Guard Captain Blacklock

Wyam Marshaal's page

184 posts. Alias of Macharius.


Race

HP 10/22 | Per +2 | CMB +7 | CMD 17, AC 20, Touch 10, Flat 20 | Fort +8, Ref +3, Will +8

About Wyam Marshaal

Human Paladin/Cavalier 2
LG Medium Humanoid (human)
Init +2; Senses Perception +2

-----Defense-----
hp 22 (2d10, +2 Con, +1 Favored Class)
CMD 17 (10, +2 BAB, +5 Str)
AC 20, touch 10, flat-footed 20 (+8 armor, +2 Shield)
Fort +8, Ref +3, Will +8

-----Offense-----
Speed 20 ft. (30 ft. base, Heavy Armor)
Base Atk +2
CMB +7 (+2 BAB, +5 Str)
Melee
Mwk Handaxe +8 (1d6+5/20/x2 S)
Dagger +7 (1d4+6/19-20/x2 P/S)
Lance +7 (1d8+6/20/x3 P reach) Double damage and single-handed when used from the back of a charging mount)
Longsword +7 (1d8+5/19-20/x2 S)
Morningstar +7 (1d8+5/20/x2 B/P)
Ranged
Shortbow +2 (1d6/20/x3 P)

Statistics:

30 BP total

STR: 16+2R=18 (10 BP) +2 Enhancement bonus from gear
DEX: 10=10 (0 BP)
CON: 14=14 (5 BP)
INT: 10=10 (0 BP)
WIS: 14=14 (5 BP)
CHA: 16=16 (10 BP)

Launguages Common

Traits:
C-Monster Hunter: +1 trait bonus on attack and damage against aberrations and magical beasts.

Reactionary: +2 trait bonus on Initiative checks.

Caretaker: +1 trait bonus on Heal checks and Heal is a class skill.

Feats:

B-Skill Focus (Ride)
1-Mounted Combat
C-Lookout

Skill Focus (Ride): You get a +3 bonus on all Ride checks. If you have 10 or more ranks in Ride, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Mounted Combat (Combat): Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Lookout (Combat, Teamwork) Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Skills:
4, +0 Int, +1 Human, +1 Bonus

  • Acrobatics -7 (+0 Dex, -7 ACP)
  • Appraise +0 (+0 Int)
  • *Bluff +3 (+3 Cha)
  • *Climb -2 (+5 Str, -7 ACP)
  • *Diplomacy +8 (2 rank, +3 Cha, +3 class)
  • Disguise +3 (+3 Cha)
  • Escape Artist -7 (+0 Dex, -7 ACP)
  • Fly -7 (+0 Dex, -7 ACP)
  • *Handle Animal +8 (2 rank, +3 Cha, +3 class)
  • *Heal +3 (+2 Wis, +1 Trait)
  • *Intimidate +3 (+3 Cha)
  • *Knowledge (nobility) +5 (2 rank, +0 Int, +3 class)
  • *Perception +2 (+2 Wis)
  • *Profession (Soldier) +7 (2 rank, +2 Wis, +3 class)
  • *Ride +8 (2 rank, +0 Dex, +3 class, +3 other) No ACP Cavalier class feature
  • *Sense Motive +7 (2 rank, +2 Wis, +3 class)
  • Stealth -7 (+0 Dex, -7 ACP)
  • *Survival +2 (+2 Wis)
  • *Swim -2 (+5 Str, -7 ACP)
    *Class Skill
  • Equipment:
    Combat Gear
  • Dagger (2gp, 1 lb)
  • Half-Plate (600gp, 50 lbs)
  • Heavy Steel Shield (20gp, 15 lbs)
  • Lance (10gp, 10 lbs)
  • Longsword (15gp, 4 lbs)
  • Morningstar (8gp, 6 lbs)
  • Shortbow (30gp, 2 lbs)
  • Mwk Handaxe

    Other Gear On Wyam

  • Belt of Strength +2
  • Backpack (2gp, 2 lbs)
  • Bedroll (1sp, 5 lbs)
  • Flint and Steel (1 gp, 0 lbs)
  • Belt Pouch (1gp, 0.5 lbs)
  • Hemp Rope (50') (1gp, 10 lbs)
  • Sack (1sp, 0.5 lbs)
  • Signet Ring (5gp, 0 lbs)
  • Torch (x3) (3cp, 3 lbs)
  • Waterskin (1gp, 4 lbs)
  • Whetstone (2cp, 1 lbs)

    On Mount

  • Bit and Bridle (2gp, 1 lbs)
  • Trail Rations (x6) (3gp, 6 lbs)
  • Feed (x6) (3sp, 60 lbs)
  • Military Saddle (20gp, 30 lbs)
  • Saddlebags (4gp, 3 lbs)
  • Tracked Resources:

    Arrows - 20
    Feed - 6
    Torch - 3
    Trail Rations - 6

    Class Features:
    Paladin
    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.

    Cavalier
    Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

    Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

    The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

    Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

    A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

    A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

    Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

    Order of the Dragon
    Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

    Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

    Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

    Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

    A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

    Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

    Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

    Racial Abilities:

    +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

    Normal Speed: Humans have a base speed of 30 feet.

    Bonus Feat: Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Mount:
    Animal Companion
    Horse
    N Large Animal
    Init +1; Senses low-light vision, scent; Perception +5
    --------------------
    Defense
    --------------------
    AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
    hp 20 (+7)
    Fort +5, Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee Bite (Horse) +3 (1d4+3/x2) and
    . . Hooves x2 (Horse) +3 x2 (1d6+3/x2)
    Space 10 ft.; Reach 5 ft.
    --------------------
    Statistics
    --------------------
    Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
    Feats Toughness +3
    Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
    Skills Acrobatics +5 (+13 jump), Fly -1, Perception +5, Stealth -3
    Languages
    SQ combat riding [trick], stay [trick]
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Stay [Trick] The animal will stay where it is.

    Background:
    Wyam Marshaal was born into the family of a minor noble in rural Varisia. His early years living on a manorial estate put him in close contact with the peasant tenants, the children of whom were his friends and playmates. When he was big enough, his mother was able to persuade her second cousin in Korvosa to take him on as a squire. A strong boy, Wyam excelled at armsplay and, due to his country upbrining, horsemanship. In the big city, however, Wyam always felt out of place: his many happy memories of playing with the peasant children were in stark contrast to how the nobles of the big city treated the lower-born. When he reached his majority living in his uncle's House and had passed beyond further obligation to serve, Wyam requested to join the Church of Iomedae.

    Far from being disappointed or upset, Wyam's request appealed to his uncle's eternal hunger for power and prestige: as a Marshaal, anything Wyam did would only increase his own standing as well. And so it did, for Wyam's skill in the training salle and lists within the Church's militant arm quickly rose. Within the Church, however, Wyam remained unhappy. While the elimination of the undead, evil wizards, demons, and devils was all well and good, the Church seemed - to Wyam - to be neglecting the welfare of those they were so busy proclaiming they protected. And so Wyam took up his own banner as a knight-errant, roaming Varisia to protect travellers from bandits, villagers from goblins, and doing what he could to aid the common folk of the land. He eventually found himself in the town of Sandpoint, taking up with a small group of like-minded adventurers and serving with them to shield and serve the townsfolk.

    Personality:
    Wyam is cheerful, outgoing, well-mannered, and considerate of others. He extends the benefit of the doubt to all, and cares for the plight of the poor more than many of the "enlightened" born of higher stations. To those that betray his trust or who seek to harm his friends or family, he is a tireless, implacable foe that will unrelentingly harry an enemy into submission.

    Regarding selfish characters, Wyam would take the "enlightened self-interest approach" where encouraging the character to help him and/or the [rest of the] party is in that character's best interest as well. If Wyam is able to build enough trust with this character, he would try to get them to change by showing how honestly being out to help others can be more rewarding than merely making it through another day with hopefully a few more gold in the pocket. For characters that have done evil in the past, it's no big deal to him so long as the character regrets what they did and is trying to make things right or has already done so and learned from it and is now doing the right thing.

    In general, Wyam is very self-aware in the sense that he's not perfect and that, as a mortal, has committed his own sins and will continue to do so despite his desire to be good. This could especially arise if his family or friends are tortured, kidnapped, etc: Wyam's as easy going as it gets until you piss him off (which will take a lot), but once you do that it's "war to the knife" which will always be a challenge for him to not succumb to and lose himself forever in. Wyam is a character who could lose the war by winning every battle, and it will take all he has - and the rest of the party as well - to prevent that.

    Appearance:
    Wyam is of average height with a distinctly muscular build. His long, black hair hangs loose about his shoulders to frame a rough-hewn face daily shaved of beard. His skin was tanned from weeks of outdoor living. His manner of dress was of good weave and cut, but without ostentatious decoration: as befitted a soldier and member of a holy order.