Paladin of Iomedae

Zaigan Capoferro's page

20 posts. Alias of Josiah John.


Full Name

Zaigan Capoferro

Race

Aasimar

Classes/Levels

Paladin 5/Mythic Marshall 1

Combat Stats:
HP 53/53 | AC:24/11/23 | CMB +8, CMD 20 | F10, R7, W10 | Init +2 | Perc +10, SM +8

Gender

M

Size

M; 6'2" 170

Age

77

Alignment

LG

Deity

Iomedae

Languages

Common, Celestial, Elven, Draconic, Undercommon

Occupation

Weaponsmith

Strength 17
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 15
Charisma 18

About Zaigan Capoferro

Basics:
AC: 24
Touch: 11 Flat: 23
CMD: 20

HP: 53/53 (dead at -##)

BAB: +5
CMB: +8
Fort: +10
Ref: +7
Will: +10

Init: +2
Speed: 20'

Racial traits:

Ability Score: Aasimars are insightful, confident and personable. They gaine +2 Wisdom and +2 Charisma.
Type: Aasimar are outsiders with the native subtype.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Features:

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 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.
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.

Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PPC:HH
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.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

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.

Feats and Traits:
Feats
Charge of the Righteous (Combat): Benefit(s): You do not take a penalty to AC while charging undead creatures and evil outsiders.
Greater Mercy: Benefit: 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.
Combat Advice: Benefit(s): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
Traits
Oathbound: Benefit: Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.
Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your
deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant.

Basic Attacks:

Long Sword: +8, 1d8+3 damage, crit 19-20/x2, Slashing
Radiance: +9, 1d8+4 damage, crit 19-20/x2, Slashing
Javelin: +8, 1d6+3 damage, crit x2, Piercing (thrown 30')

Skills (*Class Skills):

-4 Acrobatics
+2 Appraise
+4 Bluff
-3 Climb
+10 Craft (Weapons)* 5r
+13 Diplomacy* 4r
+0 Disable Device
+4 Disguise
+-4 Escape Artist
-4 Fly
+0 Handle Animal
+7 Heal* 2r
+4 Intimidate
+0 Knowledge (Arcana)
+4 Knowledge (Dungeoneering) 2r
+0 Knowledge (Engineering)
+0 Knowledge (Geography)
+0 Knowledge (History)
+0 Knowledge (Local)
+0 Knowledge (Nature)

+6 Knowledge (Nobility)* 1r
+0 Knowledge (Planes)
+10 Knowledge (Religion)* 5r
+3 Linguistics 1r
+10 Perception* 4r
+4 Perform
+0 Profession*
+0 Ride* 1r
+8 Sense Motive* 3r
+0 Sleight of Hand
+8 Spellcraft* 3r
-4 Stealth
+2 Survival
+-3 Swim
+0 Use Magic Device

Spells:
Spells/Day: #/0th, #/1st
Concentration: +#
Spellbook:
0th - [/i]
1st - [i]

Spells Prepared:
0th - DC 1#
1st - DC 1#

Equipment:

Encumbrance: / lbs
Gear:
[lbs]
[lbs]
[lbs]
[lbs]
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Money:
PP:
GP:
SP:
CP:

Background:

Zaigan grew up in Nybor, in the country of Varisia. As a boy, he trained under his father, learning the art of weaponsmithing.

While growing up, he was faced with the multitude of moral dilemmas that plague youth of the day. At night, he would have visions of a young, armored warrior woman who would speak to him and offer guidance of how he should act. The woman had an aura of power and authority, which Zaigan felt almost instinctively that he would follow her cause if he ever found out who she was. He told his family several times about the visions, but they simply dismissed them as dreams.

The dreams continued throughout his life until he reached adulthood, when he departed from his family and ventured to the city-state of Magnimar, in southern Varisia. He continued his work as an apprentice weaponsmith. While there, his visions increased in number, pushing him to venture into the Keystone district.

In the Keystone district, he came upon the grand Temple of Iomedae. He entered and dropped to his knees almost instantly as his eyes fell upon the statue of Iomedae in the center of the temple. He immediately sought entrance from one of the priests to take up service in the order following Iomedae.

Noting his skill with crafting weapons, the priests sent Zaigan to Absalom to train at Tempering Hall as a paladin. There, he trained for the next several years, maintaining his skill as a weaponsmith while learning the ways of the paladin. Zaigan was released after completion of his training to travel to the city of Kenabres to celebrate the The Inheritor’s Ascendance, anticipating pledging his sword to the fight. He took part in several of the festivities and was on his way to the fortress around the wardstone when the Incursion occurred, dropping him down into the chasm.