Please notice the following rules for charcter creation: We'll follow the Pathfinder rules, with the following regulations:
- Start at lvl.1
- average starting wealth for the respective class
- 20pts. point-buy for attributes
- one trait or two traits+drawback
- please ask me first if you're interested to use a non-core class
- in the case of non-core classes: max. 10 rp to keep this a rather even playing field.
- no third-party content/homebrewed things
- medium experience track
Anything missing? Let me know, and I'll add it to the list.
Wren
Race: Human
Age: 18
Deity: Desna
Alignment: Chaotic Good
Str: 12 +1
Dex: 20 +5 (24 +7 from Belt of Incredible Dexterity)
Con: 14 +2
Int: 10
Wis: 14 +2
Cha: 8
Level: 5
Xp: 15,000 - Next Level at 23,000
Class: Rogue
Hit Points: 42
Armor Class: 22 +1 vs Trap Attacks, +1 when fighting with two weapons
Fort Save: +3
Reflex Save: +9 +1 vs Traps (+11)
Will Save: +3
Perception: +14 (+16 to Locate Traps)
CMD 20
Base Attack Bonus: 3
Melee Strike: +4 (+10 with lightweight weapons)
Ranged Strike: +10
Initiative: +8
CMB +4
Traits and Feats
Rich Parents - Starting money is 900 gp
Tactician - +1 to Initiative
Two Weapon Fighting: Reduces the penalties of using two weapons to -2/-2 with light weapons - level 1
Weapon Finesse: Use Dex to target lightweight melee weapons instead of Str - level 1
Dodge: +1 to AC - level 3
Weapon Training: Grants the Weapon Focus Feat, adding +1 to Strike with Short Swords - Rogue Talent gained at level 4
Two Weapon Defense - +1 AC bonus when fighting with two weapons - level 5
Feat Wish List
Improved Two Weapon Fighting: At BAB +6 - Add a second attack with the Off Hand weapon at -5 - 8th level
Greater Two Weapon Fighting - BAB +11 - Add a third attack wit the Off Hand weapon at -10 - 15th level
Combat Expertise - Trades BAB for AC
Fleet - +5 foot movement
Improved Critical: at BAB +8 - Doubles Critical threat range of one kind of weapon - Available at 11th level
Skill Focus - +3 to a Skill; +6 at 10 Ranks
Wind Stance - BAB +6 - Move 5 feet in a turn and get 20% concealment vs ranged attacks for 1 round - 9th level
Class Abilities and Rogue Talents - Additional Rogue Talent at level 6, 12 and 18
Sneak Attack: +1d6 extra damage when the target would be denied his Dexterity bonus to AC, either from surprise or by Flanking, +1d6 every other level. [currently 3d6]
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Canny Observer: +4 to Perception Rolls Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack. Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Weapon Training: Grants the Weapon Focus Feat, adding +1 to Strike with Short Swords
Rogue Talent Wish List
Powerful Sneak - Treat all 1's on Sneak Attack rolls as 2's - 6th level
Combat Trick: Adds a Combat Feat - (Improved Two Weapon Fighting) 8th level
Bleeding Attack - 1pt of Bleeding damage per d6 of Sneak Attack
Fast Stealth - Move at full speed while using Stealth
Assault Leader - When you miss, allow a flanking ally to make a single melee attack once per day as a Immediate Action
Sacred Sneak Attack - damage is considered good-aligned for the purpose of overcoming DR vs. undead or evil outsiders - 6th level
Advanced Rogue Talent Wish List - Starting at Level 10
Deadly Sneak - Treat all 1's and 2's on Sneak Attack rolls as 3's - level 10
Devastating Sneak - Treat all 1's, 2's and 3's on Sneak Attack Rolls as 4's - level 12
Crippling Strike - Sneak Attacks also do 2pts of Str damage
Feat - Gain a Feat
Improved Evasion - Takes only half damage on a failed Reflex Save
Unwitting Ally - Make an opponent act as a Flanking partner - level 12
Redirect Attack - Redirect an attack that hits you to another target once per day
Stony skin - Gain DR 2/adamantine. Can select this up to 3 times, gaining 1 DR each time
Skills - 9 per level
*Acrobatics - ability mod 5, class mod 3, ranks 5: 13
*Appraise - class mod 3, ranks 5: 8
*Bluff - class mod 3: 3
*Climb - ability mod 1, class mod 3, ranks 4: 8
*Craft - class mod 3: 3
*Diplomacy - class mod 3: 3
*Disable Device - ability mod 5, class mod 3, bonus mod 2, ranks 5: 15 (+2 with Masterwork Thieves Tools)
*Disguise - class mod 3: 3
*Escape Artist - ability mod 5, class mod 3, ranks 5: 12
Fly - ability mod 5: 5
Handle Animal - 0
Heal - ability mod 3: 3
*Intimidate - class mod 3: 3
Knowledge Arcana - 0
*Knowledge Dungeoneering - class mod 3, ranks 2: 5
Knowledge Engineering - 0
Knowledge Geography - 0
Knowledge History - 0
*Knowledge Local - class mod 3, ranks 1: 4
Knowledge Nature - 0
Knowledge Nobility - ranks 1: 1
Knowledge Religion - 0
*Linguistics - class mod 3: 3
*Perception - ability mod 2, class mod 3, talent mod 4, ranks 4: 14 +2 to locate Traps
*Perform - class mod 3: 3
*Profession - ability mod 2, class mod 3: 5
Ride - ability mod 5: 5
*Sense Motive - ability mod 2, class mod 3, ranks 1: 6
*Sleight of Hand - ability mod 5, class mod 3, ranks 5: 13
Spellcraft - 0
*Stealth - ability mod 5, class mod 3, ranks 5: 13
Survival - ability mod 3, ranks 1: 4
*Swim - ability mod 1, class mod 3: 4
*Use Magic Device - class mod 3, ranks 4: 7
Weapons and Equipment
Paired Magic Short Swords - +1 to Hit and Damage, one Flaming and one Frost doing an additional 1d6, 1d6 sword damage, crit 19-20/x2 S - 2d6+2 each total
Six Daggers - 1d4 damage, crit 19-20/x2 S
Light Crossbow - 1d8 damage, range 80 feet, crit 19-20/x2 P
--20 bolts
Gauntlets 1d3 damage, crit x2, B
Magic Studded Leather Armor +1 - AC Bonus 4, Max Dex mod 5
Masterwork Thieves Tools - Provides a +2 in Disable Device checks
Belt of Incredible Dexterity +4 - Also adds a +2 to Reflex saves for all allies in view
Ioun Torch
Money: 115 Gold
Two sets of fine traveling clothes,
a sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
4 door spikes,
a hooded lantern,
3 flasks of oil,
50 feet of silk rope,
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins.
Gwendolyn Amuro Rae was born into the wealthy Rae family, a proud line of lesser nobility and businessmen in the land. But, instead of learning which fork to use during a tea party, this young girl was sneaking out of the house to learn a slightly different set of skills, becoming a thief of some skill. It wasn't that she needed the money; far from it. She enjoyed the rush of going out and breaking into someone else's home to rob them. Her parents were getting more and more frustrated with their little girl. Finally at their wits end, they made arrangements to have her married off to a much older man from another noble family. Gwen took one look at the fat, pompous windbag of Lord Petaccio and decided that she was going to have nothing to do with this, and, after helping herself to some of the 'extra' money and jewels lying about the house, she made a run for the hills to make her life as an adventurer.
Taking on the nickname of Wren as her own true name, the girl does her best to conceal her face with hooded robes in order to hide herself from the long reach of her father and husband-to-be. When she is 'working', she goes the extra step to wear a mask over her face to ensure her anonymity. Her time in her father's home has given Wren a taste for the finer things in life, and she will rarely pass up the opportunity to live it up when possible. Her favorite food is chicken, and if there is ever a blueberry pie within sniffing range, she will find it. Always keeping watch over her shoulder for the inevitable hunters that are after her that will bring her back to her father, Wren fully intends on never going back, and has dedicated her life to the role of an adventurer.
Wren is a slim and athletic woman with shoulder length black hair that is kept pulled back into a bun. When she is not wearing a mask, Wren has a pleasant smile and eyes that glitter in the light.
History: Veskassdak has come of age and must prove himself worthy of receiving a position of authority in his tribe. The shaman Daraness has said that the omens showed her that he was to leave the tribe and travel with mammals to achieve true power so he could defend the tribe from future mammalian incursions into the swamp. He was to learn as much as he could about the mammalian way of thinking so he could better prepare the tribe and lead them to victory over those who would come to destroy their way of life. To this end, he has left his family and home swamp and traveled to Kazragun.
The smell of this green mammal community turns his stomach, but if he is to prove himself, he must go forth and become what he needs to be to protect his tribe. No matter the cost.
Finally found an image that works for Veskassdak in rage form.
And here is Veskassdak not in rage form.
I just wish the artists kept the fingers at the normal 4 fingers with opposable thumb hands, but hey you can't control artists.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. At level 5, these are considered magic for the purposes of overcoming DR
Dragon Resistances: At 3rd level, you gain resist 5 against your energy type(FIRE) and a +1 natural armor bonus.
Inventory:
18 Gold
Scholar's clothes, Winter Clothes, sturdy leather backpack, Tent(small), Hooded Lantern, 2 flasks of oil, flint and steel, 2 full waterskins, 2 weeks of rations
Orb of Scrying: once per day can see a familiar place within the swamp.
Gold Dragon Scale Amulet
Darkwood Buckler
Ceremonial Robe: +2 bonus for saves against magic
Cloak of Resistance
Haramaki
Masterwork Crossbow: Ignore up to 5 DR of demonic outsiders.
Bracers of Armor +1
two potions of cure light wounds,
scroll of Levitation,
scroll of charm person,
History:
Ever since Baird was born, he always felt different than everyone else. Was it some sort of hidden power or some quirk that set him apart from the others? Since he began to notice these traits, he began to research why he was different when he turned 13. Knowledge came to him quickly than others which helped in this endeavor. Seeing this, his Father pulled him aside out of his mother's earshot one day and explained a family legend to him. The legend was that one of their ancestors had a tryst with a gold dragon and his bloodline began to flow through Baird's female ancestor's bloodline. However, as none of his ancestors had ever shown it, there was no way to prove his outlandish story. However, Baird decided to keep this in the back of his mind as he searched for the truth. One day though, his power manifested itself in an unexpected way, Baird was cornered by a thug who had harassed people for coin frequently. Unfortunately for Baird, he didn't have the coin to pay the toll and the Thug came after him, but he was not expecting what happened next. As if the perquisite was a dangerous situation, Baird's hands began to transform into scaly gold claws and he fought back against the Thug leaving a claw mark on the right side of his face and causing the Thug to scream "MONSTER!" and run off. This was the evidence needed to prove his father's story, the legendary tryst was real and so after secretly informing his father of his intentions, at age 18, Baird began his journey to unlock his power and adventuring career.
Appearance:
Wish List for items:
Headband of Charisma
Amulet of Natural Armor
Mithral Buckler (1005 gold)
Belt of Dexterity
Ring of Protection
Dueling Cestus (14,035 gold)
Ring of Evasion (25,000 gold)
Robe of Arcane Heritage (16,000 gold)
Handy Haversack (2000 gold)
Lesser meta magic rod of extend (3,000 gold)
Ideal Progression:
Level 6: DD prestige, +1 to Natural Armor (+ 2 bonus)
Level 7: Improved Familiar(silvanshee) +2 STR, Dragon Bite, Claws do 1D6 Damage, Power Attack (BL)
Level 8: Breath Weapon(8D6 and increases per level) CHA +1
Level 9: STR +2, +2 to natural armor (+4 bonus) Resist 10 fire, Sorcerous Bloodstrike, +1 Breath Weapon per day.
Level 10: Take a level in Sorc:
Level 11: Improved Arcane Heritage(New Arcana), Quicken Spell(BL) Claws do 1D6 fire damage
Level 12: Con +2, Cha +1 (20 CHA base)
Level 13: Intensify Spell, +1 to natural armor (+5 bonus) Dragon Form once per day
Level 14: Skill focus: Knowledge Arcana(BL) INT +2
Level 15: Blind Fight(BL) Extend spell, +2 to natural armor (+7 bonus)
Level 16: Fear spell CHA +1
Level 17: Greater Arcane Heritage(Evocation)
Level 18: Spell Resis. Spell
Level 19: Improved Arcane heritage(Metamagic Adept)
Level 20: CHA +1, Power of Wyrms (22 CHA base)
Traits and Feats
Chosen Child - +900 Starting Gold
Reactionary - +2 to Initiative checks
Oblivious - Take a -2 to Sense Motives and Perception checks
Power Attack - Trade a -2 from BAB to get a +4 to Damage (+6 with a Two Handed Weapon)
Cleave - Make an additional attack against an adjacent target if first swing hits
Greater Mercy - When using Lay on Hands and there are no Mercies to recover, heals an additional 1d6 HP
Selective Channel - Pick up to (Cha Bonus) people not to affect with Channel Energy ability - level 5
Feat Wish List
Vital Strike- BAB at +6 - Deal twice the damage on one attack
Ultimate Mercy - Use 10 Lay on Hands to bring a dead creature back to life - level 9?
Extra Channel - adds +4 Lay on Hands ability just for the purpose of Channeling Positive Energy
Improved Critical - BAB +8 - Doubles threat range of one weapon - level 9?
Weapon Focus - +1 to hit with a single weapon - level 7
Class Abilities Aura of Good: Equal to my Paladin level Detect Evil: 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: Twice per day at fourth level, 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 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. Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands: 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 [9 times at level 5]. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses [3d6 at level 5, 4d6 with Greater Mercy, total of 6d6 with the Amulet of the Crusader]. 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. 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. 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 affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Fatigued: The target is no longer fatigued. Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Divine Bond: 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 first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this 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: axiomatic (+2 - Lawful, +2d6 vs chaotic creatures), brilliant energy (+4), defending (+1 - Able to shift attack bonuses to AC), disruption (+2 - disrupts undead), flaming (+1 - +1d6 ), flaming burst (+2), holy (+2 - +2d6 vs evil creatures), keen (+1 - doubles threat range), merciful (+1 - +1d6 non-lethal), and speed (+3 - one extra attack per round). 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 but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin 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 a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Bonuses of the Warrior of the Holy Light
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 spend a use of her lay on hands ability to 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%.
Shining Light (Su)
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.
This ability replaces aura of faith.
Skills - 3 per level
Acrobatics
Appraise
Bluff
Climb
*Craft
*Diplomacy - ability mod 5, class mod 3, ranks 5: 13
Disable Device
Disguise
Escape Artist
Fly
*Handle Animal
*Heal
Intimidate - ability mod 5, ranks 2: 7
Knowledge Arcana - 0
Knowledge Dungeoneering
Knowledge Engineering - 0
Knowledge Geography - 0
Knowledge History - 0
Knowledge Local
Knowledge Nature - 0
*Knowledge Nobility - class mod 3, ranks 1: 4
*Knowledge Religion - class mod 3, ranks 1: 4
Linguistics
Perception: -2
Perform
*Profession
*Ride - class mod 3, ranks 1: 4
*Sense Motive
Sleight of Hand
*Spellcraft - 0
Stealth - ranks 2: 2
Survival
Swim
Use Magic Device - ability mod 5, ranks 4: 9
Weapons and Equipment
Magic Greatsword - +1 to Hit, +1 to Damage, 2d6+1 damage, Crit 19-20/x2 With Power Attack damage does 2d6+12
Longbow - 1d8 damage, Crit x3, Range 100 feet
--20 arrows
Magic Full Plate Armor +1 of Light Fortification - AC Bonus +10, has 25% chance to negate a Critical Strike or Sneak Attack
Amulet of the Crusader - Adds 2d6 to all Lay on Hands or Chanel Positive Energy attempts
Ioun Torch Stone
Gold: 115
Two sets of fine traveling clothes,
a sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
4 door spikes,
a hooded lantern,
3 flasks of oil,
50 feet of silk rope,
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations, two full water skins.
Renna is the youngest daughter of a modest farming family. It was many years ago that the young girl saw a vision of Iomeade that changed her life forever. Following her calling as a servant of the Goddess, she leaves home and enters the nearest monastery as an acolyte. But while her faith was true, her behavior was not well suited to the quiet life of a nun. After having to toughen up from having five older brothers pick on her, it was decided by the priesthood to send Renna to serve Iomeade in a more martial manner and she is shipped off to train with the knights of the church and see if she has what it takes to become a paladin.
Despite her best of intentions, Renna is a bit of a ditzy girl with her head in the clouds. She lets her faith guide her where she feels that Iomedae needs her the most.
Iomedae’s Paladin Code
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not surrender those under my command.
• I will never abandon a companion, though I will honor sacrifice freely given.
• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.
Hey Silanon
, I was looking at the character requirements and just noticed you forgot the racial points limit for non-core races. I believe you set it at a max of 10 rp. I know this is an extremely late spot, but it has been a while since I looked here.