About Tywynn of the house Boritsi
The Boritsi's are ancient noble family dedicated to the service of Arshea. They are an original founding family from the city of Greyhawk, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Marcellus Boritsi, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of ___ 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 Golarion fall into darkness.
At least that is how it was supposed to be.
Of the original guardian houses, the Boritsi family and the House of Ravencourt are all that remain. Many other houses have fallen or forgotten their oaths. Many shards have been lost.
The House of Boritsi now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Boritsi family. The rest are scattered.
Lord Tywynn has taken it upon himself to go and find these shards and bring that golden age back. Travelling from his home in Greyhawk he finds himself in ___ looking for a shard that is rumored to be here.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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): 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 Charisma 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.
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(7/Day), 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.
Legalistic (Blood of Fiends pg. 26 (Amazon)): Your honor imposes savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).
Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
Eye of the Moon (Su): Your connection to the moon makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Moonless nights, cloudy skies, and shadows interfere with this ability.
Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on charisma checks and charisma based skill checks when interacting with an intelligent creature who could be sexually attracted to you
Mystery Cultist Stuff:
Blessed (Ex): Upon a mystery cultist’s death, her soul appears in the good Outer Planes. In time, her soul will transform into an agathion, angel, archon, or azata.
If the mystery cultist is successfully resurrected, she may immediately gain the answer to any one question as if she had cast contact other plane and reached her empyreal lord patron. The mystery cultist need not succeed at an Intelligence check to avoid a decrease in Intelligence or Charisma. The empyreal lord is treated as an “intermediate deity of the Outer Planes”—treat any “lie” result as “don’t know” instead.
Obedience (Ex): In order to maintain the abilities granted by this prestige class (including all spellcasting abilities that have been augmented by this prestige class), a mystery cultist must indulge in a daily obedience to her chosen empyreal lord (see page 5).
Glorious Aura (Su): Starting at 2nd level, a mystery cultist can shroud herself in a glorious aura for 1 round per mystery cultist level. These rounds need not be consecutive. Her features radiate with divine beauty, but the force of her presence can be frightening to others. The mystery cultist gains a +4 sacred bonus to her Charisma score and radiates a 10-foot aura of terrible awe. Creatures within the aura must succeed at a Will save (DC 10 + the mystery cultist’s class level + the mystery cultist’s Charisma modifier) or become frightened for 1d4 rounds. Regardless of whether the save is successful, a creature cannot be affected by a mystery cultist’s glorious aura more than once in 24 hours. This is a fear effect.
Celestial Boon: As the mystery cultist gains levels, she gains boons from her celestial patron. The nature of the boons varies depending on the mystery cultist’s chosen empyreal lord. Each empyreal lord grants three boons, each more powerful than the last. At 3rd level, the mystery cultist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Celestial Obedience feat on page 5 and the empyreal lord descriptions in Chapter One for details on celestial boons. When a celestial boon grants a spell-like ability, the mystery cultist’s level for the spelllike ability equals her total character level. This ability allows a mystery cultist to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Brand of Healing (Sp): At 4th level, the mystery cultist gains the ability to cast heal as a spell-like ability once per day. The target of this ability is branded on the forehead or another visible area with an incandescent tattoo of the holy symbol of the mystery cultist’s patron. The holy brand lasts for 24 hours before fading.
Summon Celestial (Sp): Starting at 4th level, a mystery cultist can use summon monster VI once per day to conjure one lillend, 1d3 bralanis, or 1d4+1 hound archons to serve her. At 8th level, the mystery cultist also gains the ability to use summon monster VIII once per day to conjure one monadic deva, 1d3 avoral agathions, or 1d4+1 lillends to serve her. Mystery cultists who worship a particular empyreal lord may be able to summon other good outsiders of equal power with this ability (according to GM discretion).
Fervor (Su): At 5th level, the mystery cultist can enter a religious fervor for a number of rounds per day equal to her class level, and can enter a fervor or end it as a free action. While in this fervor, the mystery cultist gains a +2 sacred bonus on all weapon attack and damage rolls, DR 5/evil, and a +2 bonus to her caster level for the purposes of determining the range, duration, and level-dependent effects of spells. In addition, her base speed increases by 10 feet.
A mystery cultist takes a –4 penalty on Charisma checks and Charisma-based skill checks during the fervor and for a number of minutes afterward equal to 2 × the number of rounds spent in the religious fervor.
Incorruptible (Su): At 7th level, the mystery cultist gains a +2 bonus on saving throws versus disease and poison. If the mystery cultist is killed, her body does not decompose, but stays pure and whole as if targeted by a permanent gentle repose spell. This effectively extends the period in which she can be affected by a raise dead spell indefinitely. Finally, this ability prevents the mystery cultist from ever being transformed into an undead creature by any means short of a wish or miracle.
Sacred Haven (Su): At 10th level, the mystery cultist earns a place at the side of her celestial patron. A room is set aside for her at her patron’s place of residence on the celestial planes (if her patron has no permanent residence, the room stands alone in a quiet spot on the celestial planes). Once per day, the mystery cultist can teleport herself and one willing creature per mystery cultist level to this sacred haven as per plane shift, except she always arrives exactly at the threshold of her haven. The room is outfitted with comfortable beds for everyone, a small research library, a shrine, and a chest or cupboard that functions as a portable hole but that cannot be removed from the room. The mystery cultist can teleport herself and her allies out of the sacred haven at will, but can only return to the spot from which they last left.
0: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize
1:(8/8) Air Bubble, Cure Light Wounds(1d8+5), Divine Favor(+3/+3), Fumbletongue(Will 18)(Mystery spell), Liberating Command(Immediate Action), Remove Fear, Remove Sickness, Shield of Faith, Weapons Against Evil
Weapons: +1 Adamantium Fauchard
Other: Wand CLW(50)(50)