Friendly Fighter

Marten Lebeda's page

389 posts. Alias of Jesse Heinig.


Full Name

Marten Lebeda

Race

Human Paladin (Mind Sword) 10 |

Classes/Levels

24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Gender

Male

Size

Medium

Age

26

Alignment

Lawful Good

Deity

Irori & Gruhastha

Languages

Common (Taldane); Elven, Vudrani

Homepage URL

Picture

Strength 16
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Marten Lebeda

Marten Lebeda
Male human paladin (mind sword) 10
LG medium humanoid (human)
Init +0; Senses Perception +5, Sense Motive +14

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Defense
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AC 25, touch 12, flat-footed 25 (+8 armor, +5 shield, +2 deflection)
HP 94 (10d10, +20 Con, +10 Fast Learner feat)
Fort +13 (+7 base, +2 Con, +3 divine grace, +1 divine grace enhancement bonus), Ref +7 (+3 base, +3 divine grace, +1 divine grace enhancement bonus), Will +12 (+7 base, +1 Wis, +3 divine grace, +1 divine grace enhancement bonus)

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Offense
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Speed 30 ft.
Melee +1 mithral dueling sword "Falling Leaf" +14/+9 (1d8+5 slashing/19-20/x2)
Ranged +1 mithral dueling sword "Falling Leaf" mind arsenal +15/+10 (1d8+5 slashing/19-20/x2/30 ft.)
Ranged Javelin +13 (1d6+3 piercing/x2/30 ft.)
Spells Prepared (CL 7th; concentration +10)
• 3rd (1)–intellect fortress I
• 2nd (2)—apport object, communal protection from evil
• 1st (3)—bless weapon, divine favor, thought shield I

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Statistics
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Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 16 (18 with enhancement bonus)
Base Atk +10/+5; CMB +13; CMD 23
Languages: Common (Taldane); Elven, Vudrani

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Feats
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Level 1
Psychic Sensitivity: You unlock the secrets of the occult world.
Benefit(s): You gain access to occult skill unlocks for any skills in which you have ranks. If you have no ranks in the appropriate skill, you can’t use the occult skill unlock, even if that skill can be used untrained.
Normal: You must have the ability to cast psychic spells in order to use occult skill unlocks.

Human bonus feat
Fast Learner: You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 5
Recruits: Be they students, retainers, new recruits to your order, or neophyte members of your faith, you have access to a small set of dedicated servants.
Prerequisite(s): Cha 13, character level 5th.
Benefit(s): You gain a number of cohorts (as the Leadership feat) that represent NPCs you are responsible for instructing and overseeing. You have a number of such cohorts equal to half your character level. Unlike normal cohorts, these minor cohorts must be at least 4 levels lower than your character level. Since these students must spend most of their time studying and gaining experience, you can only have one minor cohort travel with you at a time (though they all gain experience at the same rate, as those not present are assumed to be studying and growing independently). Whenever you are in a major town or city, you may exchange your current minor cohort for a different member of your recruits.
As minor cohorts are busy learning and studying the basics of their careers, those not traveling with you cannot engage in mundane or magical crafting or Profession checks. Minor cohorts not traveling with you can serve as managers for your holdings if you are using downtime rules. If a minor cohort dies, you take only a –1 penalty to your Leadership score.
Special: Recruits counts as the Leadership feat for purposes of prerequisites. A character cannot have both Leadership and Recruits. A character with Recruits that later qualifies for Leadership may exchange this feat for Leadership immediately upon qualifying (selecting one minor cohort to become a full cohort, while the rest move on).
Link to Marten's Recruits

Level 7
Antagonize: Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Level 9
Martial Focus (Combat): You have honed your skills with a group of related weapons.
Prerequisite(s): Base attack bonus +5.
Benefit(s): Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.
Chosen weapon group: Heavy blades

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Traits
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Centered (Religion): Having anchored yourself in your faith and your knowledge of yourself, you’ve made it difficult for others to dominate you. You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1.

Noble Born (Campaign): You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits.
House Lebeda—You gain one of the following languages as a bonus language: Dwarven, Elven, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
Chosen language: Elven

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Adventuring Skills
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Total skill ranks: 50/20 (20 paladin, +10 Int, +10 human, +10 Fast Learner feat; 20 background)

Climb +8 (2 ranks, +3 Str, +3 class skill)
Diplomacy +17 (10 ranks, +3 Cha, +1 Cha enhancement, +3 class skill)
Intimidate +17 (10 ranks, +3 Cha, +1 Cha enhancement, +3 class skill)
Knowledge (religion) +6 (2 ranks, +1 Int, +3 class skill)
Perception +5 (4 ranks, +1 Wis)
Ride +13 [+12] (10 ranks, +3 class skill)
Sense Motive +14 (10 ranks, +1 Wis, +3 class skill)
Swim +8 [+7] (2 ranks, +3 Str, +3 class skill)

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Background Skills
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Handle Animal +12 (5 ranks, +3 Cha, +1 Cha enhancement, +3 class skill)
Knowledge (geography) +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (nobility) +14 (10 ranks, +1 Int, +3 class skill)

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Gear
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Level 7 starting gear: 23,500 gp

Traveler's outfit (free starting outfit)
+1 mithral dueling sword "Falling Leaf" (3,520 gp, 1½ lbs.)
Javelins, 3 (1 gp ea., 2 lbs. ea.)
+2 mithral agile breastplate (5,400 gp, 10 lbs.)
+2 heavy darkwood reliquary shield (4,507 gp, 5 lbs.)
Wooden holy symbol (1 gp)
Headband of alluring charisma +2 (4,000 gp)
Ring of protection +2
Masterwork backpack (50 gp, 4 lbs.)
[
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp)
• Holy book "Unbinding the Fetters," lavishly illustrated (100 gp, 5 lbs.)
• 371 gp, 9 sp
]

Horse (combat-trained) "Tracer" (bonded mount)
Animal Companion Rules
HD 9, 71 hp
Size Large; Speed 50 ft.; AC 18; Attack bite +10/+5 (1d4+4), 2 hooves* +5 (1d6+2); Ability Scores Str 18, Dex 15, Con 15, Int 8, Wis 12, Cha 6; Special Qualities low-light vision, scent.
*This is a secondary natural attack.
Base Attack Bonus: +6/+1
Saves: Fort +9, Ref +9, Will +5
Feats: Endurance, Multiattack, Run, Sure-Footed, Toughness, Valiant Steed
Skills: Linguistics +3 (4 ranks), Perception +8 (4 ranks), Stealth +9 (4 ranks), Swim +11 (4 ranks)
Languages: Common (Taldane), Elven, Sylvan, Vudrani
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores. Chosen ability: Intelligence, Intelligence
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

[
• Bit and bridle (2 gp, 1 lb.)
• Barding, masterwork studded leather (400 gp, 40 lbs.)
• Saddle, military (30 gp, 20 lbs.)
• Saddlebags (4 gp, 8 lbs.)
• [
•• Bedroll (1 sp, 5 lbs.)
•• Blanket (5 sp, 3 lbs.)
•• Courtier's outfit (30 gp, 6 lbs.)
•• Courtier's jewels (50 gp)
•• Flint and steel (1 gp)
•• Mess kit (2 gp, 1 lb.)
•• Tent, medium (15 gp, 30 lbs.)
•• Trail rations, 5 (5 sp ea., 1 lb. ea.)
•• Waterskin (filled) (1 gp, 4 lbs.)
• ]
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
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.

Paladin (mind sword) 10

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.

Mind Arsenal (Su): At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a full-round action to attack the same opponent multiple times, as if using the full attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action. This ability replaces lay on hands.

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.

Touch Treatment (Su): At 3rd level, a mind sword can expend one use of her mind arsenal ability to remove minor harmful mental conditions, as per the mesmerist touch treatment class feature (Pathfinder RPG Occult Adventures 43). At 9th level, she can remove moderate conditions, and at 15th level, she can remove major conditions. This ability replaces mercy.
Touch Treatment (Su): At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.
Minor Conditions: Fascinated, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.

Spells: A mind sword adds the following psychic spells to her paladin spell list at the listed spell levels: 1st—detect psychic significance, mage hand, telekinetic projectile, thought shield I; 2nd—apport object, enshroud thoughts, mental barrier I, thought shield II; 3rd—intellect fortress I, mental barrier II, telekinetic maneuver, thought shield III; 4th—intellect fortress II, telekinesis, thought shield IV, thoughtsense, tower of iron will I. The mind sword can prepare and cast these psychic spells as divine paladin spells. However, the mind sword cannot use these spells for item creation, including making potions or scrolls of these spells. This ability replaces channel positive energy.

Divine Bond (Sp): 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 second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount may come from the following list:
Medium Paladins: Camel, Elk, Giraffe, Horse, Seahorse, Giant, Yak, Zebra
This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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Backstory
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Description: Handsome and confident, Marten is a true scion of the Lebeda line. He is physically adept and has angular features, a fair complexion, short blond hair that never seems to have a bad day, and a ready quirky smile. He looks every inch the shining knight, though despite is gleaming armor and sword, he takes on an otherwise humble appearance, with simple garb and even a wooden holy symbol.

Hair: Blond
Eyes: Blue
Height: 6' 1"
Weight: 179 lbs.

Background: Born the second son of a spur of the Lebeda family, Marten is a minor noble and not in line for an inheritance. Like many nobles he trained in both the warrior arts and the social graces, and he showed a natural aptitude for both. Youthful naivete grew into chivalric courtesy as he strove to live up to the knightly ideals, perhaps because he knew that his elder brother, in line to inherit his family's lands and money, would not be judged by such standards; to Marten, he had only his skill and his honor, and he would not stint on either.
During his adolescence, Marten suffered through strange fever-dreams and odd premonitions. Though the full extent of these was never determined—because psychic phenomena are rare and not well understood in Brevoy—he learned the rudiments of certain psychic arts through practice and training. This focus split his attention with his study of warfare and divine principles, thereby giving him an unusual suite of abilities for a paladin.
Devoid of much beyond his name and his martial possessions, Marten became a free-lance, traveling from place to place in order to deal with unrest and trouble. in order to gain the experience and reputation necessary to help stabilize Brevoy, he has chosen to undertake an expedition into the River Kingdoms with an eventual goal of adding to the order and welfare of the small communities there.

Personality Traits: Marten is a generally positive and upbeat man. He is surprisingly easygoing and quite socially adroit. Though not a powerful thinker, he tends to take a view of the long-term consequences of various actions and balances his judgement in that fashion. He is ready to listen to the opinions of those whose knowledge he respects.
Due to his upbringing as a noble, Marten has a sense of chivalric duty and noblesse oblige, and an eagerness for glory in war against the wicked.
Marten enjoys good wine (in moderation), fresh fruit, and being able to help people through valor or mercy. He also tends to see himself as someone with a duty to use his holy powers for the "less fortunate."