Spirit(Alt race trait): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Energy Resistance, Negative energy (5): You have the specified Energy Resistance against Negative Energy attacks.
Finesse Weapon Attack Attribute: Finesse weapons use Strength on attack rolls.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Weapon Focus (Heavy Blades): Choose one weapon group. You become better at using that type of weapon. Prerequisites: base attack bonus +1.
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PALADIN ABILITIES
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Detect Evil (At will) (Sp) You can use Detect evil at will (as the spell).
Smite Evil (1/day) (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.

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.

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 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Théoden:
Theoden Orrick
Male human paladin (Oath of the Mendevian Crusade, Tempered champion) 12/Champion/Guardian 5 (Pathfinder RPG UM 60, Weapon Master's Handbook 7)
LG Medium humanoid (human)
Init +7; Senses Perception +18
Aura courage (10 ft.), justice (10 ft.)
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Defense
--------------------
AC 29, touch 20, flat-footed 26 (+7 armor, +1 deflection, +3 Dex, +2 natural, +6 shield)
hp 185 (12d10+36con+25mythic+12feat+12fc)
Fort +18 (+8base/+3con/+6cha/+3cloak)
Ref +14 (+4base/+3ref/+6cha/+3cloak)
Will +18 (+8base/+2will/+6cha/+3cloak/+1trait) (+1 trait bonus vs. evil outsider's spells and effects)

*Note to self: Save totals and HP totals are correct at 11th level. Ignore current breakdown for both as they are built for 12th.

Defensive Abilities hard to kill, mythic saving throws; DR 5/epic; Immune disease, fear
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Offense
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Speed 60 ft.
Melee +1 longsword +19/+14/+9 (1d10+8/17-20)
Special Attacks Channel positive energy 8/day (DC 22, 6d6), mythic power (11/day, surge +1d8), smite evil 4/day (+5 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +18)
. . At will—detect evil
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Statistics
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Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 22
Base Atk +12; CMB +17; CMD 32
Level Feats: (1st): Weapon Focus (longsword), (1st(human)): Shield Focus, (3rd): Extra Lay on Hands, (5th): Power Attack, (7th): Extra Channel Energy (9th): Improved Critical (longsword), (11th): Toughness
Mythic Feats: (1st): Dual Path(Guardian), (3rd): Shield Focus
Tempered Champion Feats: (4th): Weapon Specialization (longsword), (8th): Greater Weapon Focus (longsword), (12th): Greater Weapon Specialization (longsword)
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Traits
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Purity of faith: You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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Skills 33 sk pts
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Acrobatics +2 (+14 to jump):
Bluff +5: (+5chr)
Diplomacy +21: (+12rnk/+6chr/+3cs)
Handle Animal +10: (+1rnk/+6chr/+3cs)
Heal +10: (+3rnk/+2wis/+3cs/+2kit)
Intimidate +6: (+6chr)
Knowledge (nobility) +5: (+1rnk/+1int/+3cs)
Knowledge (religion) +8: (+4rnks/+1int/+3cs)
*Perception +18: (+11rnk/+2wis/+3cs/+1trait)
Perform(Act) +5: (+5cha)
Profession(Soldier) +6: (+1rnk/+2wis/+3cs)
Ride +7: (+2rnk/+3dex/+3cs/-1acp)
Sense Motive +15: (+9rnks/+3wis/+3cs)
Spellcraft +5: (+1rnk/+1int/+3cs)
Survival +2: (+2wis)
Swim +4: (+5str/-1acp)
*Ranks are per headband
Languages Celestial, Common
SQ Absorb blow[MA], amazing initiative, anchoring aura, divine bond, divine bond (weapon +3, 2/day), divine weapon specialization, extra mythic feat[MA], fleet charge[MA], holy vessel, impervious body[MA], impossible speed[MA], lay on hands 14/day (6d6), mercies (diseased, sickened, nauseated), mythic smite[MA], precision[MA], recuperation,
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Gear
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+1 crusading, resonating mithral agile breastplate[APG]
+3 mithral heavy steel shield
+1 longsword
amulet of natural armor +2
belt of physical perfection +2
cloak of resistance +3
cracked dark blue rhomboid ioun stone
handy haversack
headband of mental superiority(Perception) +2
ring of sustenance
ring of protection +1, 265 gp
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Paladin Abilities
---------------------------------
Aura of Courage +4 (10 ft.) (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.
Aura of Justice (10 ft.) (Su) At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy list
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Nauseated) (Su) The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Mercy (Sickened) (Su) The target is no longer sickened.
Paladin Channel Positive Energy 6d6 (8/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
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Oath of the Mendevian Crusade
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The Worldwound threatens all of Golarion with the uttermost depths of depravity, and so paladins across the world stand firm against it. This oath is identical to the oath against fiends except as noted here.

Divine Bond (Su): At 5th level, the paladin adds evil outsider bane to the list of weapon special abilities that can be added to her weapon and removes flaming from the list.
Anchoring Aura (DC 22) (Su) At 8th level, a paladin's aura hampers extradimensional 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.
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 (see the armor special abilities and shield special abilities tables). 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.
Mercy (Su): At 12th level, the paladin can choose the following mercy.

Possessed: If the subject is affected by dominate person, possessed, or otherwise magically controlled by an evil outsider, this mercy grants the victim a new saving throw against the effect to end the effect at once.

Code of Conduct: Oppose demonic influence in all its forms and seek a way to close the Worldwound.

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Tempered Champion Abilities
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Divine Weapon Specialization (Ex) At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose. In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level. This ability replaces spellcasting.
Divine Bond (Su) At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
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Mythic Abilities
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(Guardian's Call)Absorb Blow (20 damage)(Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Amazing Initiative (Ex): 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.
(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.
Impervious Body (5/epic) You gain DR 5/epic. You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
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.
Impossible Speed (+40') (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Mythic Power (11/day, Surge +1d8): Use this power to perform your mythic abilities.
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.
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.
Power Attack [Mythic]: 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.

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.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest. 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.
Shield Focus [Mythic] Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus and your shield's enhancement bonus on a Fortitude or Reflex save just before you roll it.
Surge (+1d8) (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.

Theoden 8th:

Théoden Orrick
Male Human (Varisian) Paladin 8
LG Medium humanoid (human)
Init +1; Senses Perception +10
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
hp 68 (1d10+42lvl/+8con/+8fc)
Fort +11 (+6base/+1con/+3chr)
Ref +7 (+2base/+1dex/+3chr)
Will +11 (+6base/+1wis/+3chr)
Immune charm, disease, fear
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash +11/+6 (1d4+3/x2) and
. . Glaive-guisarme +11/+6 (1d10+4/x3) and
. . Masterwork Cold Iron Falcata +12/+7 (1d8+3/19-20/x3) and
. . Masterwork Lance +12/+7 (1d8+4/x3)
. . +2 Longsword +13/+8 (1d8+5/19-20/x2)

Ranged Mwk Comp shortbow (+2 Strength) +10/+5 (1d6+2/x3)
Special Attacks channel positive energy 6/day (DC 18, 4d6), smite evil
Spell-Like Abilities (CL 8th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +9):
2nd—bull's strength, righteous vigor
1st—keep watch, magic weapon
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Statistics
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Str 16(+1@4th), Dex 12, Con 12, Int 12, Wis 12, Cha 17(19 w/headband) (+1@8th)
Base Atk +8; CMB +11; CMD 22
Feats Animal Affinity, Exotic Weapon Proficiency (falcata), Extra Lay on hands, Greater Mercy, Persuasive, Power Attack
Traits Eyes and Ears of the City

Skills: 24 skill points: +8 int, +16 lvl
Bluff +6: (+4chr/+2alt race trait)
Diplomacy +19: (+8rnk/+4chr/+3cs/+2feat/+2alt race trait)
Handle Animal +10: (+1rnk/+4chr/+3cs/+2feat) (+12 with horse)
Intimidate +6: (+4chr/+2feat)
Perception +10: (+5rnk/+1wis/+3cs/+1 trait)
Ride +9: (+4rnk/+1dex/+3cs/+2feat/-1ac) (+11 to stay in saddle; 75% to remain in saddle if unconscious)
Sense Motive +10: (+6rnk/+1wis/+3cs)

Languages Common, Skald, Varisian
SQ aura of courage, aura of good, aura of resolve, divine bonds (mount), lay on hands, mercies (mercy [diseased], mercy [sickened]), silver tongued, summon mount

Combat Gear:
+1 Champion Mithral Agile Breastplate
Mithral Heavy steel shield
Glaive-guisarme
Masterwork Lance
Masterwork Cold Iron Falcata
+2 Longsword
Mwk composite shortbow (+2 Strength)
arrows(x11)

Other Gear: Cold Weather outfit, Furs, Headband of alluring charisma +2, *horse terra-cotta talisman, Ioun torch, Backpack, masterwork, Flint and steel, Potion of endure elements (x2), Potion of protection from evil (x6); 612 GP, 8 SP

*Once per day, the possessor of a terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. It also contains the vestige of a spirit of an ancient warrior or warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force. The Terra-Cotta Horse can be used to call a phantom steed (CL 6).

61lbs; (86lbs is light load, 173lbs med, 260lbs heavy)
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Grace You gain a bonus to saves equal to your Charisma bonus.
Greater Mercy When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (10/day) (Su) You can heal 4d6 damage, 8/day

Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (5/day) (DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
Summon Mount (1/day) (Sp) Summon your mount to your side.

Pride
Male Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +7
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Defense
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AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, -1 size, +10 natural)
hp 59 (1d8+30lvl+21con)
Fort +8 (+5base/+3con)
Ref +7 (+5base/+2dex)
Will +3 (+2base/+1will)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +9 (1d4+5) and
. . 2 hooves +9 (1d8+5)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 21 (+1@4th), Dex 15, Con 17, Int 6, Wis 12, Cha 6
Base Atk +5; CMB +11; CMD 23 (27 vs. Trip)
Feats Improved Natural Armor, Improved Natural Armor, Improved Natural Attack (hooves), Run
Tricks Attack(x2) [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Maneuver [Trick] (Overrun), Stay [Trick], Work [Trick]
Skills
Acrobatics +6: (+1rnk/+2dex/+3cs) (+14 jump, +18 to jump with a running start)
Climb +9: (+1rnk/+5str/+3cs)
Perception +6: (+2rnk/+1wis/+3cs)
Stealth -2: (+2dex/-4size)
Languages
SQ attack any target [trick], combat riding [trick], stay [trick]
Other Gear Mithral Chain shirt, Horseshoes of a zephyr, Bedroll, Blanket, Bullseye lantern, Feed (per day) (x4), Flint and steel, Military saddle, Saddlebags (10 @ 18 lbs), Trail rations (x5), Waterskin(x2)

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Special Abilities
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Attack Any Target [Trick] (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Combat Training [Trick] An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver [Trick] (Overrun) Attempts specified maneuver against target.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

Animal Companions

Table: Animal Companion Base Statistics

Horse
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. *This is a secondary natural attack, see Combat for more information on how secondary attacks work.

4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained (see the Handle Animal skill).

[dice=Attack #1: Mwk Cold Iron Falcata]1d20+12[/dice]
[dice=Damage]1d8+3[/dice]

[dice=Attack #2: Mwk Cold Iron Falcata]1d20+7[/dice]
[dice=Damage]1d8+7[/dice]

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[dice=Attack #1: Mwk Cold Iron Falcata w/PA]1d20+9[/dice]
[dice=Damage]1d8+9[/dice]

[dice=Attack #2: Mwk Cold Iron Falcata w/PA]1d20+4[/dice]
[dice=Damage]1d8+9[/dice]

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[dice=Attack #1: Mwk Cold Iron Falcata w/PA/Smite Evil]1d20+13[/dice]
[dice=Damage]1d8+14[/dice]

[dice=Attack #2: Mwk Cold Iron Falcata w/PA/Smite Evil]1d20+8[/dice]
[dice=Damage]1d8+14[/dice]

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[dice=Attack #1: Mwk Cold Iron Falcata w/PA/Smite Evil/Enlarge/Magic Wpn]1d20+13[/dice]
[dice=Damage]2d6+16[/dice]

[dice=Attack #2: Mwk Cold Iron Falcata w/PA/Smite Evil/Enlarge/Magic Wpn]1d20+8[/dice]
[dice=Damage]2d6+16[/dice]

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[dice=Bluff]1d20+6[/dice]

[dice=Climb]1d20+3[/dice]

[dice=Diplomacy]1d20+19[/dice]

[dice=Handle Animal]1d20+10[/dice]

[dice=Intimidate]1d20+6[/dice]

[dice=Perception]1d20+10[/dice]

[dice=Ride]1d20+9[/dice]

[dice=Sense Motive]1d20+10[/dice]

[dice=Survival]1d20+1[/dice]

[dice=Fort]1d20+11[/dice]

[dice=Ref]1d20+7[/dice]

[dice=Will]1d20+11[/dice]

[dice=Lay on hands]4d6[/dice]

[dice=Channel Energy]4d6[/dice]

[dice=Bite]1d20+9[/dice]
[dice=Damage](1d4+5[/dice]

and

[dice=Hoof]1d20+9[/dice]
[dice=Damage]1d8+5[/dice]

[dice=Hoof]1d20+9[/dice]
[dice=Damage]1d8+5[/dice]

[dice=Fort]1d20+8[/dice]

[dice=Ref]1d20+7[/dice]

[dice=Will]1d20+3[/dice]