Jade Regent: Visions of Jade
Devout believer and professional soldier by trade
Female human (Chelaxian) paladin (oath against fiends, oath of vengeance) 4 (Pathfinder RPG Ultimate Magic 60, 60)
LG Medium humanoid (human)
Init +3; Senses Perception +0
Aura courage (10 ft.)
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 33 (4d10+5)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +5, Will +7
Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron morningstar +7 (1d8+3) or
+1 longsword +8 (1d8+4/19-20) or
handaxe +6 (1d6+2/×3)
Ranged longbow +5 (1d8/×3)
Special Attacks smite evil 2/day (+3 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +7)
At will—detect evil
Paladin Spells (CL 1st; concentration +4)
1st—protection from evil
Str 14, Dex 12, Con 12, Int 12, Wis 11, Cha 16
Base Atk +4; CMB +6; CMD 17
Feats Deific Obedience, Noble Scion Of War ISWG , Weapon Focus (longsword)
Traits best friend (ameiko), chosen of iomedae, rich parents
Skills Acrobatics -4 (-8 to jump), Craft (weapons) +8, Diplomacy +16 (+14 vs. Creatures that threaten, accuse, or challenge you and haven’t apologized), Handle Animal +7, Heal +5, Knowledge (nobility) +11, Knowledge (religion) +8, Linguistics +2, Profession (soldier) +5, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven’t apologized), Spellcraft +8, Survival +0 (+2 to avoid becoming lost when using this)
Languages Infernal, Minkaian, Varisian
SQ channel wrath, lay on hands 5/day (2d6), mercy (fatigued), pride
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of protection from evil, wand of identify (19 charges), holy water (4); Other Gear agile breastplate APG , arbiter, arrows (40), blunt arrows APG (20), handaxe, longbow, bedroll, belt pouch, blanket APG , buttons (0.1 lb), candle (10), candle lamp UE , canteen UE , caravan buy in (worth 125 gp), chewing stick, cleats APG , cold weather outfit, comb (0.2 lb), compass APG , complex banner UE , conditioning oil for leather (0.4 lb), driver - 2 months (worth 20 gp), file, small (0.1 lb), flint and steel, folding pole UE , hairbrush (0.3 lb), holy text UE , ink, inkpen, iron holy symbol of Iomedae UE , journal UE , leather paring knife (0.5 lb), leather straps (0.4 lb), manacles, masterwork artisan’s tools, masterwork backpack APG , metal polish (0.3 lb), mirror, nail file (0.1 lb), pot, scissors (0.3 lb), sewing needle, shovel, signal whistle, snowshoes APG , soap (3), soft cloth (0.1 lb) (2), soldier’s uniform UE , sponge, tent, large APG , tindertwig (5), tooth powder (0.1 lb), wagon, medium UC , wainwright - 2 months (worth 20 gp), winter blanket, 50 gp, 7 sp, 9 cp
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Ameiko: 12 (Fellowship – 1,600 XP; +1 morale bonus to all charisma-based skill checks)
Shalelu: 6 (Friendship – 200 XP)
Kelda and Koya: 5 (Associates – No XP)
Everyone else: 3 (Associates)
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Oath against Fiends: Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends.
Oath of Vengeance: Never let lesser evils distract you from your pursuit of just vengeance.
Iomedae Paladin Code
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
I will suffer death before dishonor.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.