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About Wilhelm AthshyothName Wilhelm Athshyoth
Defense
Offense
Melee +1 Lance Attack +9 Damage 1d8+7 (x3) Type P Special A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand. Masterwork Falchion Attack +9 Damage 2d4+6 (19-20/x2) Type S Ranged Masterwork Longbow Attack +6 Damage 1d8 (x3) Type P Ammunition Arrows (80) Special Attacks
Stats
Skills: (4) Diplomacy* +10, (2) K. (History)* +5 (2) Ride* +6 (+1 in armor), (4) Perception* +8, (4) Sense Motive* +7
Tracked Resources Smite 2/day
Class Abilities Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). 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, 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. At 3rd level, the paladin can select from the following initial mercies. • Fatigued: The target is no longer fatigued. • Shaken: The target is no longer shaken. • Sickened: The target is no longer sickened. Channel Positive Energy (Su) 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. 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. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. Equipment Full Plate (1,650 GP)
903 GP 0 SP 0 CP 0 PP Background:
Wilhelm grew up in a simple farming village where he lived with his father, mother, four brothers, and five sisters. Wilhelm's parents never cared about him as much as the other kids so he was able to leave the house. It was during one of these outings that Wilhelm saw a group of priests and paladins of the Order of Knights Griffon who were going out to fight some undead that had been recently spotted in an old dungeon. Wilhelm followed the group until they forced him to go back the village. Five days later the warriors returned exhausted and weakened but victorious. Wilhelm was reckless and headstrong, with a head full of chivalrous stories and very much still a naive kid. The Knights Griffon took a liking to him, but they didn't allow him to join for fear of his own safety. It wouldn't be responsible to lead such a young boy out into danger. Wilhelm made several attempts to impress the Knights, mostly with childish "feats" of bravery or martial prowess, but they never took any of it seriously. One day Wilhelm observes the knights being pestered and somewhat humiliated by a group of local ruffians, which the knights take with gentle good humor. Wilhelm was upset and disappointed by this act of "weakness and cowardice" on the behalf of the knights. The knights tried to explain their actions but Wilhelm unwilling to listen ran off, upset. Wilhelm went to confront the ruffians, with a farming hoe, only to discover that they're bandits and he's found their hideout. And that's when the knights show up, and easily slaughter all the bandits. They had never been frightened of them, just unwilling to resort to violence over wounded pride. When they tried to kill Wilhelm, violence became justified. The bandit leader escaped with Wilhelm as a hostage. The knights pursue him to a cave that happens to have a dire bear inside. The bear killed the bandit leader, would kill Wilhelm but the leader of the knights saves him at the last moment, losing her own arm in the process. She reassures Wilhelm that it's a trade she's happy to make. With this new evidence of Wilhelms bravery the knights felt that they could allow the boy to join as a squire for now. Wilhelm's parents seem overjoyed to have him go, and they sent him out without anything but the clothes on his back. The woman introduced herself as Zariana and she became his mentor as they traveled to the order's headquarters. When they got there Wilhelm's life became one of training as a squire. Wilehlm had to train for years and during that time he found that he was best at jousting. Wilehlm was so good that the order awarded him the Lance of Broken Moons. The lance had been used to slay demons for as long as the order existed and it had been a relic in the order. The only clue they had to the lance's origins was the broken phases of the moon that circled the lance. They had given the lance to promising paladin's to use, and Wilhelm was the next paladin to receive the honor. Zariana approached Wilhelm that night and told him that he should seek a quest out in the wilderness for him to follow. Wilhelm trusting the words of his mentor left the order's base to go adventuring. Wilehlm didn't have to travel very far to find problems in the world that could be solved and he tried to help out but he noticed that no matter what he did the problems kept cropping up. During this time Wilhelm began to have strange dreams where a woman in a silvery cloak began to ask him to help her. Wilhelm was surprised at first, but he travel to Magnimar and began researching on these dreams. When he found out about the sacrifice of the moon goddess Wilhelm knew that he had found his quest. Wilhelm packed up gear and bought some necessary items for the road ahead.
Personality:
Wilhelm is a man on a mission and he won't allow himself to be detered from it. He seeks to build an empire and because of this carries himself with a self confidence that what he does is right. Even though he knows that he must do some fighting Wilhelm has a deep rooted faith in the goodness that anyone can achieve if they work for it. His recent exposure to Acavna has just reinforced what people or gods can do if they work for the good of the world. Apperance:
Wilhelm is a tall, average, young man. He has pale violet eyes and brown hair. He is muscular but most of the time this is hidden by the platemail that he wears. A beatiful lance peeks out from behind his shoulder. It is covered with renditions of the moon in all of its phases. The armor and weapons are obviously well cared for as they almost shine in any amount of light. Even though the items are well cared for they do have many battle scars as the jungle hasn't been kind to Wilhelm's armor and weapons. |