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"Venture Captain Silver Crusader" Helios Theonid

Ei päivitetty

Male Aasimar (Angel Blooded Angelkin) Paladin (Oathbound Paladin of Vengeance) 13
LG Medium Native Outsider
Player Filadeus (48567-5)
Xp 37
Faction Silver Crusade
Prestige/Fame 56/68
Favored Class Paladin (+12 sp, +1 hp)

Init +3(+5 ES)
Senses Perception -1(+1 ES), Darkvision(60 feet)

AC 28, touch 14, flat-footed 26; (+12 armor, +2 dex, +1 natural, +1 luck, +1 deflection, +1 insight)
AC 38, touch 21, flat-footed 35; (+12 armor, +2 dex, +1 natural, +1 luck, +6 deflection, +1 insight, +1 dodge, +4 shield) SE+Ha+Sh
AC 44, touch 23, flat-footed 41; (+12 armor, +2 dex, +5 natural, +1 luck, +6 deflection, +1 insight, +1 dodge, +4 shield, +2 sacred)SE+Ha+Sh+Ba+Ea
hp 135 (13d10+52+1)
Fort +24, Ref +19, Will +19
(+2 saves against death, energy drain, negative energy and necromancy)
(+1 saves against transmutation)5
(+2 saves with heroism)
Special Defenses Evasion(5% per reflex save), Negative Energy resistance (5), Immunity to Fear, Immunity to Disease, Immunity to Charm, Fast Healing 2(ES), resistance 5 acid and fire(ES), resistance 10 acid and cold(AA), DR 5/Evil(AA), Shield(+4 shield AC), Haste(+1 reflex, +1 dodge AC), Barksin(+5 natural)

Speed 20 ft./ 30 ft.(unarmored or longstrider)/ 40 ft.(haste)
Melee (Furious Focus)

  • +2 Keen Falchion +24/+19/+14 (2d4+12/15-20/x2, S)
  • +2 Keen Falchion +24/+15/+10 (2d4+24/15-20/x2) PA
  • +2 Keen Falchion +26/+17/+12 (2d4+24/15-20/x2) PA+He
  • +5 Keen Falchion +30/+26/+21/+16 (2d4+27/15-20/x2) PA+He+Haste+DB(+3)
  • +2 Keen Falchion +30/+21/+16 (2d4+37/15-20/x2) PA+SE
  • +2 Keen Falchion +28/+19/+14 (2d4+50/15-20/x2) PA+SE 1.strike vs very evil
  • +5 Keen Falchion +36/+32/+27/+22 (2d4+40/15-20/x2) PA+SE+He+Haste+DB(+3)
  • +5 Keen Falchion +36/+32/+27/+22 (2d4+53/15-20/x2) PA+SE+He+Haste+DB(+3) 1.strike
  • +5 Keen Falchion +39/+35/+30/+25 (2d4+43/15-20/x2) PA+SE+He+Haste+DB(+3)+DF
  • +5 Keen Falchion +39/+35/+30/+25 (2d4+56/15-20/x2) PA+SE+He+Haste+DB(+3)+DF 1.strike
  • +5 Keen Falchion +41/+37/+32/+27 (2d4+46/15-20/x2, auto conf) PA+He+SE+Haste+DB(+3)+DF+ES
  • +5 Keen Falchion +41/+37/+32/+27 (2d4+59/15-20/x2, auto conf) PA+He+SE+Haste+DB(+3)+DF+ES 1.strike
  • Mwk Cold Iron Hooked Lance +22/+13/+8 (1d8+22/x4, P, reach, trip) PA
  • Mwk Heavy Flail +22/+13/+8 (1d10+22/19-20x2, B, disarm, trip) PA
  • Gauntlet +21/+12/+7 (1d3+15, B) PA
  • Gauntlet +27/+18/+13 (1d3+28) PA+SE


  • +1 Adaptive Darkwood Composite Longbow(Str +7) +17/+12/+7 (1d8+8/x3, P)
  • +1 Adaptive Darkwood Composite Longbow(Str +7) +23/+18/+13 (1d8+21/x3, P) SE

Special Abilities Smite Evil(+6/+13, +6 AC, 5/day), Lay On Hands(9d6 | 8d6 + remove sickened/fatigued/staggered/blinded, 14/day), Detect Evil(at will), Alter Self(1/day), Channel Wrath, Divine Bond(+3, 13min, 3/day), Critical Focus(+4 to confirmation rolls), Divine Favor(+3/+3), Staggering Critical(Fort DC 23), Eagle Soul(+4 STR), Heroism (+2/0)

Paladin Spells Prepared (CL 9; concentration +15)
1st (DC 17) — divine favor, grace, hero's defiance(x2), litany of sloth
2nd (DC 18) — litany of righteousness, martyr's bargain, paladin's sacrifice, suppress charms and compulsions
3rd (DC 19) — angelic aspect, blade of bright victory
4th (DC 20) — eaglesoul

Str 24, Dex 14, Con 18, Int 7, Wis 7, Cha 22
Base Atk +13; CMB +22; CMD 35
Skills (ACP -3)

  • Acrobatics +2
  • Appraise -2
  • Bluff +7
  • Climb +7
  • Diplomacy +17[7]
  • Disguise +6
  • Escape Artist +2
  • Fly +2
  • Handle Animal +10[1]
  • Heal +5[1]
  • Intimidate +66
  • Knowledge(nobles) +2[1]
  • Knowledge(religion) +2[1]
  • Perception -1
  • Ride +6[1]
  • Sense Motive +3[1]
  • Spellcraft +2[1]
  • Stealth +2
  • Survival -2
  • Swim +8[1]
  • Use Magic Device +17[10]

Languages Celestial, Common

  • Darkvision: Aasimar have darkvision 60 ft.
  • Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
  • Skilled(Angel-Blooded): Aasimar have a +2 racial bonus on Heal and Know(planes) checks.
  • Spell-Like Ability (Sp): Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).
  • Aura of Good (Ex): 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 (Su): 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
  • 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/sickened/staggered/blinded)
  • Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.
  • Divine Bond (Sp): Divine 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, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.
  • Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
  • Lore of the Lotus Annals: Your time transcribing or transporting the rare ancient Nagaji text known as the Lotus Annals has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
  • Powerful Justice (Su): At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR. This ability replaces aura of justice.




On person: 78.5 lbs.

  • explorer's Outfit, 0 gp, 8 lbs.
  • +3 Mithral Full plate, 19500 gp, 25 lbs.
  • +2 Keen Falchion, 18375 gp, 8 lbs.
  • wrist sheath, spring loaded(x2), 10 gp, 2 lb.
  • mwk silver heavy flail, 495 gp, 10 lbs.
  • mwk cold iron hooked lance, 306 gp, 10 lbs.
  • Cloak of resistance +5, 25000 gp, 1 lb.
  • Belt of physical might(STR+CON) +4, 40000 go, 1 lb.
  • Amulet of natural armor +1, 2000 gp
  • Headband of alluring charisma +4, 16000 gp, 1 lb.
  • Shining Wayfinder, 0 gp, 1 lb.
  • Pearl of Power(1st level)(x2), 2000 gp
  • +1 Adaptive Darkwood Composite longbow(Str +0), 3430 gp, 1.5 lbs
  • Arrows(x40), 2 gp, 6 lbs.
  • Jingasa of the Fortunate Soldier, 5000 gp, 3 lbs.
  • Smoked goggles 10 gp
  • Bracers of the merciful knight 15600, 1 lb.
  • Ring of protection +1 2000 gp

On backpack: 100.5 lbs.

  • Backpack, masterwork 50 gp, 4 lbs.
  • Pathfinder's Kit1, 12 gp, 20 lbs.
  • Dungeoneering kit2, 15 gp, 25 lbs.
  • Shaving Kit3, 1.5 gp, 0.5 lbs.
  • Alchemist's fire, 20 gp, 1 lb.
  • Cold weather outfit, 8 gp, 7 lbs.
  • Spelunking kit4, 174 gp, 32 lbs.
  • Courtier's Outfit with jewelry 80 gp, 6 lbs.
  • Elixir of swimming, 250 gp
  • Swim fins, 5 lbs.
  • Smelling salts 25 gp


  • wand of clw(26), 0 gp
  • Wand of shield(40), 0 gp
  • Wand of longstrider(43) 0 gp


  • potion of clw, 50 gp
  • Potion of Touch of the Sea, 50 gp
  • Potion of Fly, 0 gp
  • Potion of Feather Step 50 gp
  • Potion of Touch of the Sea, 50 gp
  • Potion of cure serious wounds, 0 gp
  • Air crystal 50 gp

Ioun Stones

  • Ioun stone(cracked dusty rose prism) (initiative), 500 gp
  • Ioun stone(cracked dark blue rhomboid)(sense motive, perception), 400 gp
  • Ioun stone(cracked cracked incandescent blue sphere)(heal), 200 gp
  • Ioun stone(cracked mulberry pentacle)(bluff, diplomacy), 200 gp
  • Ioun stone(cracked pink and green sphere)(UMD), 200 gp
  • Ioun stones (pale green prism, cracked, attack/saves) x2 8000 gp
  • Ioun stone (dusty rose prism) (AC)5000 gp
  • Ioun stone (amber spindle, resonant evasion 90%) 10 000 gp

Wealth 16315 gp

Spells to prepare 1st level: bless, divine favour, endure elements, grace, hero's defiance, litany of sloth, protection from chaos/evil, rally point, lesser restoration, wrath
2nd level: corruption resistance, effortless armor, fire of entanglement, inheritor's smite, litany of defense/eloquence/entanglement/righteousness/warding, paladin's sacrifice, resist energy, righteous vigor, sacred bond, vestment of the champion
3rd level: angelic aspect, blade of bright victory, blessing of fervor, burst of speed, daylight, litany of escape, litany of sight, magic circle against evil
4th level: greater angelic aspect, break enchantment, death ward, eaglesoul, king's castle, restoration

Enhancement bonuses to add with Divine Bond
+1: Flaming, Keen, Merciful
+2: Axiomatic, Disruption, Flaming Burst, Holy
+3: Speed
+4: Brilliant Energy

Encumbrance 78.5 lbs. without backpack, 179 lbs. with backpack (266 lb. light/533 lbs. medium/800 lbs. heavy)


1 This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.(BACKPACK LEFT HOME)
2 This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, 2 sacks, 2 torches, and 4 tindertwigs.
3 A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
4 This kit provides essential equipment for exploring caves and mines, consisting of a miner's lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.
5 Resisting the Blackcove taint: You gain a +1 bonus on saves against transmutation.
6 Silver Crusader: You gain a +3 bonus on Intimidate checks against evil clerics and antipaladins.


  1. 11.9.2012 Intro 1: First Steps—Part I: In Service to Lore
  2. 8.12.2012 Intro 2: First Steps—Part II: To Delve the Dungeon Deep
  3. 25.12.2012 Intro 3: First Steps—Part III: A Vision of Betrayal
  4. 26.12.2012 #4–07: Severing Ties
  5. 27.12.2012 #4–11: The Disappeared
  6. 28.12.2012 #43: The Pallid Plague
  7. 28.12.2012 #2-15: Shades of Ice—Part I: Written in Blood
  8. 2.1.2013 #2-17: Shades of Ice—Part II: Exiles of Winter
  9. 9.1.2013 #2-19: Shades of Ice—Part III: Keep of the Huscarl King
  10. 13.1.2013 #4–09: The Blakros Matrimony
  11. 14.1.2013 #3-19: The Icebound Outpost
  12. 24.1.2013 #3-11: The Quest for Perfection—Part II: On Hostile Waters
  13. 25.1.2013 #31: Sniper in the Deep
  14. 27.1.2013 From Shore to Sea (GM)
  15. 1.2.2013 #3–25: Storming the Diamond Gate
  16. 3.2.2013 #4–06: The Green Market (GM)
  17. 10.2.2013 #4–14: My Enemy's Enemy
  18. 7.3.2013 #4–16: The Fabric of Reality
  19. 12.3.2013 #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb
  20. 18.3.2013 #3-14: Wonders in the Weave—Part II: Snakes in the Fold
  21. 27.3.2013 #2-14: The Chasm of Screams
  22. 1.5.2013 #2-07: The Heresy of Man—Part II: Where Dark Things Sleep
  23. 4.5.2013 #2-09: The Heresy of Man—Part III: Beneath Forgotten Sands
  24. 26.5.2013 #3-17: Red Harvest
  25. 2.7.2013 The Harrowing
  26. 21.7.2013 #3-04: The Kortos Envoy
  27. 1.8.2013 #2-10: Fury of the Fiend
  28. 11.9.2013 #34: Encounter at the Drowning Stones
  29. 16.9.2013 #4–26: The Waking Rune
  30. 3.2.2014 #46: Eyes of the Ten—Part I: Requiem for the Red Raven
  31. 10.2.2014 #54: Eyes of the Ten—Part II: The Maze of the Open Road
  32. 17.2.2014 #2-05: Eyes of the Ten—Part III: Red Revolution
  33. Eyes of the Ten-Part IV: Nothing Ventured, Nothing Gained


Missä tahansa Helios kulkekaan hän lähes aina kerää ympäristönsä huomion. Tuulessa hulmuavat olalle laskeutuvat kultaiset hiukset, monia tavallista miestä päätä pitempi mitta ja lämpimät lähes kullanhohtoiset kasvot, joista ympäristöä tarkkailee hyvin syvät kultaiset silmät. Tämän lisäksi hän kulkee Viimeisen Muurin parhaiden mestariseppien takomana mittatilaustyönä tehdyssä täyslevyhaarniskassaan, josta voi tunnistaa Arodenin ja Iomedaen tunnuksia (DC Knowledge religion 5). Tämän hyvin tarkkaan kiillotetun haarniskan lisäksi hänen selässänsä on pitkä valkoinen viitta, jota vielä koristaa Iomedaen Valon Miekan tunnus.


Helios on hyvin uskollinen Iomedaen paladiini ja pyrkii toteuttamaan valtiattarensa käskyjä parhaansa mukaan tuoden valoa pimeyteen. Kaikesta huolimatta hän muistaa menneisyytensä Arodenin kultaisena aikana tämän ihmiskunnan oman jumalan paladiinina ja tuntee katkeruutta tästä menetyksestä. Syntyperäisenä Cheliaanina Helios on aivan erityisen katkera diabolistiselle Thrune-suvulle, joka häpäisi ja tuhosi hänen kotinsa sekä pakotti hänet maanpakoon. Hän pitääkin nykyistä Cheliaxia Golarionin suurimpana pahuuden voimana ja sanotaan hänen vannoneen ikuista kostoa Thrunen huoneelle. Kaikesta huolimatta Helios Theonid on hyvä mies ja luotettava toveri tiennäyttäjille, kunhan hänen diabolista Cheliaxia vastaan tuntema vastenmielisyys ei ota valtaa.


Helios Theonid syntyi 4539 Cheliaxin Länsikruunussa vaikutusvaltaiseen Theonidien sukuun, jotka pitävät itseänsä Arodenin verenperillisinä ja Azlantin viimeisenä perintönä. Joka tapauksessa heidän sukunsa oli hallinnut näillä mailla jo kauan ennen Taldorin tai Cheliaxin syntyä ja he olivat hyvin vahvassa asemssa Cheliaxin aatelispiirien joukossa. Erityisesti he olivat tunnettuja äärimmäisesti uskollisuudesta Arodenia kohtaan ja heidän erittäin läheisestä suhteesta taivaallisiin olentoihin. Tarkemmat tiedot Helioksen syntymästä ovat jo kadonneet historian hämäriin, mutta erään tunnetun tarinan mukaan hänen äitinsä oli enkeli jonka kauneus lumosi Theonidien suvun päämiehen eli Helioksen isän. Toisten mukaan hänen kaukainen esi-isänsä taas olisi ollut enkeli, mutta jokatapauksessa Helios syntyi aasimarina ja sitä pidettiin suurena siunauksena suvulle. Helioksella kuitenkin oli useita vanhempia veljiä eikä hänellä ollut juurikaan vaaraa periä suvun aatelisarvoa, joten hän luonnollisesti kuten monit muutkin suvun edustajat ennen häntä, ajautui Arodenin paladiiniksi ja näihin tehtäviin hänet lopulta siunattiin 4605. Tuolloin elettiin suurta loistonaikaa ja Cheliaxin kuningas itsekin valmisteli Arodenin profetian toteumista. Samaten Theonidien suku Helios joukossaan odottivat Arodenin ilmestymistä lähes euforisessa odotuksessa. Koitti vuosi 4606...

Seuraavien vuosikymmenien aikana Cheliaxissa valta muuttui toisiin käsiin ja Theonidien suku kärsi suuresti uskollisuudestaan väärille osapuolille ja Helios itsekin aikanaan pakeni Viimeiselle Muurille, missä hän viimein taipui liittymään Iomedaen palvelukseen löytääkseen elämällensä tarkoitusta.

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