Campaign of the Month: September 2012
A Manifestation of Chaos
Justice is a bloody thing.
Human (P), Paladin (P) 16th Medium Humanoid (Human) Alignment: Lawful Good [Heironeus] Hit Dice: 16d10+80 (216 hp) Initiative: +2 Speed: 20' (4 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 40 (+14 Armor, +6 Shield, +2 Dex, +1 Dodge, +3 Natural Armor, +3 Deflection, +1 Other, ), Touch 17, Flat-Footed 37 Saves: Fort +29, Ref +21, Will +23 Abilities: Str 22, Dex 15, Con 20, Int 12, Wis 8, Cha 28 Base Att/CMB/CMD: +16 / +22 / 38 Single Attack: Ad. Imperv. Sword +1, Shocking: +24 melee (1d8+7+1d6 (elec)/19-20) Main Shield: +28 melee (2d3+11/20) Comp Longbow (+6 Str Rat) +1: +19 ranged (1d8+7/20/x3) Full Attack: Ad. Imperv. Sword +1, Shocking: +22/+17/+12/+7 melee (1d8+7+1d6 (elec)/19-20) Main Shield: +26 melee (2d3+8/20) Comp Longbow (+6 Str Rat) +1: +19/+14/+9/+4 ranged (1d8+7/20/x3) ==| FEATS |== Wpn Focus: Longsword, Dodge, Shield Focus, Toughness, Improved Shield Bash, Shield Slam, Two-Weapon Fighting, Shield Master, Wpn Focus: Light Shield. ==| SKILLS |== Acrobatics -1-4, Appraise +1, Bluff +9, Climb +8, Diplomacy +16, Disguise +9, Escape Art -1, Fly -1, Heal +18, Intimidate +9, Perception +10, Ride -1, Sense Mot +4, Spellcraft +20, Stealth -1, Survival -1, Swim +13. ==| Languages (x2) |== Common, Elven ==| PALADIN (P) SPELLS |== Spells per Day: (6/5/3/3; save DC 19+spell level): Level 1 - Restoration (Lesser), Divine Favor, Hero's Defiance, Grace, Level 2 - Liberating Command, Aura of Greater Courage, Litany of Defense, Paladin's Sacrifice, Weapon of Awe, Level 3 - Dispel Magic, Blade of Bright Victory, Litany of Escape, Level 4 - Freedom of Movement, Holy Sword, Fire of Vengeance. ==| Racial Traits: Human (P) |== Bonus Feat: One extra feat at Level #1 Skilled: Gain 1 extra skill point at each level ==| Class Features: Paladin (P) 16th |== Concentration check: 1d20+22 Code of Conduct: Must be LG, respect legitimate authority, act with honor Aura of Good (Ex): Level 16 Detect Evil (Sp): At will Smite Evil (Su): 6/day: +9 Attack, +16 dmg < OOOOOO > • +32 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR • +9 deflection bonus to AC vs target of Smite Evil while it is in effect Divine Grace (Su): +9 on all saves Lay on Hands (Su): As a swift (self) or std (other) action, heals 8d6 HPs • 17/day < OOOOOOOOOOOOOOOOO > • Can be used to damage Undead. Melee touch attack, no AoO, no Save • Shaken: The target is no longer shaken • Diseased: Act as the 'Removed Disease' spell • Cursed: Act as the 'Remove Curse' spell • Paralyzed: The target is no longer paralyzed • Poisoned: Act as the 'Neutralize Poison' spell Aura of Courage (Su): Immune to fear, Allies within 10 ft. get +4 vs fear Divine Health (Ex): Immune to all diseases, incl. supernatural & magical Channel Energy (Su): Wave of positive energy in a 30' burst • Consumes two uses of the Lay on Hands ability • 10d6 dmg to Undead; Will DC29 for ½ dmg -OR- • 10d6 healing to living creatures Divine Bond (Sp): Celestial Spirit in wpn; Light for 16 mins; +4 bonus/properties Aura of Resolve (Su): Immune to charm spells and spell-like abilities. Allies within 10' feet gain a +4 morale bonus on saves vs charm effects Aura of Justice (Su): Expend two uses of Smite Evil ability to grant the ability to smite evil to all allies within 10', using your bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn. Free action. Aura of Faith (Su): Your weapons are treated as good aligned for the purposes of overcoming DR. Any attack made against an enemy within 10' of you is treated as good aligned for the purposes of overcoming DR ==| Conditional Skill and Synergies |== -4 on Acrobatics checks made to jump [Base Speed] ==| EQUIPMENT |== ARMOR WORN: Mithral Full Plate +5. SHIELD: Mithral Light Shield +5, Bashing. Handy Haversack, 2xDagger, Backup Sword, Light Wooden Shield, Potion of Darkvision, Potion of Gaseous Form, Potion of Fly, Ad. Imperv. Sword +1, Shocking, 2xPearl of Power (1st, Paladin), 2xPearl of Power (2nd, Paladin), Pearl of Power (3rd, Paladin), Pearl of Power (4th, Paladin), 50xSunrod, 24xQuiver of Arrows (20), Quiver of Arrows (20), Cold Weather Outfit, 3xBottle of Fine Wine, 2xPouch ==| MAGICAL ITEMS WORN |== Phylactery of Positive Channeling Amulet of Natural Armor +3 Belt of Giant Strength +6 Ring of Protection +3 Ring of Sustenance Amulet of Health +6 Cloak of Resistance +5 Cloak of Charisma +6 ==| MONEY |== Platinum:0 Gold:960 Silver:30 Copper:100. ==| TOTAL CHARACTER VALUE |== 311,969 gp. ==| CHARACTER STATUS |== Add Comp Longbow (+6 Str Rat) +1 to the Carried Gear section (BACK worksheet)
The calling to Heironeus is the calling to fight evil, whenever, wherever, and however it appears, both with the sword and with the heart. The truly faithful knight of Heironeus can never be defeated, because even in death, he conquers himself.
Those who lose themselves act as though the world’s evils can be stopped with slaughter. Who does not know the truth? Justice is a bloody thing. When they saw the slaughter their stomachs grew weak. They said the power of Heironeus was broken. They said the knights had been corrupted and the dignity of the church was spent. They said none now could be found to answer the tests of righteousness, purity, and honor. They said imminent evil could not be stopped.
But they do not understand warfare. In every fight I’ve fought, whether it was a goblin raid outside of Dyvers or a dragon strike on a remote fortress, eventually courage, discipline, and battleskill becomes nothing but a background situation for the true test. The true test of the soul is to hear a constant hymn to the good and the right, not doubting but being completely convinced despite any appearances to the contrary of its unending power.
You say evil has great power and that the end is near. I fight this thing to the bitter end. But even more I pity those whose hearts are so corrupted that they no longer can understand the unending bliss that awaits those who do good, over which no evil can have any power.