Pearl of Oblivion
Gold: 25 gp
One Unique Thing:
I am the only paladin of the Crusader to defect to the Golden Wyrm. Now I fight to free those who cannot free themselves.
Great Gold Wyrm – Positive (1)
The Crusader – Negative (2)
Slave in the camps of the Crusader (2)
Major in the Crusader’s 5th Border Legion (2)
Former Paladin of the Crusader (4)
HP: 30 = (8 + Slave in the camps of the Crusade) x 3
AC: 20 = 16 + Major in the Crusader’s 5th Border Legion + Level + Bastion
PD: 15 = 10 + Former Paladin of the Crusader+ Level
MD: 15 = 12+ Slave in the camps of the Crusader + Level
Init: +3 = Slave in the camps of the Crusader + Level
To-Hit: +5 = Former Paladin of the Crusader + Level (Alt: +3 = Major in the Crusader’s 5th Border Legion + Level)
Damage: +4 = Former Paladin of the Crusader (Alt: +2 = Major in the Crusader’s 5th Border Legion)
Recoveries: 9 (1d10 x lvl) + Major in the Crusader’s 5th Border Legion
Obsidian Great Sword (2H 1d10)
Full Plate Armor (Heavy)
Simple Clothes (None)
Racial Bonus: Human SRD
Quick to Fight – At the start of each battle, roll initiative twice and choose the result you want.
Class Features: Paladin SRD
Smite Evil – You can use this talent once per battle, plus an additional number of times per day equal to your Major in the Crusader’s 5th Border Legion (2). As a free action before you make a paladin melee attack roll, you can declare that you’re using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.
Bonus Human Feat: Your Smite Evil attacks gain a +4 attack bonus.
Talents / Feats:
Divine Domain – Choose one of the domains listed in the cleric’s class talent list. You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day.
- Dominion War – Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.
-—— Invocation – Increase the escalation die by 1.
Bastion – You gain +1 AC.
In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. The damage you lose can come from temporary hit points, but isn’t affected by damage resistance and other tricks to avoid the damage.
Adventurer Feat 1: Increase your total number of recoveries by 1.
Paladin’s Challenge – When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, you each take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other. + other stuff
Sold into servitude to the Crusader as a child
Raised as a solider, taught to fight
Was educated in on the battlefield and in the war camps
Quickly rose through the ranks to Major (Lieutenant, Captain, Major, Lieutenant Colonel, Colonel)
Always had this bad feeling about slavery an watching slaves be taken
Witnessed the beating / torture of civilians and slaves, snapped
That night he had dreams of the Golden Wyrm
He took his armor and his sword, and gave up everything else he had earned in his life
He marched East in the middle of the night
“I am the only paladin of the Crusader to defect to the Golden Wyrm. Now I fight to free those who cannot free themselves.”
Biography: Please see reference for more details…