Sir Richard Thomasson Havelyn

"My name is Richard Havelyn. You killed my father (and turned him into a Zombie)! Prepare to die!"


Race: Human
Gender: Male
Class (level): Gestalt Paladin/Knight 9th
Alignment: Lawful Good
Experience: 60000
Next Level: 71000
Age: 25 years

  • a


Hit Points: (9d10+9) = 63
Str: 18
Con: 12
Dex: 14
Int: 10
Wis: 14
Cha: 16
Cash: 0gp, 0sp
Languages: Gael, Perbashket
AC: 24 (1 Dex, 10 armor, 3 shield)
CMD: 25

Attack: +13 melee, +11 ranged

  • BAB: +9
  • CMB: +13
    • Longsword: +15/10 melee (includes Power Attack)
      • Damage: 1d8+11 damage, 19-20/x2 Crit
      • +1d6 damage vs. Non-good with Grayflame
    • Lance (Mounted Charge): +14 melee, 10-ft. Reach
      • Damage: 2d8+20 damage, x3 Crit


  • Fort: +11
  • Ref: +8
  • Will: +13
    • Immune to Charm, Fear, and Disease
    • Electricity, Fire, and Acid Resistance 3
    • +2 vs. Mind-affecting effects from Demons
    • +4 vs. Fear
  • Aura: Allies gain +4 saves vs. Charm and Fear


  • Land Speed: 30-ft.
  • Initiative: +2

Skill Points: 45

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Tower Shields


  • Diplomacy (9 ranks): +17
  • Handle Animal (5 ranks): +11
  • Heal (0 ranks): +2
  • Intimidate (5 ranks): +11
  • Knowledge [religion] (5 ranks): +8
  • Knowledge [nobility] (1 rank): +6
  • Knowledge [the planes] (1 rank): +1
  • Perception (0 ranks): +2
  • Ride (9 ranks): +10
    • +19 on Lady Gray
  • Sense Motive (5 ranks): +10
  • Spellcraft (5 ranks): +8
  • Stealth (0 ranks): -4

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).


Indomitable Mount
Prerequisites: Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks, Lastwall affinity.
Benefit: Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.

Reward of Grace
Prerequisites: Lay on hands class feature.
Benefit: Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.

Mounted Shield
Prerequisites: Mounted Combat, Shield Focus.
Benefit: You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount’s AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.

Shield Focus
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Power Attack
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. 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.

Signature Weapon (King’s Grace)
Benefit: Choose one weapon you own. You gain a competence bonus to hit with the weapon, based on your level. +3 at 9th level.

Iron Will [Bonus]
Benefit: You get a +2 bonus on all Will saving throws.

Weapon Focus (Longsword) [Bonus]
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Focus (Lance) [Bonus]
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Lionhearted [Bonus]
Benefit: You gain a +4 bonus on Will saves versus fear.

Mounted Combat [Bonus]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Signature Mount [Bonus]
Prerequisite: Handle Animal 3 ranks, Ride 3 ranks
Benefit: You gain an animal companion, as per the druid ability, nature bond, in addition to any other animal companions you may have. The animal companion must be an animal that can be ridden. Your effective druid level for the purposes of this feat is the higher of your ranks in Handle Animal and Ride, -2 (7th level). You gain a +3 competence bonus to Ride checks when riding an animal companion. If you must replace your signature mount, you must acquire a trained riding animal and spend 24 hours becoming accustomed to it.


Hatred of the Dark Prince [Campaign Trait]
Benefit: +1 trait bonus on damage rolls against demons and worshipers of Asmodeus.

Resilient [Combat Trait]
Benefit: +1 on Fortitude saves.

Asmodean Demon Hunter [Religion Trait]
Benefit: You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Race Abilities
  • Human

Class Abilities:
  • Paladin Spells: save DC 13 + spell level, Caster level 6th
  • 1st level: 3/day
    • Usually Prepared: Bless Weapon, Challenge Evil, Divine Favor
  • 2nd level: 2/day
    • Usually Prepared: Bull’s Strength, Vestments of the Champion

Resplendent Power (Ex): A knight is able to harness his powerful resolve to strengthen himself, inspire his allies, and dismay his foes. A knight initially has access to one resplendent power and gains an additional power every odd level. A knight can use his resplendent powers for a number of rounds per day equal to 4 + his Cha modifier (23 rounds). The knight can have only one resplendent power active at a time. Once each round the knight can initiate the use of a resplendent power as a free action. Resplendent powers end automatically if the knight is killed or knocked unconscious.
A knight cannot use a resplendent power in the same round he makes a dishonorable attack. If he makes a dishonorable attack, his resplendent power automatically ends. A dishonorable attacks is defined as an attack against an opponent who is surprised or helpless, who cannot see the attacker due to total concealment, involves poison, is a ranged attack against a foe who has no ranged weapon or special abilities, or uses lethal force against an opponent who cannot respond in kind (lacking a weapon, natural weapon, or other credible ability such as spellcasting or a monk’s unarmed abilities).
All resplendent powers that grant a morale bonus or cause fear are mind-affecting.

  • Honorable Might (Ex): The knight gains a +4 morale bonus to Strength.
  • Heroic Action (Ex): The knight gains a +2 morale bonus on attack rolls, saves, and skill checks.
  • Scorn Cowardice (Ex): The knight gains DR 4/honorable. An honorable attack is any attack that is not dishonorable. Thus, the knight takes less damage from sneak attacks, ranged attacks when not similarly armed, and so forth. This ability may be activated as an immediate action in response to an attack, consuming one round of use.
  • Cause Fear (Ex): The knight causes all foes within 30 feet to become frightened. They may make a Will save (DC 17). If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the knight’s level are unaffected.
  • Noble Splendor (Ex): The knight gains a +4 morale bonus to Charisma.

Coat of Glory (Ex): A knight of at least 2nd level can, once per day as a free action, grant himself a number of temporary hit points equal to his level (9 hit points). These hit points fade after one minute, if he kills or knocks unconscious an opponent, or if he makes a dishonorable attack.

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.

Smite Evil (Su): 3/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 (+3) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite (+9 damage). 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 (+3) 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.

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 4d6 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 4d6 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.

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.

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.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
  • Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.

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. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based 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 7d6 points of damage. Creatures that take damage from channeled energy receive a Will save (DC 17) 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.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. 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 9 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. 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 2/day.
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.

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.


Encumberance: X lbs. (Light Load)

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


  • +1 Grayflame Longsword (“King’s Grace”)
  • +1 Full Plate Armor
  • Masterwork Heavy Steel Shield
  • Masterwork Lance
  • Silver and Sapphire Holy Symbol of Mitra
  • Heavy Warhorse (“Gray Lady”)
    • Masterwork Chain Barding
    • Military Saddle
    • Bit & Bridle
    • Saddlebags
      • Standard adventuring gear (torches, bedroll, rations, rope, pitons, etc.)
  • Wooden Holy Symbol of Mitra (recovered from Balentyne, partially burned and bloodstained but still usable, acts as a Phylactery of Positive Channeling)


  • Location
    • Contact: profession, how you know them

Sir Richard smites first and asks questions later. He prefers to focus on one enemy at a time. He wastes little time on banter but does issue his battle cry “For Balentyne! My father, know that this day ye shall be avenged!” Yes, he talks like that. Yes, he might channel Inigo Montoya too often. Sir Richard never retreats especially from evil. He will either be victorious or die, he prefers to travel with folks that share his zeal.

Sir Richard Thomasson Havelyn is a young paladin who has already had an exalted career. It was he that exposed and destroyed the foul demon-worshiper that tried to assassinate King Markadian IV of House Darius. From the last survivor of the demon worshipers, he learned that something was planned against the Watch Wall. With the king’s personal blessing he travelled north. Alas, he arrived too late to save Balentyne or his grim, troubled father. His only comfort was that at last his mother and father were reunited.

Now his only thought is REVENGE!!!!

And he looks like Lord Byron, complete with the brooding and the swell cleft in his chin. Actually, no, he looks like Stephen Colbert, badass!

Sir Richard Thomasson Havelyn

The World of Tel-Avi Brand_Darklight Andre_The_Great