Graeme the Wolf |
Details | |||
Class: | Race: | Alignment: | Deity: |
Auradin/Chosen | Half-Elf | Neutral Good | El |
Level: | Size: | Age: | Gender: |
Auradin20/Chosen10 | Medium | 32 | Male |
Height: | Weight: | Eyes: | Hair: |
5'9'' | 165 lbs | Brown | Brown |
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Weapons | ||||||||
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Holy Weapon | ||||||||
Holy Weapon | ||||||||
Holy Weapon |
Armor | ||||||||
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
Chosen's Armor | Full Plate | +6 | -6 | 1 | 50 | +4 Charisma | ||
Svalinn | Tower | +5 | Damage Reduction 10/Epic |
Feats & Special Abilities | |
Feat / Ability | Description/Notes |
Level Adjustment | Level Adjustment +1 |
Extra Turning | Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. |
Extra Turning | Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. |
Mounted Combat | Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.) |
Ride-by Attack | When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. |
Spirited Charge | When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). |
Divine Might | As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round. |
Divine Shield | The character may spend one of his turn undead attempts to add his charisma bonus to his armor class for a number of rounds equal to the charisma bonus. |
Aura of Good | The power of a Auradin’s aura of good (see the detect good spell) is equal to her paladin level. |
Detect Evil | At will, an Auradin can use detect evil, as the spell. |
Aura of Courage | Beginning at 3rd level, an Auradin is immune to fear (magical or otherwise). Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the auradin is conscious, but not if she is unconscious or dead. |
Smite Evil | Starting at 2nd level, an Auradin deals 1d6 extra damage to any evil creatures she attacks in melee. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. This damage increases by +1d6 every two levels thereafter. |
Divine Health | Starting at 3rd level, a Auradin gains immunity to all diseases, including supernatural and magical diseases. |
Aura of Defiance | Beginning at 5th level, an Auradin gains a second aura, which grants her immunity to charm effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against charm effects. While her Aura of Good is always active, she may only have one other aura active at any time. She may change which aura she has active as a Swift Action. All auras (except her Aura of Good) function only when she is conscious. |
Aura of Resolve | Beginning at 7th level, an Auradin gains the aura of resolve, which grants her immunity to compulsion effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against compulsion effects. |
Mettle | Starting at 8th level, an Auradin who succeeds on a Fortitude partial or Will partial save takes no effect as if she had immunity. |
Aura of Health | Beginning at 9th level, an Auradin gains the Aura of Health, which grants her immunity to all poisons. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against poison. |
Aura of Life | Beginning at 11th level, an Auradin gains the Aura of Life, which grants her immunity to death effects and negative energy. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against death effects and negative energy effects. |
Aura of Fury | Beginning at 13th level, an Auradin gains the Aura of Fury, which grants her the ability to use Righteous Might at will. |
Aura of Freedom | Starting at 14th level, an Auradin gains the Aura of Freedom, which grants her the effects of freedom of movement continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against effects that freedom of movement would prevent. |
Aura of Forbiddance | Starting at 15th level, an Auradin gains the Aura of Forbiddance, which allows her to prevent any planar travel effect within 60 feet of her from occurring, at her option. No save is offered against this effect. |
Aura of Truth | Beginning at 17th level, an Auradin gains the Aura of Truth, which grants her the effects of true seeing continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against illusions. |
Aura of Glory | Starting at 19th level, an Auradin gains the Aura of Glory, which grants her one of three effects: A) The auradin gains a pair of angel wings, and can fly at twice base land speed. B) The auradin gains the effect of Holy Aura continuously. c) Any weapons the Auradin is wielding become Holy. |
Miracle | Starting at 20th level, the Auradin can use Miracle as a spell-like ability once a day. |
Paladin's Mount | The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). |
Improved Initiative | You get a +4 bonus on initiative checks. |
Divine Spark | At 21st level, you gain either a +1 inherent bonus to each of two ability scores or a +2 inherent bonus to one ability score. |
Death Denied | At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1 on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy spell, you suffer no effect, even if you would normally suffer a partial effect. |
Regenerative Touch | At 24th level, you gain the ability to use regenerate at will (caster level 20) |
Divine Surge | At 27th level, you can restore yourself to fighting form. Once per day as an immediate action, you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration. |
Divine Miracle | You gain the ability to use Miracle once a day. If you already have the ability to use Miracle as a spell-like ability once a day, you gain a second usage. |
Skills | ||||||||
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Appraise | Int | 1 | ||||||
Balance | Dex | -1 | ||||||
Bluff | Cha | 9 | ||||||
Climb | Str | 5 | ||||||
Concentration | Con | 3 | ||||||
Diplomacy | Cha | 34 | ||||||
Disguise | Cha | 9 | ||||||
Escape Artist | Dex | -1 | ||||||
Forgery | Int | 1 | ||||||
Gather Information | Cha | 9 | ||||||
Heal | Wis | 2 | ||||||
Hide | Dex | -1 | ||||||
Intimidate | Cha | 9 | ||||||
Jump | Str | 5 | ||||||
Listen | Wis | 4 | ||||||
Ride | Dex | 22 | ||||||
Sense Motive | Wis | 25 | ||||||
Spot | Wis | 4 | ||||||
Survival | Wis | 2 | ||||||
Swim | Str | 5 |
Spell List | |||
No Spells Assigned. |
Gear | |||
Gear | Location | Weight | Description/Special |
Helm of Telepathy | Head | The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message. | |
Amulet of Natural Armor +5 | Neck | ||
Cloak of Charisma +6 | Shoulders | ||
Gauntlet of Rust | Hands | This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster. | |
Bracers of Armor +8 | Arms/wrists | ||
Belt of Giant Strength +6 | |||
Boots of Teleportation | Feet | Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name. | |
Ring of Protection +5 | |||
Ring of Regeneration | |||
Vest of Resistance +5 | Torso | ||
Iron Horn of Valhalla | This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned. |
Treasure/Money | |||
No Treasure Assigned. |
Experience | |||
No Experience Assigned. |
Description |
Sir Graeme Drakesbane is a tall, stout man who is eternally clean-shaven. His eyes and face shine with wisdom and willpower, and his charismatic, trademark grin is indicative of his motto: Never compromise. His shining armor is deeply reminiscent of an angel's, and his massive longsword is eternally at his waist. His lance is hidden away on the celestial realm with his pegasus mount, Radiance, and his hammer rests behind his huge shield on his back. |
Personality |
Graeme is gentle, polite, wise, and fairly intelligent. He prides diplomacy and peace over violent action, but will not hesitate to draw his sword to defend the innocent. He is a very patient, kind man and sometimes finds himself reluctant to draw his sword to defend himself. |
Background |
The son of a minor nobleman, Graeme was selected from age six to become one of the illustrious Auradins. The most skilled of his order, by age eighteen he had outstripped his mentors and become the hero of the land. His sword, Balmung, was given to him by a Chosen of his deity, and his hammer Claiomh Solais was forged out of the shards of an angel's blade by a dwarven king in return for ridding the kingdom of a foul balor. His armor was forged by that same king a few years later, this time for saving the king's son from a horde of undead creatures. Finally, his legendary lance, known only as Gungnir, was created by an ancient archlich who gave Graeme the weapon to defeat the great red wyrm, Baantu the Foul in single combat. Graeme's armor is of special note. It enhances his personal charisma, and his leadership abilities as well as being heavily enchanted. Graeme's most famous item, however, is his amazing shield, Svalinn. Svalinn is a shield that Graeme awoke to find at the seat of his bed one morning, and took it up to wield in battle. The shield grants him the strange ability to absorb damage without issue, and he uses that ability well. |