Valeros

Gregori Shadowbane's page

425 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Gregori Arcanthus Bane of Shadows

Race

Aasimar

Classes/Levels

Paladin (Warrior of the Holy Light ) 5

Gender

M

Size

Medium 6'4 250lbs

Age

37

Special Abilities

See below

Alignment

LG

Deity

Sarenrae

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

About Gregori Shadowbane

Max HP:45 (5d10+15) Current HP: 45 Non Lethal:
STR 14(+2) DEX 10(+0) CON 12(+1) INT 12(+1) WIS 14(+2) CHA 16(+3)

Defense

AC:24 (27 vs target during smite) (10+ Armor 10+ Shield 3+ Ring 1)
Touch: 10 (13)
Flat footed: 24 (27)
Resistance: Acid 5, Electricity 5, Cold 5

Dawnflower Sash:
Endure Elements in hot environments
Feather fall 1x/day
Cure light wounds 1x/day (immediate action)
Light at will

Armor

Spoiler:

+1 Full plate max dex+2 check pen -6 spd 20ft
+1 heavy steel shield +3
+1 Ring of protection

Speed: 20

Saves:
Fort: + 8 Reflex: + 4 Will: +9

Offense
BAB:+5 CMB:+7 Initiative +0

Combat:
Melee:+1 Longsword attack +9 damage 1d8+3 19-20
Melee: Warhammer attack +6 damage 1d8+2 x3
Ranged: Composite longbow +2 Str attack +5 Damage 1d8+2 x3 40 arrows

Halo at will (+2 Intimidate vs evil, +2 saves vs Blinded or dazzled)
Power of Faith (+1 AC, attacks, damage, saves)

Special Abilities

Spoiler:

Halo (Aasimar alternate trait)
Daylight 1/day
Aura of good
Detect evil
Smite evil 2/day +3 attack/ +3 damage or +6(undead/evil outsider/dragon) 1st attack
Divine grace
Lay on hands 8/day 2d6hp (Shaken)
Aura of courage (grant allies +4 will save vs fear)
Divine health
Mercy (Shaken)
Channel Positive energy (2 uses of Lay on Hands per channel)
Warrior of Light (Power of Faith)1 use of Lay on Hands
Divine Weapon Bond (light, Flaming/Defending/Keen/Merciful)

Languages: Common, Celestial, Sylvan

Skills:

Spoiler:

Climb -3
Diplomacy+9
Handle Animal +5
Heal+6
Intimidate +5
Perception+4
Sense motive +5
Spellcraft+5
Knowledge Religion+6
Knowledge Planes+5
Knowledge Nobility+5
Ride +
Stealth -5
Swim -10
Survival +2

Feats:

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Weapon focus longsword, Extra lay on hands, Toughness,

Racial

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· Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
· Type: Aasimars are outsiders with the native subtype.
· Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
· Base Speed: Aasimars have a base speed of 30 feet.
· Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
· Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
·

Equipment (lbs)

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50ft silk rope
Quiver
Backpack
Bedroll
Waterskin
4 sunrods
Belt pouch
Small steel mirror
1 lb Soap
10 day's rations
Explorer's outfit
Whetstone
Potion Belt

3 potion cure light wounds
5 flasks alchemist fire
4 flasks holy water
1 Potion Eagle’s Splendor

Capacity:

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Light: 58 lbs
Medium: 116 lbs
Heavy: 175 lbs

Details

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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 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 3–11, to a maximum of seven
times per day at 19th level.

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.

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 aff liction. Such
conditions return after 1 hour unless the mercy actually
removes the aff liction 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.

At 6th level, a paladin adds the following mercies to the
list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paladin’s lay on hands ability also acts as
remove disease, using the paladin’s level as the caster level.
• Staggered: The target is no longer staggered, unless the
target is at exactly 0 hit points.

Warrior of the Holy Light

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 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.
At 8th level, the nimbus of light heals the paladin and
her allies, curing of them of 1d4 points of ability damage,
as per the spell lesser restoration. A creature can only be
healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight
for the purposes of affecting creatures with sensitivity to
light. In addition, the nimbus grants allies in the area
resistance 10 to one type of energy, selected by the warrior
of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of
the holy light and her allies protection from critical hits.
There is a 25% chance that critical hits made against
the warrior of the holy light and her allies in the area
are instead treated as normal hits. This does not stack
with other abilities that grant similar protection (such
as light fortification).
At 20th level, the nimbus of light increases in size out to
a range of 60 feet. In addition, all of its bonuses increase.
The morale bonus to AC and on attack rolls, damage
rolls, and saving throws against fear increases to +2. The
amount of ability damage healed increases to 2d4. The
energy resistance increases to 20 against one energy type.
Finally, protection against critical hits increases to 50%.

Background

Spoiler:

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Concept/Background Show

1) The blood of angels runs strong in Gregori’s veins. As the son of a well regarded priestess and a half-celestial warrior, Gregori practically radiates with divine potential.
2) While capable, Gregori is also overconfident, stemming from literally being the temple’s “golden boy”. He was raised to believe that while wielding the light there is nothing he cannot face and has a tendency to believe it much of the time.
3) Gregori hates evil. Not just in the manner of a Paladin or as a creature of good. He bears a personal grudge against creatures that actively promote an evil agenda because creatures like them took the woman he loved from him. He is however willing to accept that there is a possibility of redemption, giving quarter if there is a true sign of good in his opponent.
4) While charming, there is a definite dark side to Gregori that he keeps under tight control, usually using it to fuel his focus in battle, reflecting on his own darkness to understand the darkness into which he seeks to incinerate the shadows with his blinding light.
5) Gregori is considered one of the greatest weapons of the order of the Golden Blade, a specialist unit that hunts the monsters in the darkness that would otherwise prey on the populace. From their headquarters in Cannorate, the brave men and women of the order venture to all corners of the old realm.
6)

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

Goals:

1) To lead an army or squadron against an evil force on the battlefield. And particularly to pit his skill and power against a notable evil creature.

2) To protect those he deems innocents at all costs.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) Gregori was once on the verge of falling, having descended into depression and rage after the death of his love Tania against a horde of orcs. Unable to forgive himself, he spiraled into violence and rage, seeking perhaps a violent end in battle. Brought to the brink of death after taking on a pack of trollhounds that were preying on an outlying village, his inner hate festering to the point where he found himself stripped of his resistance, the Bloodfire fever burning within him, he had a vision. Whether hallucination or divine providence he would never be able to say for sure, but in that moment Tania came to his side, and convinced him to release the poisionous rage that was slowly eating away at him. The tattoo that he bears over his heart, a circle made of equal portions of light and shadow interlocked serves to remind him that in even the greatest warriors of light lies darkness that must be acknowledges and controlled, and that by the same token, in the darkest of hearts may be a glimmer of light.
2) Gregori has never met his father, who died while his mother was pregnant. As a result, he knows nothing of the Celestial part of his bloodline. He has been watched by celestial forces however and there is some sort of plan in place in which he plays a key role.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) One of the most influential people in Gregori’s life has been his mother. A much respected priestess of Sarenrea whose meteoric rise within the church was exceeded only by her wisdom, she is the primary reason that while driven by strong emotions and conviction, Gregori also possessed a sharp tactical mind and a broad perspective of most situations. She is the one who has instilled in him the sliver of humility that keeps his ego in check.
2)

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) The battle in which Tania fell, it fuels the unrelenting way he fights now.
2) The day he became immune to fear, he gained an understanding of the grand scheme of things that changed his perspective on what could truly harm a person’s soul.

Description

Spoiler:

Gregori

Tall, dashing, extremely well muscled, Gregori seems a temple statue brought to vivid life. In his stylized armor, fully equipped he virtually radiates an aura of martial divinity, ready to stike at the heart of evil. From his flawless appearance to his stunning smile and roguish grin with just a hint of playful mischief, the man seems kissed by Sarenrae herself.

Wealth

Spoiler:

pp 60 gp 50sp 50cp
gems

xp

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Next level: 23000