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Rand Wolfheart-Aasimar Paladin of Cayden Cailean


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[Theme Song]---[Battle Song]---[Morning After Party Song]

Rand
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Rand Wolfheart

Class: Paladin of Freedom 6

Race: Aasimar

Appearance: While not some of the 6'7" musclebound beasts of men he fought alongside or against, that could double-wield greatsword with another large weapon. Rand is also pretty tall and burly himself at 6'3" and almost 210 pounds, and while age and love for ale deprived him of a chiseled physique he was strong enough to wield his greatsword, Harm, with ease. He was blessed enough that his celestial traits were not only mild but now even more hidden by the years of life on the road. What could betray him if in the dark, or close inspection, someone took notice of the almost metallic sheen of his black eyes when light hits them at the right angle. Like it couldn't penetrate behind his retinas but bounced off.

His hair was despite his age still black as night but shorn practically short so as not to get in the way of helmet or vision in battle. The only signs that he was in his 40s were a few whites around the edge of his beard and his weathered skin that due to exposure to the elements had an almost leathery quality. With numerous nicks all around he collected over two decades of fighting, the only visible scar of note was around a 2-inch-long cut going from the bridge of his nose diagonally to the right cheek. Rand's voice was an incredibly deep baritone that would make a room shake when he laughed during one of his, many, drinking reveries. His movement was still sure and swift. While lacking the elegance and finesse it had a direct, honest bluntness to it that served him well on and off the battlefield.

Personality: Same as with his race one REALLY should be in the know to figure Rand is a Paladin and not just occasionally unusually kindhearted sellsword. Rambunctious Cayden Cailean doesn't have enough Paladins to fit in a boat, but one chaotic boat that would be. Rand doesn't have the gracious valor that exudes from Paladins of Iomedae, or the charm of Paladins of Shelyn, his ways are a lot more down-to-earth. He's the merriest drinking buddy and a guy who you want to have your back when a tavern brawl starts, one cracking jokes and trying to lift morale before the impending battle, someone who'll do battlefield repair of your armor to hold until you get to the armory. He's also someone who you don't want to darken your door if you deal in slaves or exploitation of others whatever laws of your particular domain. What makes Rand who he is, is his ephemeral, unending wish for road, wanderlust, and desire to live free without any constraints except those he places on himself. That makes him as much friends as enemies, even among good folk. The scar on his face he got in the duel against Paladin of Iomedae due to some unresolved issues between their respective Deities. He's hard to tie down in one place, but if you get him you'll find an unyielding ally, and if you manage to earn his friendship you'll find out just against how high the odds Cayden's reckless lot is willing to go for those they care for. Something they do earn the begrudging respect, of their good-aligned peers, and near paranoid kill-on-sight behavior of Evil aligned. Not that Rand and his lot care one way or the other. As they say "Here's to Cayden! May he show us wisdom in the bottom of a glass"

Background:

Childhood

"Blessing." That's how they called it. It was almost 50 years since the last Aasimar was born in their small community before his older sister and Rand came just a year apart. Remarkably if you look at him now, but when he was just born there was no doubt about his lineage. Most likely ignorance of the innocent. His parents told him that neither of the two ever needed light near their cribs since their skin gave out enough shine. Although even then changes were obvious, as often happens he turned to his mother's people. A sturdy, dark-haired bunch migrated from some mountains generations ago. While his sister was more on his father's side, light and willowy people moved further inland to avoid pirate raids. When two groups joined with at least 2-3 more no one alive remembers. But traits stayed. He remembers adoring his sister as most of the small town did, she had shining golden locks and her eyes shone so brightly that those who didn't know her thought she had no pupils at all, just two holes that brightened whoever they looked. "Blessing." As a child, he thought so too. But he soon learned another word that came with their celestial blood. "Expectation." Expectation to live up to the implicit promise of that blessing.

His sister, Gods be kind to her did, she was all he was not. "Proper Aasimar." She was off with Iomedae's hook-nosed gaggle of sisters from a small convent about an hour away on the horse when she was 13. He grieved as Haggs came and took her, and then his temper started to show. When other boys teased him when he "got into feelings" about her gone, it was fighting time. He spent from 12th to 15th year having black eyes and bruised knuckles nearly every day, and has gotten good at it. Then one after the other testers from various temples came, poked and prodded him, and left disappointed. "No divine spark in that one." he heard the tester from Temple of Erastil say to Town Elders. That crushed him, not because of him, he disliked all those humorless duds, but that word "Expectation." started to weigh down on him. He felt like he was letting everyone down, town, his parents, his sister... Without telling to anyone he started to squirrel away some money and decided to run away after his 16th birthday, at 16 his sister had already officially taken her duties as a Novitiate of Temple to Iomedae, and he planned to be a runaway. Who knows how this story would end, not that was all rosy anyway, but if he ran away darker paths would call to him for sure.

Test

Then barely two months before Rand's 16th birthday he came, tester as no any other. He was wearing no official crest, riding into town on the donkey, with a large club over one shoulder and a small wine keg under the other arm. Round as a ball with a bunch of bright red hair glued on top, Logar the Showstopper, wine seller per trade, and tester for Cayden Cailean on the side. He stood in front of the Elders and asked to see the boy "without a divine spark" exactly in those words, when his mother heard she wanted to choke him, but his father, barely, stopped her. Rand, Rand on the other hand was intrigued, other testers said the same but behind their backs whispering, this ball of lard had the courage to stand and call the spade a spade. That was something new. And there they were, in front of Elders, his family, and a bunch of noses peaking through doors, windows, even thatch on the roof. Fat redheaded man in his 40s and hard youth of nearly 16 with a black eye from a fight he got a day before, nick on the knuckle of his left fist was still angry red, broken teeth tend to leave nasty wounds. Logar looked him up and down and smiled as he was looking at a Dragon egg "You wanna see the world boy?" That was a question no tester ever posed and it cut Rand deep, since it was true, he wanted to roam the lands since he was old to remember. Still, he just nodded, testers are always full of tricks they use to leave you behind. "Let's see can you then, where I left it, ah here." He produces an odd brass mug, it seemed ceremonial but it was obvious it was also used...a lot. He poured from his keg full mug and gave it to Rand. He tried wine before but his parents made sure it was always watered down, and how small the town was it likely already came watered down. Logar's smile didn't wane "Entire mug, without pause." Now his father opened his mouth to protest only to have his mouth closed by his mother. She had that look on her face when it came to Rand of late "You think he can't?" kinda look, and Rand drunk. He to this day has no idea what wine that was but ordinary wasn't, sweet as grape juice but strong as Rum at the same time, it made his feet tinkle and head do loops by the time he finished. Logar said, "Well, all travels start with the first step and all that nonsense, walk to me, boy." It seemed like he was a thousand miles away and not some 10 feet, but one rubber leg after another Rand made a walk until he was face to chest with a man, occasionally thumping into him as he swayed. Logar steadied him with one hand and took his chin with the other raising his face so he could look into his eyes. After a few moments, he let him go. And muttered more for himself "No Divine Spark? How to explain a color to a blind man." Logar looked toward his parents ignoring Elders. "Let the boy sleep it off, we're leaving tomorrow at noon." His mother couldn't hide the triumphant smile as she nodded. One of the Elders sputtered "He'll serve Gods? Which one?" Logar was already leaving "Only one worth a damn, now where is tavern here!?" Tomorrow Rand left not to see the place where he was born or his folk for nearly 5 years.

Training

While recruitment and the travel with Logar were certainly something for a boy, once they arrived in the small Fort Temple where there weren't even 10 more prospects. The training was far from fantastical, and hopes Rand spun during a week spent traveling were quickly dashed by his instructors. "Paladins of Freedom" as Cayden Cailean's lot called themself, were a small brotherhood with barely half a dozen these small Fort Temples in total. And their lot spent their time constantly on the move, so there was no slacking when it came to martial training. Rand spent many months aching and bruised from the days of practice, where they were more lax in moralizing aspect. They had their own odd lessons, such as how to recognize when a prostitute tries to lure you into ambush instead of in bed, or which crimes to overlook and when, which to make amends for yourself. For example, seeing a thief nicking a coin pouch was not just a simple crime to them. Who was the thief, and how large the pouch was, who was the target? It went from extremes as completely overlooking the crime if the thief was a hungry urchin and targeting wealthy merchant or noble, maybe even acting as a distraction as the thief leaves. On the other hand, if a thief looked like a guild professional and the target was just a paid worker whose pouch likely contained all gold for that month including rent, food, and children's necessities it was up to the Paladin if they would just chop off thieves hand, or go straight for beheading. Dragging criminals to court was seen as such a waste of time that someone Paladin took "interest" in better hope there is a guard nearby so Paladin can offload them right away, or the punishment was going to be dealt on the spot and it depended completely on the disposition of a Paladin in question. You might just leave with a black eye, or be beaten black and blue spiting parts of your teeth for days to come as you heal. You might lose a pinky or a hand and live to swear bloody revenge, not knowing that just as easily you could've ended as a dismembered heap of dead meat. During his life, Rand dealt out all of those punishments many times.

There was an entire class on how to deal with your companions, as Paladins of Freedom traveled without their own kind and it was inevitable they would strike companionship, even friendships with a lot of different people. And it was inevitable some of those people would have a different moral compass. Unlike their "straight and proper" brethren Cayden's lot saw that as a benefit more than a hindrance, unless they were slavers or raging psychopaths. People who knew how to operate in murky waters were always assets who could do what lone paladin could not. If he planned to free a bunch of slaves from the city where they were legal, he would need people who could get where they shouldn't to gather info, people who could interrogate with more than just brute force, and even people who could backstab sentries. During such endeavors, it would be inevitable certain comradeship would develop between them, one forged in the face of adversity. Order trusted members they would know who would be too incompatible to work with and rarely even oversaw that. So it meant if they decided to act and sanction some member because of the company they kept, that dunce likely traveled with someone who brushed teeth with the blood of virgins and had babies for breakfast. Rand in his early thirties was in both party and personal relationship with fiery Tiefling Rogue who was borderline cleptomaniac for two years and even took her to one of the Temples once, outside the fact he had later to sneak in and return castellans golden chalice, he didn't even get a dirty look.

Pilgrimage

After 2 and a half years, Rand was 18 and a few months then, it was time for the rite of passage. While in all except that technicality he was already fully fledged Paladin. He would not be accepted as one of the "Paladins of Freedom" until this was done. The thing, at the same time expected from a Paladin, and also mundane and dangerous in the same measure. "Pilgrimage." As it was officially called asked young Paladins to travel over the entire continent and return. Sure, they were expected to do "paladiny" things while on the road but not identify themselves as official members of the "Paladins of Freedom" order. They got their standard Half-Plate armor, steel large shield, longsword, dagger, and backpack with the basics and some travel rations. Then sent out the Fort with a slap on the ass for good luck. They weren't supposed just to zoom through the continent and return, but actually travel, see the culture, live life, and do jobs. Be independent. Roughly only 30% of those who started the Pilgrimage returned, others either died in the process or decided this was not for them and settled somewhere else. During his own ordeal, Rand met quite a few of the latter. Mainly serving as Guards, their superior training allowed them to easily climb to at least the rank of the Captain. Although he did see a few serving as sellswords, surprisingly very few would fall to the darkness completely. He met only two, one serving as personal bodyguard to one of the more prominent slavers, he tried to kill Rand on sight, and as an older and more experienced fighter almost succeeded. He came to regret that "almost" when 5 years later Rand returned and cut down both him and his master. The second became Bandit Lord, there was no violence that time, he offered Rand to join him as an underling, and when, still, the youth denied his fallen brother even resupplied him as his cloak was already torn and faded (he was in the second year of the Pilgrimage after all), sword even with repairs got liability full of microfractures and steel shield long gone replaced with round wooden one of northern variety. Even his armor was in a sorry state. Bandit Lord gave him new clothes and supplies, even another steel shield and a brand new longsword. They actually parted amiably, both pitying the other to an extent, seeing wasted potential.

It took Rand 5 years to finish the Pilgrimage, and as he, this time, rode back into the Fort he fully understood the reason for it. The romance of roaming the continent on his lonesome, righting wrongs, and saving maidens was long gone. Replaced with the cold brutal reality of what means to be a Paladin of Freedom. Long, cold nights alone around the small fire. Fighting losing battles and lost causes. Hanging around and fighting shoulder-to-shoulder with people he couldn't imagine you would even share a drink. At 23 he had more broken bones and scars than many sellsword veterans, he lost more fights than he won because he was too young and stupid and stepped into them. Kicked down the mountain by the Hill Giant, had acid scarring on his left bicep from the fight with Young Dragon (that was the final knell of his Half-Plate during 3rd year of his travels), three faded arrow wounds spread around his backside, one in left calf, one in left butt cheek and last one mid left shoulder blade, those he got when bandits jumped him during his first 6 months. They were in his back because he couldn't fight them off alone so he ran, saved himself by jumping into the river, and almost drowning. But there was a catch. All those things were the reason he returned.

He was saved from drowning by Elves who were watering their horses, and when they heard his story, they nursed him back to health and hunted down bandits with only two escaping. He was found broken as a doll in the mountain crevasse by a shepherd whose herd he saved from the pack of Wargs on his way up. It took three months for the family of that shepherd to heal him, they were no doctors, and what little magic healing he could apply to himself every day only sped things up for about a month. During that time they forfeited one of their beds despite having 4 children and he had doubts that they killed more of their animals than necessary so he could get a stronger diet. Yet they accepted not a copper of payment. After the Dragon fight, the band of Dwarves ran into him, and after mocking him for a good half hour for the way he looked in his half-melted armor. Their Cleric healed the worst of his wounds, they gave him one of their spare chainmail that one of them adjusted so it could fit him with frightening speed. Then they returned with him, 10 of them, and chopped Wyrm to pieces. He stayed with them for some time and that's how he got his Greatsword. One that adjusted the chainmail with such freakish speed was somewhat famed smith Durgan Hammerbeard, when one night Rand won a drinking competition against all of them Durgan in the morning promised he'd craft something worthy of a Human who can drink 10 Dwarves under the table. Rand expected some trinkets but Durgan stayed in his shop for days coming out only to eat and drink, being very secretive even with other Dwarves. Finally one morning Rand was woken up by a kick in a rump and while he stumbled up swearing bloody vengeance he first saw a hilt presented to him then a sword in entirety and Durgan. "Its name is Harm, because if you strike true not even Dragon would stay untouched." said the smith. And he was true as the last 2 years of Rands Pilgrimage would prove. Once he managed to behead a Wyvern in one swing with it. It was the pinnacle of Dwarven craftsmanship, looked from only a few feet away it seemed made from a solid piece of stone, but it was a trick of the eye. Both, the pommel and quillons were made from steel but carefully matted so they would lose their shine, the blade was made from a completely different kind of steel as quality goes not to mention it was enchanted. Also treated to lose the shine but for a reason, as Durgan said: "Idjits get noticed in caverns because they shiny crap gleam against light in the wrong moment." This blade wouldn't gleam even under the sun. Lastly, the grip was covered by shark skin, one of the most sought-after materials for grips due to its resistance to friction. This baby won't slide out of one's hand unless released.

Those were things he learned. The world can be a cold, cruel, painful unfair place, but it also has people who don't tolerate evil, such as Elves who saved him from drowning and chased off bandits. Good people worth protecting as the shepherd and his family, and comrades who'll fight Dragon by your side even with nothing to gain. World both worth exploring and fighting for, not by the letter of the law but by any means necessary. He did not receive anything upon finishing the Pilgrimage, others thought that experience was all reward the true Paladin of Freedom needed. Well, that and the right to claim to really be the one now, one of the very few roaming this world. He stayed in the fort for the feast made in his honor, as it is the rare occasion when the new brother is inducted in books. Rand was only second from 11 that were in his class. He stayed day after feast to resupply and left again, free to roam where he pleased and return when he wanted.

Epilogue

There was much to tell after that, too much. Rand is a good friend with Durgan and his folk to this day, Hill Giant who kicked him down the mountain, had his decapitated skull used as a chamberpot by the shepherd's family. Many feuds were settled, many started, battles won and lost, friends won and friends perished in his arms. You can't put two decades of adventuring in a few sentences. Especially adventuring that is not over, there were rumors of an adventurer party forming and the possibility of relieving a certain Pirate of his treasure. Many Paladins would not think to take such a commission. Most even, then many would also not stumble half-drunk with a heavy-set woman under one arm and bottle in another singing under the breath Fifteen Men on a Dead Man's Chest near the recruitment place.

STATS:

Stat Line:  14, 10, 16, 12, 10, 13 (without Racial bonus)

14, 10, 16, 12, 12, 15 (Aasimar Racial Bonus)

At lvl 4: +1 to Charisma

Current Stat Line Without Items: 14, 10, 16, 12, 12, 16

 

Skills: Craft (Craft/Fix Armor) (BG) 8, Diplomacy 14, Handle Animal (BG) 10, Heal 6, Knowledge (Nobility) (BG) 8, Knowledge (Religion) 6, Sense Motive 11, Spellcraft 6

Abilities: Ability Score ModifiersAasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. Celestial ResistanceAasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. SkilledAasimar have a +2 racial bonus on Diplomacy and Perception checks. Daylight SLAAasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Daylight:
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
DarkvisionAasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) Detect Charm SLAAt will, a paladin of freedom can use detect charm, as the spell.

Detect Charm:

This spell functions as per detect magic, except that it detects only charm, compulsion, and possession effects. You immediately detect the strength and location of each such aura on all creatures in the area. You can attempt to identify the properties of each aura (see Spellcraft). In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by attempting a Sense Motive check as a standard action (DC = 20 + caster level). If you succeed, you can attempt a Spellcraft check to identify what magic it is using (even if the target is not in the area).
Smite 2/dayOnce per day, a paladin of freedom can, as a swift action, choose one target within sight. If this target is evil or lawful, the paladin of freedom adds her Cha bonus (if any) to her attack rolls and her paladin of freedom level to all damage rolls made against the target. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an evil-aligned undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite automatically bypasses any DR the target might possess.

In addition, while smite is in effect, the paladin of freedom 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 of freedom targets a creature that is not evil or lawful, the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the paladin of freedom rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin of freedom may smite one additional time per day, as indicated on Table: Paladin of Freedom, to a maximum of seven times per day at 19th level.
Divine GraceAt 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands 6/dayAt 2nd level, a paladin of freedom can alternately heal wounds (her own or those of others) or help others cast off their bonds with a touch. Each day she can use this ability a number of times equal to 1/2 her paladin of freedom level plus her Charisma modifier.

With one use of this ability, a paladin of freedom (or the creature touched) heals 1d6 hit points of damage for every two paladin of freedom levels she possesses.

With one use of this ability, a paladin of freedom (or the creature touched) immediately may roll a new saving throw against a spell or spell-like ability of the enchantment (charm) or enchantment (compulsion) subschools that it previously failed a saving throw vs. and which it is still under the effects of. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. These bonuses last for a number of rounds equal to 1/2 her paladin of freedom level (minimum 1), although the saving throw reroll only applies when the creature is touched.

Using either of the above abilities is a standard action, unless the paladin of freedom targets herself, in which case it is a swift action. Despite the name of this ability, a paladin of freedom only needs one free hand to use this ability.

Alternatively, a paladin of freedom can use her healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin of freedom 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.
Divine HealthAt 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Channel EnergyWhen a paladin of freedom reaches 4th level, she gains the supernatural ability to channel energy like a cleric except she uses the freedom variant channeling described below. Using this ability consumes two uses of her lay on hands ability. A paladin of freedom uses her level as her effective cleric level when channeling energy. This is a Charisma-based ability.

Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.

When the paladin of freedom uses this ability to heal, affected creatures gain only half the normal amount of healing but also gain a sacred bonus on Escape Artist checks, CMB checks made to escape a grapple, and saving throws to resist the entangled, paralyzed, or slowed conditions.

When the paladin of freedom uses this ability to harm, affected creatures take only half the normal damage but are slowed (as slow) until the end of her next turn; a successful saving throw negates the slow effect but does not reduce the damage. Creatures immune to slow effects are not affected by this effect either.
Spell CastingBeginning at 4th level, a paladin of freedom gains the ability to cast a small number of divine spells which are drawn from the paladin spell list (see below). A paladin of freedom must choose and prepare her spells in advance.

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

Like other spellcasters, a paladin of freedom can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin of Freedom. 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 of Freedom indicates that the paladin of freedom 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 of freedom must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin of freedom may prepare and cast any spell on the paladin spell list (see changed spell list below), 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 of freedom has no caster level. At 4th level and higher, her caster level is equal to her paladin of freedom level – 3.

Remove the following spells from the standard paladin’s spell list:

death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos

Add the following spells to the form the paladin of freedom’s spell list:

1st—protection from law
3rd—magic circle against law
4th—dispel law, freedom of movement
Divine Bond (Unchained Spirit)Upon reaching 5th level, a paladin of freedom forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

Unchained Spirit

The first type of bond occurs when an unchained celestial spirit chooses to bond with the paladin of freedom, granting her special abilities due to her strong connection to the tenets of freedom and goodness. The paladin of freedom may ask her spirit to aid her as a standard action, and when it does, it remains for 1 minute per paladin of freedom level. When the unchained spirit enters her weapon, the weapon sheds a multi-colored light (as a torch). The spirit may opt not to cause the weapon to shed light. Additionally, while the spirit occupies the weapon, attacks against non-magical bonds of any kind (manacles, ropes, chains, etc.) ignore the hardness of the bonds.

At 5th level, the 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: anarchic, brilliant energy, defending, dispelling, 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 of freedom but resumes giving bonuses if returned to the paladin of freedom. These bonuses apply to only one end of a double weapon. A paladin of freedom 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 the weapon the celestial spirit is inhabiting is destroyed while the spirit is active, the unchained spirit may not aid the paladin of freedom again for 30 days, or until she gains a level, whichever comes first. During this period, the paladin of freedom suffers a –1 penalty on attack and weapon damage rolls.
Freedom of Movement SLA 1/DayAt 6th level, a paladin of freedom gains the ability to cast freedom of movement as a spell-like ability. Every three levels thereafter she can cast it one additional time per day.

Freedom of Movement:

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

 

Feats:
 

Regular: Weapon Focus (Heavy Blades) (1st Level)Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of weapons.
Improved Initiative (3rd Level)Benefit: You get a +4 bonus on initiative checks. Deft Maneuvers (6th Level)You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. A prerequisite for the relevant greater combat maneuver feats.

Bonus: None

Traits: Deft DodgerGrowing up in a rough neighborhood or a dangerous environment has honed your senses.

Benefit: You gain a +1 trait bonus on Reflex saves.
Hardly a FoolYou have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you’ve studied the human condition long enough to read a person’s face and get to the heart of his message.

Benefit(s): You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

 

Spells:

Level 1: 2 slots (DC 14)

 

Equipment

Greatsword+1---2550 gp

Longsword---15 gp

Dagger---2 gp

Mithral  Agile Half-Plate+4 on penalties directed to movement (Climb, Jump...). Stacks with Mithral bonus. Quadruple maximum movement instead of triple (80 ft since it doesn't affect the fact that max movement is cut to 20 ft, so when you math it out they are still 10 ft short than triple movements of armors with 30 ft. move (90ft.))---9850 gp

Amulet of Natural Armor+1---2000 gp

Cloak Of Resistance+1---1000 gp

Paladin’s Kit---11 gp-backpack
-bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-hemp rope (50 ft.)
-soap
-torches (10)
-trail rations (5 days)
-waterskin
-wooden holy symbol

Masterwork Tool---50 gp

 

Remaining Gold: 522 gp

 

Statblock

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Rand Wolfheart
Male CG Aasimar Paladin of Freedom, Level 6, Init 4, HP 58/58, Speed 20 ft.
AC 19, Touch 10, Flat-footed 19, CMD 18, Fort 12, Ref 7, Will 10, CMB +8/+3, Base Attack Bonus +6/+1
Keen Greatsword+1 +10/+5 (2d6+3, 17-20/x2)
Longsword +9/+4 (1d8+2, 19-20/x2)
Dagger +8/+3 (1d4+2, 19-20/x2)
Mithral Agile Half-Plate, Amulet of Natural Armor+1, (+8 Armor, +1 Natural)
Abilities Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 16

 

 

Edited by Grudge (see edit history)
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@paladinred I finished mechanics and itemization so you can take a glance at it while I finish the fluff. I tend to get carried away with backgrounds I'll try to keep it to 3 paragraphs.

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@paladinred Everything is done and hopefully correct. I just want to apologize for the BG size, I decided to cut it up into his life stages so you can skip some you're not interested in. Or just browse through them. I tried to generalize as much as possible it still inflated.

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