Female Fighter

Zathe Dakamon's page

12 posts. Alias of Alexander Kilcoyne.


Full Name

Zathe Dakamon

Race

Human

Classes/Levels

Paladin / 2

Gender

Male

Size

Medium

Age

17

Special Abilities

Lay on Hands, Smite Evil, Clankiness (massive ACP)

Alignment

LG

Deity

Erastil

Location

On the road...

Languages

Common

Occupation

Young Ex-Noble/Blademaster, newly found faith in Erastil

Strength 16
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 13
Charisma 19

About Zathe Dakamon

HP, Speed & Initiative:

Max HP: 24 (16+ Con Modx2 + Favoured Class HP)
Death Value: -16
Speed: 30 feet base, 20 feet in scale armour (Run x3)
Initiative: +3

Appearance::
Heavily laden with weapons, Zathe has the appearance of a young handsome squire at first glance- with his long flowing blonde hair and tall, imposing figure he looks like a young crusader. His eyes have a hint of sadness to them, but his mouth wears a wry smile as he bows deeply before you. He is wearing simple travelling clothes underneath his armour, and appears quite heavily laden with all the equipment he is carrying.

Offence:

BAB: +2
CMB: +5 (+2 BAB, +3 Strength)
Melee: +3 (+2 BAB, +3 Strength, -2 Tower Shield)
Ranged: +3 (+2 BAB, +3 Dexterity, -2 Tower Shield)
Battleaxe: +3, 1d8+3, 20X3, Slashing
Warhammer: +3, 1d8+3, 20X3, Bludgeoning
Trident: +3, 1d8+3, 20X2, Piercing, 10 foot range increment, can be braced.
Thrown Javelin: +3, 1d6+3, 20X2, Piercing, 30 feet Range Increment.

Defence:

AC: 23 (+5 scale, +4 tower shield, +3 dexterity, +1 dodge)
Flat-footed AC: 19
Touch AC: 14
Saving Throws
Fortitude: +10, Reflex: +7, Will: +8

CMD: 19 (+2 BAB, +3 Strength, +3 Dexterity, +1 Dodge).
Conditional CMD: +10 CMD to being disarmed when his gauntlets are locked into shield and weapon (when Zathe is expecting to go into trouble or has a few seconds to ready himself for a fight).

Skills, Feats, Traits & Class Features:

Class skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility), Knowledge (Religion), Profession, Ride, Sense Motive, Spellcraft.

Armour Check Penalty: -3 (this is assuming that Zathe drops or puts away his shield when trying to do anything special, if he is caught by surprise or can't do this then the AC penalty is -13!)

Skill Modifiers
Acrobatics= -0
Appraise= +0
Bluff= +4
Climb= +0
Craft= +0
Diplomacy= +9 (2 Ranks)
Disguise= +4
Escape Artist= -0
Fly= -0
Heal= +5 (1 Rank)
Intimidate= +4
Knowledge (Nobility)= +5 (2 Ranks)
Perception= +1
Perform= +4
Ride= +4 (1 Rank)
Sense Motive= +1
Stealth= -0
Survival= +1
Swim= +0

Class Features:
Simple & Martial Weapon Proficiency
Armour Proficiency (all)
Shield Proficiency
Aura of Good
Detect Evil
Smite Evil 1/day
Divine Grace
Lay on Hands 5/day, 1d6

Feats:
Dodge (Level 1)
Tower Shield Proficiency (Level 1 Human Bonus Feat)

Traits:
Patient Optimist (Erastil): +2 bonus on diplomacy checks to influence hostile or unfriendly creatures. Source- Pathfinder Companion (Cheliax)

Armour Expert: Reduce AC penalties by 1. Source- Paizo.com/traits (combat)

Equipment:

Carrying Capacity: Light Load: <76lbs, Medium Load: 77-153lbs, Heavy Load: 154-230lbs

Scale Mail: Worth 50GP, weighs 30 lbs.
Two Locked Gauntlets (replaces gauntlets on scale mail): Worth 16GP.
Tower Shield: Worth 30GP, weighs 45 lbs.
Battleaxe: Worth 10GP, weighs 6 lbs.
Warhammer: Worth 12GP, weighs 5 lbs.
Trident: Worth 15GP, weighs 4 lbs.
Four Javelins: Worth 4GP, weighs 8 lbs.
Backpack: Worth 2GP, weighs 2 lbs.
Bedroll: Worth 1SP, weighs 5 lbs.
Winter Blanket: Worth 5SP, weighs 3 lbs.
Flint and Steel: Worth 1GP, weighs N/A.
Four inkpens: Worth 4SP, weighs N/A.
19 Sheets of Paper: Worth 10GP, weighs N/A.
Belt Pouch: Worth 1GP, weighs 1/2 lb.
Silk Rope (50 feet): Worth 10GP, weighs 5 lbs.
One Travellers Outfit: Worth 1GP, weighs 5 lbs. .
Tent: Worth 10GP, weighs 20 lbs.

Cash: 20 silver pieces.
Total Weight: 138 and a 1/2 lbs (medium load)

Backstory:

Zathe Dakamon was born to a relatively wealthy noble family in Cheliax- not one of the largest or the most influential families; but certainly the Dakamon's possessed moderate wealth, influence and power within Egorian. Zathe's family were kind to him throughout his early years, and they ensured he had the best of everything, from education to training at arms. Zathe was classically trained in many formal educations as well as growing up under the tuition of some of the nation's finest warriors.

His teachers reports were mixed; while Zathe was always enthusiastic in his academic lessons, he seemed to take little in and was not known for being particularily bright; however, in matters of etiquette and debate Zathe always excelled due to his charming and personable nature. Zathe was also very proud of his heritage and made a point of learning about his family's lineage, and studying the nobility of Golarion

From the martial side of things, Zathe's father was particularily pleased; his teachers reported that Zathe was naturally adept at combat and many of them took a shine to Zathe, showing him special favour and techniques they did not share with their other pupils.

Zathe grew up as Queen Abrogail was coming into power however, and there was many a time Zathe overheard his parents speaking in hushed, worried voices- this concerned Zathe but he could never follow the advanced language of this 'politics' his parents spoke of and he felt dishonest for eavesdropping on them; when he asked them what they were talking about they told him he did not need to worry about it and Zathe was extremely trusting of his parents. However, over the months that came after Abrogail began to consolidate her power; it came out that the Dakamon family had been secretly been backing the opposition.

Returning home after a long sparring session with one of his many young friends,Matthias, Zathe found his estate and ancestral home burning to the ground, and half a dozen armed guards bearing the insignia of House Thune seeking to intercept him. Zathe and his friend fought hard, with tears stinging his eyes as he focused his sorrow and worry into righteous fury; the battle was short and brutal, and at the end of it the guardsmen lay bleeding out; as did Zathe's friend Matthias. Weeping as he desperately tried to close Matthias' wounds, he was unable to save him and his friend died in his arms.

Seeking his parents, but unable to approach the house due to the intense flames, Zathe fell to his knees in despair. It was at this moment in his darkest hour that a servant of Erastil came to Zathe; a majestic and celestial stag that apparently only he seemed to be able to see. The stag nuzzled Zathe and reassured him his family had escaped thanks to the Clergy of Erastil, long-time allies of the Dakamon's in the days before House Thunes rise to power. The stag explained that it was safer for his family if they were believed dead. Zathe agreed that this seemed wise, and although sorrowful at the death of his friend Matthias, he allowed the stag to lead him safely out of Egorian. Drawing his axe and saluting the Stag, Zathe promised to pledge his life in service of Erastil; the savior of his family and guardian of what he held most dear in the world. Trusting his fate entirely to his new deity, Zathe set off east towards Andoran, having little doubt in his mind that his martial skill and faith could be used somewhere with more hope for redemption than Cheliax and its foul Queen Abrogail.

Zathe is very new to the Faith of Erastil and a little ignorant, but he ensures each day that he makes a morning prayer, a good half an hour sat reflecting on Erastil's teachings. Out of respect to Erastil's simple ways, when he can he sleeps outdoors in a simple tent, so he can be close to animals in particular. He treats Stags, Moose and the like with great reverence on the rare occasions he finds them (see Backstory for details). As a fairly simple, and pretty Naiive soul, Zathe tries to do good to everyone he meets that he is sure is not evil, even at expense to himself. He dreams one day of founding a frontier village and forming a small hunting community of his own in the name of Erastil- and gathering his parents once he feels he has the strength to defend them from their enemies.