Sir Peter Fairgrave
1282303705133-1.jpg
Alignment: Lawful Good / Race: Human (Native outsider), Saint / Class(es): Paladin (5th) / Human Paragon (3rd) / Holy Vindicator (4th) / Prestige Paladin (3rd)

"One's life is not his own"

HP Fort Reflex Will Initiative B.A-B
173 +24 +19 +22 +5 +14/+8/+3
AC, Full AC, Touch AC, Flat Turns per day Smites Per day
43+[Re:T] 21 38+[Re:T] 16 5
Strength: 24 (+7)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 30 (+10)
Full Attack Full Attack, Smite Full Attack, Charge Full Attack, C+SE+RR+DM
+29/ +23/ +18 +39/ +33/ +28 [1:SE] +29/ +29*/ +29*/ +23/+20 [1:TA] +39/ +39*/ +39*/ +33/ +28 [1:SE+3:TA]
1d8+(1d6/1d8)+13(/14) 1d8+1d6(/1d8)+21(/+31) - 3d8+3d6(31d8)+190) per attack

Feats:

  • Improved Shield Bash (Retain Shield bonus to AC after a shield bash attempt) [Human bonus]
  • Shield Specialisation (Gain an additional +1 AC from using a shield) [1st]
  • Divine Might (As a free action, spend a turn attempt to add Chr bonus to the damage for 1 full round) [3rd]
  • Quick Draw (Draw weapons as a free action) [Paragon bonus]
  • Shield Sling (You can throw a shield as though it was a thrown weapon, it deals damage based on its size and Str is applied to damage as per normal. This attack may also be used to make a ranged trip attack, with no chance on yourself being tripped on a failure) [5th]
  • Hurling Charge (While Charging, you may make 1 additional free attack with a thrown weapon at your highest BAB as though it were part of the charge, sharing all bonuses and penalties. This attack must be made at the charge target) [7th]
  • Bashing Charge (When making a charge on an enemy, you gain one additional free Shield Bash on the charge target, at your highest BAB) [9th]
  • Battle Blessing (Any Paladin spell with a cast time of a standard action is reduced to a swift action, and any spell with a full round cast time is reduced to a standard action) [11th]
  • Righteous fury (As a free action, you may spend two turn attempt to gain the Pounce trait on a single charge attack in a round) [13th]
  • Leadership (See the leadership section beyond) [15th]
  • Goad (You issue a taunt to an intelligent creature, it must then make a DC28 Will save or becomes compelled to attack you and only you in the following rounds) [Item Granted]
  • Skill Focus: Diplomacy (Gain +3 on all Diplomacy checks) [Class granted]

Skills:

Sense motive: Diplomacy: Use Magic Device: Knowledge [Religion]: Knowledge [History]: Ride:
+24 +35 +31 +20 +20 +22

Speaks:

  • Common, Celestial, Infernal, Abyssal, Draconic

Special:

  • Paladin Class features:
    • Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her 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: 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 Cha 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. 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 /Aura of Courage: 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: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases. / Turn Undead: A number of times per day equal to 3 + Chr mod, the Paladin may turn undead as if a cleric 3 levels lower /Charging smite: If you smite evil on a charge attack, gain an additional 2 points of damage per Paladin level (+18), in addition to the damage already done by the smite. Further, if the charge misses, the smite attempt is not considered to be wasted
  • Holy Vindicator Class features:
    • Vindicator’s Shield: A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus to his AC equal to his remaining Turn Undead Attempts. / Stigmata: A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a swift action. Activating stigmata causes bleed damage equal to half his level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus equal to half his level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action. / Faith Healing: At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. / Divine Wrath: At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke Doom upon the target as an immediate action (using the vindicator’s caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.
  • Saint boons:
    • Sir Peter gains an insight bonus to his AC equal to his Chr bonus. / Holy Power: The save DC for all of Sir Peters abilities are increased by 2. / Holy Touch: All weapons wielded by the Saint, included natural and thrown, deal an additional 1d6 holy damage to evil creatures or an additional 1d8 to evil outsiders. His damage is also taken by any evil creature which touches Sir Peter. / Spell-Like abilities: Guidance, Resistance, Virtue, Bless - All at will. / Protective measures; Damage Reduction: 10/evil, Fast Healing: 6pr, Immunities: Cold, Acid, Electricity, Negative energy and Petrification effects, Resistance: 15 Fire and +4 on Fort saves vs poison. / Protective Aura: As a free action, the Saint can surround herself in a 20ft protective nimbus which acts as a double strength Magic circle against Evil And as a Lesser Globe of Invulnerability. / Stat boosts: already applied

Leadership:

Leadership score: 31

  • Cohort and Special mount:
    • Captain Simon Fairgrave: (LG) Male very young gold dragon; Large dragon (fire) / Stats:Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16 / HD: 11d12+33; hp 104 / Speed: Init +0; Spd 60 ft., swim 60 ft., fly 200 ft. (poor) / Defences:AC 19, touch 9, flat-footed 19, Fort +10, Ref +7, Will +10, immunity to fire, magic sleep effects, and paralysis / Attack: Base Atk +11; Grp +20; Atk +15 melee (2d6+5, bite); Full Atk +15 melee (2d6+5, bite), +13 melee (1d8+2, 2 claws), +13 melee (1d6+2, 2 wings), +13 melee (1d8+7, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite) / Special: alternate form, breath weapon; SQ blindsense 60 ft., darkvision 120 ft, vulnerability to cold, water breathing / Skills and Feats: Bluff +8, Diplomacy +16, Disguise +14, Hide –4, Intimidate +18, Jump +22, Knowledge (nature) +9, Knowledge (religion) +14, Listen +14, Search +14, Sense Motive +14, Spot +14, Swim +22; Flyby Attack, Multiattack, Power Attack, Shock Wave / Breath Weapon (Su): 40-ft. cone, 4d10 fire, Reflex DC 19 half; or 40-ft. cone, 2 Str, Fortitude DC 19 negates.

The alleged 'Brother' of Sir Peter, captain Simon is rarely far from his ward. Swearing both loyalty and protection to Sir Peter, captain Simon serves as both his Second and his friend. While Simon's dragonic nature is made clear to all who would care to find out, he does not openly advertise this fact, preferring to spend most of his free time in Human form. When called, Simon acts as Sir Peter's Special Paladin mount and as his Cohort. The two are extremely good friends and have known each other for decades.

  • Followers:
1st 2nd 3rd 4th 5th 6th
135 13 7 4 2 2

Made up of almost entirely Paladins, Clerics, Healers, and Crusaders

Items, gear and equipment:

Magical Equipment:

  • Weapons and Amour
    • Shields of Justice (+3 Ranged & Valorous Bladed-edge, Adamanite, heavy shield) x2
    • +3 Flex-Jointed Fullplate (This Magical full plate only grants +6 AC naturally, but has a Dex mod of +5, in addition it has a reduced amour check penalty of -5)
    • Animated Expansive shield (Once planted in the ground, this tower shield expands to fill and cover a 5ft square with an iron wall, 10ft high. When not planted, it floats around Sir Peter, granting cover - expanding to full cover on command)
  • Magical Apparel
    • Belt of Magnificence (Adds +4 to all stats)
    • Amulet of the tactful diplomat (Grants +4 to Diplomacy checks and grants the Goad Feat)
  • Other
    • Bag of Endless Caltrops (Each scoop enables the user to fill a 5ft square with caltrops as a standard action)
    • Pouch of everlasting rations

Mundane Equipment:

Other Items:

GP Pouch
200,000gp total
Some remaining

Spells:

Paladin Spells:

1st 2nd 3rd
7 6 4
1st 2nd 3rd
Rhino Rush Knights Move Find the Gap
Strategic Charge Shield of warding Remove Curse
Cure Light wounds Shield other -
Divine Sacrifice - -

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