Sir Robert the Valorous


Race: Human
Gender: Male
Class (level): Paladin (Sword of Valor/Oath of Loyalty/Oath Against Fiends) 6th
Alignment: Lawful Good
Experience: 16950
Next Level: 23000
Age: 32 years

  • Born Noble
  • Page
  • Squire
  • Knight
  • Sergeant


Hit Points: (6d10) = 37
Str: 18
Dex: 9
Con: 11
Int: 12
Wis: 12
Cha: 18
Cash: 0gp, 0sp
Languages: Gael, Perbashket [Literate]
AC: 21 (-1 Dex, 10 armor, 2 shield)
CMD: 19

Attack: +10 melee, +5 ranged

  • BAB: +6
  • CMB: +10
    • Lance (Mounted): +11 melee
      • Damage: 1d8+6 damage, x3 Crit
    • Bastard Sword: +11 melee
      • Damage: 1d10+4 damage, 19-20/x2 Crit


  • Fort: +5
  • Ref: +1
  • Will: +6
    • Immune to Fear and Disease


  • Land Speed: 30-ft.
  • Initiative: +3

Skill Points: 35

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Bastard Sword, Temple Sword, Hand Crossbow
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Tower Shields

Skills: (includes armor check penalties)

  • Acrobatics (5 rank): +1
  • Diplomacy (1 rank): +8
  • Handle Animal (1 rank): +8
  • Heal (1 rank): +5
  • Intimidate (1 rank): +8
  • Knowledge [arcana] (3 ranks): +8
  • Knowledge [engineering] (3 ranks): +9
  • Knowledge [history] (3 ranks): +9
  • Knowledge [nobility] (3 ranks): +8
  • Knowledge [religion] (3 ranks): +7
  • Perception (3 ranks): +8
  • Profession [scribe] (1 rank): +5
  • Ride (5 ranks): +6
  • Sense Motive (1 rank): +5
  • Spellcraft (1 rank): +5

Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).


Mystical Healer
Benefit: You add +1d4 to any form of healing you generate yourself (extraordinary abilities, spells, spell-like abilities, and supernatural abilities).

Reward of Life
Prerequisites: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus (4 hp). This ability has no effect if you use lay on hands to harm undead.

Greater Mercy
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Power Attack
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (150%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Fanatic [Racial Trait]
Benefit: You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.

Friend of the Family [Campaign Trait]
Benefit: As long as Brother Justice remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Brother Justice.

Crusader Tactician [Regional Trait]
Benefit: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.

Guardian of the Forge [Religion Trait]
Benefit: You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.

Race Abilities
  • Medium: X are Medium creatures and have no bonuses or penalties due to their size.
  • ability

Class Abilities:
  • Paladin Spells: save DC 18, Caster level 3rd
  • 1st level: 2/day
    • Prepared:
  • Expanded Spell List:
    • 1st: Resist Energy, Wrath
    • 2nd: Aid, Detect Thoughts
    • 3rd: Helping Hand, Invisibility Purge
    • 4th: Plane Shift, Sending

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 (Sp): 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.

Loyal Oath (Su): 2/day, an oathbound paladin can choose a willing creature within line of sight as the target of her loyal oath. When the paladin is adjacent to the target of her loyal oath, she grants the target a sacred bonus on saving throws and to Armor Class equal to the paladin’s Charisma bonus (+4). The loyal oath lasts 1 minute, or until the paladin dismisses it (a free action) or discharges it (see below), whichever comes first.
If the target is struck by an enemy and the paladin is adjacent to that enemy, as an immediate action she may make a single melee attack against that enemy; making this attack ends the loyal oath.

First Into Battle (Su): At 2nd level, a sword of valor can spend 1 use of loyal oath or lay on hands to act in the surprise round, even if she is surprised. When the paladin makes an Initiative check, she gains a bonus to the check equal to her Charisma bonus (+4).

Lay On Hands (Su): 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 (7/day). With one use of this ability, a paladin can heal 2d6 hit points of damage. 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.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

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: The target is no longer Fatigued.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 3d6 points of damage. Creatures that take damage from channeled energy receive a Will save (DC 16) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Prayer of the Fourth Act (Su): At 6th level, by spending 1 minute leading a prayer to Mitra, the sword of valor can spend one use of channel energy to give living creatures in the channel burst temporary hit points equal to the amount that ability normally heals. These temporary hit points last for no more than 1 hour.

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.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of 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. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Code of Conduct:

  • Keep all promises. Never make an oath or promise lightly. Never go back on an oath.
  • 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
  • A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
  • 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.
  • 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.


Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.


  • +1 Jousting Heavy Plate Armor
  • Masterwork Heavy Shield
  • Masterwork Lance
  • Masterwork Bastard Sword
  • Heavy War Horse
  • Masterwork Chain Barding
  • Military Saddle
  • Silver and Sapphire Holy Symbol of Mitra
  • Standard Adventurer’s Pack
    • Bedroll, Rations, Torches, Wooden Stakes, Rope, etc.

  • Knighthood
    • Small Cottage, 40 Acres of Land
      • 2 Men-at-Arms
      • 4 Laborers
  • Affiliation: Knights of Alerion
    • 20% discount on Horses, Armor, and Religious Supplies

  • Location
    • Contact: profession, how you know them

Sir Robert the Valorous

The World of Tel-Avi Brand_Darklight SirKnightly