Reine Heimdall

Hapless servant of the Church of Glaba --- I mean, of the Silver Flame


Name: Reine Heimdall
Class: 7th Level Paladin/4th Level Blazing Blade of the Silver Flame
Age: 15
Alignment: Lawful Good
Race: Human
Gender: Male

Str 20, +5 (Spent 8, +1 Level Point, +4 Belt of Giant’s Strength)
Dex 16, +3 (Spent 6, +2 Gloves of Dexterity)
Con 16, +3 (Spent 10)
Int 10 (Spent 2)
Wis 8, -1
Cha 21, +5 (Spent 6, +1 Level Point, +6 Cloak of Charisma)
Total Points: 32

HP: 122
AC: 30 (10 Base + 3 Dex Bonus + 9 Glamered Silver Dragonhide Breastplate, + 6 Heavy Geosteel Shield, +2 Ring of Protection)
Flatfooted 27, Touch 20
Base Attack Bonus: +11/+6/+1
Initiative: +2
Attacks: 2
Fortitude Save: +23 (8 Base + 3 Con Bonus + 5 Divine Grace + 3 Great Fortitude + 4 Vestment of Resistance)
Reflex Save: +15 (3 Base + 3 Dex Bonus + 5 Divine Grace + 4 Vestment of Resistance)
Will Save: +22 (7 Base + 3 Force of Personality + 5 Divine Grace + 3 Iron Will + 4 Vestment of Resistance)

Total Skill Points: 42 (14 Human + 20 Paladin + 8 Blazing Blade) — Impress 7 (Cha), Perception 4 (Wis), Athletics 2 + 4 (Str), Acrobatics 2 + 4 (Dex), Theology 3 (Int)
Free Skill Trick: Perform (Oratory)
Skill Tricks:
Taunt 6 — 6/encounter, lasts for 6 rounds, Will Save DC 26 (Spent 12)
Watchman’s Mark 6 — -7 to hit vs. other Party Members, 6 AoOs/round(Spent 12)
Maximum Dexterity Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure: 25%
Grapple Bonus: +16 (11 BAB + 5 Str)
Languages Known: Common
Land Speed: 30ft

Weapon Proficiencies: Simple, Martial
Armor Proficiencies: Light, Medium, Heavy, Shields

+2 Flametouched Iron Naginata — 1d10 + 7 + 2d8 Fire Damage, x3 Critical, +18/+13/+8 Attack Bonus
+1 Mithril Bastard Sword — 1d10 + 8 + 2d8 Fire Damage, 17-20/x2 Critical, +18/+13/+8 Attack Bonus
Masterwork Katana — 1d10 + 7 + 2d8 Fire Damage, 17-20/x2 Critical, +18/+13/+8 Attack Bonus

Masterwork Steelcaster
Melee Mode — 1d8 + 7 + 2d8 Fire Damage, x3 Critical, +17/+12/+7 Attack Bonus
Ranged Mode — 1d8 Damage, 19-20/x2 Critical, 80ft Range Increment, +14/+9/+4 Attack Bonus

Special Abilities:
Aura of Good (1st Level Paladin Ability)
Detect Evil at will — can also use Move Action to focus on single item or target to find strength of evil aura as if studied for 3 rounds (1st Level Paladin Ability)
Smite Evil 3 + 1/day — +5 Attack, +11 Damage (+22 vs. Evil Outsiders, Evil Dragons or Undead), +5 AC vs. targeted Smite opponent, bypasses all DR on target; Effect continues until target is dead or Paladin rests, Smite is wasted if target is not evil (7th Level Paladin Ability)
Divine Grace (2nd Level Paladin Ability)
Lay on Hands 10 (1/2 lv + Cha modifier)/day, heal 5d6 HP or deal 5d6 damage vs. Undead — 1 Lay on Hands attempt = 1 Turn Undead attempt for purposes of Divine feats (2nd Level Paladin Ability)
Aura of Courage — Immune to Fear, allies within 10ft gain +4 morale bonus to Saves vs. Fear (3rd Level Paladin Ability)
Divine Health — Immune to all diseases, including Supernatural and Magical diseases (3rd Level Paladin Ability)
Fatigued — Removes Fatigued condition w/ Lay on Hands (3rd Level Paladin Ability)
Diseased — Casts Remove Disease using Lay on Hands w/ CL as Paladin level (6th Level Paladin Ability)
Channel Positive Energy — Use two Lay on Hands charges to channel Positive Energy with CL as Paladin level (4th Level Paladin Ability)
Divine Bond: Weapon Enhancement +2 1/day, +1 use per day every four levels above 5th — Channel Celestial Spirit for 11 minutes (1min/Paladin level) into weapon; Weapon sheds light as a torch, gains +1 Enhancement Bonus at 5th Paladin level (and +1 for every three levels above 5th) to add Enhancement or Properties to weapon (5th Level Paladin Ability)

Blazing Blade of the Silver Flame
Blazing Blade — Starting at 1st level, any melee weapon wielded by a Blazing Blade of the Silver Flame is sheathed in silver flame and deals an additional 1d8 points of fire damage. This damage increases by 1d8 at 4th, 7th and 10th levels. This ability can be suppressed or resumed as a free action. (4th Level Blazing Blade Ability)
Burning Soul (Ex) — Starting at 1st level, the Blazing Blade of the Silver Flame and all allies within 10’ of him gain fire resistance 10. This increases to fire resistance 20 at 5th level, and fire resistance 30 at 10th level (1st Level Blazing Blade Ability)
Gleaming Blade (Su) — Starting at 2nd level, the Blazing Blade of the Silver Flame can use this ability as a swift action to empower its weapon with a supernatural luster. When using this ability, the Blazing Blade of the Silver Flame gains one of the following benefits: Its weapon either gains the ghost touch or brilliant energy weapon enhancements. At 9th level, the weapon gains the benefits the ghost touch and brilliant energy weapon enhancement. (It may still hit undead, constructs, or objects despite being a brilliant energy weapon.) This ability lasts for 1 + the Blazing Blade of the Silver Flame’s Charisma modifier rounds. It is usable once per encounter. (2nd Level Blazing Blade Ability)
Flame Splash (Ex): Starting at 2nd level, whenever the Blazing Blade of the Silver Flame makes a melee attack against an opponent, all adjacent creatures take fire damage equal to your Blazing Blade ability’s bonus damage. (2nd Level Blazing Blade Ability)
Fiery Assault (Sp) 6d8 Fire 60ft line DC20: Beginning at 3rd level, a Blazing Blade of the Silver Flame can launch a powerful flaming attack once per encounter. All creatures in a 60ft line take 1d8 fire damage per Blazing Blade of the Silver Flame class level plus 1d8 for every two cleric or paladin of the Silver Flame levels the Blazing Blade of the Silver Flame possesses. A Reflex save (DC 10 + 1/2 character level + Charisma modifier) halves this damage. At 7th level, the Blazing Blade of the Silver Flame gains one more use of this ability. (3rd Level Blazing Blade Ability)
Righteous Blade (Sp): Starting at 4th level, a Blazing Blade of the Silver Flame can charge his blade with holy power. This functions as the holy sword spell, except that this effect replaces any existing enchantments the weapon may have that are not granted by Blazing Blade of the Silver Flame class features. This ability can be used for one round per day for each class level the Blazing Blade of the Silver Flame possesses, plus one round per day for every two cleric or paladin of the Silver Flame class levels it possesses. Activating and dismissing this ability is a swift action, and its usage need be continuous. (4th Level Blazing Blade Ability)

Force of Personality (1st Level Character Feat)
Weapon Specialization: Katana (1st Level Human Bonus Feat)
Iron Will (3rd Level Character Feat)
Divine Shield (6th Level Character Feat)
Great Fortitude (9th Level Character Feat)

Weapon Specialization [Combat]
You are exceptionally skilled with a particular weapon. Rather straight-forward, really.
+0: Choose a weapon. You gain proficiency with your chosen weapon. All bonuses bequeathed by this feat affect only the specific type of weapon you have chosen. You cannot change the type of weapon affected by this feat through any class ability such as the warblade’s Weapon Aptitude ability.
+1: You gain a +1 bonus to-hit and +2 bonus all damage rolls made with your chosen weapon.
+6: The critical threat range of your chosen weapon is doubled.
+11: Attacks with your chosen weapon against an enemy with concealment are treated as if the concealment’s miss chance was reduced by one step. (I.E. A 50% miss chance from concealment becomes 20%; a 20% miss chance from concealment is negated entirely.)
+16: Attacks with your chosen weapon ignore an enemy’s bonuses to Armor Class provided by magic and magical items.

Iron Will [Combat]
You are able to grit your teeth and shake off mental influences.
Base Attack Bonus:
+0: You gain a +3 bonus to your Will saves and Willpower checks.
+1: You gain the Slippery Mind rogue class ability.
+6: If you would be stunned, you are dazed instead.
+11: You do not suffer penalties from pain and fear.
+16: You are immune to compulsion effects.

Great Fortitude [Combat]
You are so tough. Your belly is like a prism.
Base Attack Bonus:
+0: You gain a +3 bonus to your Fortitude saves and Endurance checks.
+1: You die at -20 instead of -10.
+6: You gain 1 hit point per level.
+11: You gain DR of 5/—.
+16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to.

Remaining Gold: 804gp

Masterwork Katana (335gp)
+4 Glamered Silver Dragonhide Breastplate — +9 AC, 45 Cold Resistance, Glamered, counts as Light Armor (4,830gp)
+4 Heavy Geosteel Shield — +4 Bonus to Resist Grapple, Bull Rush, Overrun and Trip (looted from Boromar Ambush; Initially +1, additional enhancement to +4, 15000gp)
+6 Cloak of Charisma (looted from combined Mirrorverse loot)
+4 Belt of Giant’s Strength (16000gp)
+2 Gloves of Dexterity, Slotless (looted from combined Mirrorverse loot)
+2 Ring of Protection (4000gp)
Vestment of Resistance +4 (looted from combined Mirrorverse loot)
Winged Boots, purchased from Burzam (8,000gp)
Ring of Sustenance (2,500gp)
Backpack (2gp)
Bedroll x2 (2sp)
Inkpen (1sp)
Flask of Oil x7 (7sp)
Winter Blanket x2 (1gp)
Waterskin (1gp)
Hooded Lantern (7gp)
Belt Pouch (1gp)
Trail Rations x10 days (5gp)
Paper x10 sheets (4gp)
Parchment x5 sheets (1gp)
Ink Vial (8gp)
Climber’s Kit (80gp)
Everlasting Rations (350gp)
Jade-inlayed brass mug that fills with a beverage of the holder’s choice when commanded to
Flametouched Half-Plate:

[01:26] <juumanistra> Half-Plate [Combat]
[01:26] <juumanistra> Draped in form-fitting plates and mail, you’re both well-dressed and well-protected. Definitely the armor of choice for paladins who have seen one too many Hong Kong action flicks.
[01:26] <juumanistra> Heavy Armor: +7 AC bonus/+2 Maximum Dex Mod/-5 Armor Check Penalty/30% Arcane Spell Failure/40 lb.
[01:26] <juumanistra> Base Attack Bonus
[01:26] <juumanistra> +0: Encased in well-forged metal, your foes’ attacks routinely bounce off your armored carapace. You ignore the first ten points of all non-lethal damage from attacks made by manufactured and natural weapons.
[01:26] <juumanistra> +1: You trundle about the battlefield rather well, all things considered. You can charge, double-move, and run as if were wearing light armor. You may use the Spring Attack feat while in half-plate.
[01:26] <juumanistra> +5: Despite all that jangling of plate and mail, you really are quite dexterous. Your Armor Check Penalty is reduced by 2 on all Athletics and Acrobatics checks. You can take 10 on Athletics and Acrobatics checks even when distracted or hurried once per encounter. (If not in combat, this ability can be used once per minute.)
[01:26] <juumanistra> +10: Your love of action flicks has imbued you with an offensive elan. You can initiate a bull rush, disarm, grapple, overrun, or trip attempt without provoking an attack of opportunity. You are considered one size larger for determining size bonuses and penalties for all bull rush, disarm, grapple, overrun, and trip checks.
[01:26] <juumanistra> +15: Your dedication to perfecting the art of kung-fu in heavy armor is commendable and your hotblood worthy of praise. If a Reflex saving throw reduces damage on a successful save, then when you successfully save, you negate all damage. This ability functions identically to the rogue’s Evasion class ability, except that it can be used while wearing heavy armor.
Enhancement Bonus: +1/4HD (Currently +2)

<juumanistra> ~ ABILITY UNLOCK ~
<juumanistra> Special Mount(Su): As a full-round action, you may call upon the Armor of the Flame’s Champion to produce a mount suitable to be ridden into battle. This produces an effect identical to casting phantom steed, with a caster level equal to your paladin level, except that it gains +ChaMod HP/CL instead of +1hp/CL and it gains Evasion, Share Spells, Spell Resistance, and the appropriate increase…
<juumanistra> …to natural armor as if it were a conventional special mount.

Special Mount
Misty, 8th Level Heavy Warhorse/Phantom Speed
72HP ((7 + ChaMod)/CL), AC 25 (-1 Size, +4 Natural Armor, +6 Dex, +6 Special Mount Natural Armor)
Initiative: +6
Speed: 160ft (20ft/CL)
Special Qualities: Low-light Vision, Scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
Special Abilities:
8th: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Saves: Fort +9, Ref +6, Will +13
Skills: Perception 9
Feats: Endurance, Run


Second Season Costume Change

Interlude: Meeting Hannah
Viscounty of Baranthia Restoration Project put on indefinite hold until current conflict is resolved

Reine Heimdall

Eberron: Soaring Skies of Khorvaire Juumanistra Guntank