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| Matofacus |
| Details | |||
| Class: | Race: | Alignment: | Deity: |
| Paladin/rogue | Human | LG | none |
| Level: | Size: | Age: | Gender: |
| 3/3 | M | 21 | Male |
| Height: | Weight: | Eyes: | Hair: |
| 5'10" | 180 | Dark | Long Black |
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| Weapons | ||||||||
| Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
| +1 to hit & damage | ||||||||
| Armor | ||||||||
| Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
| +1 Shadowed Chain Shirt of ... | Light | 5 | 1 | 4 | 20 | normal | 25 | ...Silent moves. +5 to Move Sil. and Hide, +1 enchantment to AC |
| Feats & Special Abilities | |
| Feat / Ability | Description/Notes |
| Aura of Good | 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. |
| Smite Evil | Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. |
| Divine Grace | At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. |
| Lay on Hands | Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature |
| Aura of Courage | Beginning 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 while the paladin is conscious, but not if she is unconscious or dead. |
| Divine Health | At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. |
| Sneak Attack (2d6) | If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. |
| Trap Finding | Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. |
| Evasion | At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. |
| Trap Sense | At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. |
| Endurance | You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. |
| DieHard | When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. |
| Power Attack | On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) |
| Devoted Inquisitor | Prerequisite: Smite Evil, Sneak Attack In short, When I sneak Attack and Smite Evil in the same attack and hit, the enemy must make a Will saving throw of 10+1/2 character level+cha modifier or be dazed for 1 round. Also, I can multiclass between Paladin and Rogue freely, though I must still stay LG to keep Paladin stuff, and exp penalties still apply. |
| Skills | ||||||||
| Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
| Hide | Dex | 14 | 3 | 6 | 5 | |||
| Move Silently | Dex | 14 | 3 | 6 | 5 | |||
| Diplomacy | Charisma | 12 | 3 | 9 | ||||
| Sense Motive | Wisdom | 9 | 1 | 9 | ||||
| Knowledge (Religion) | Int | 2 | 0 | 3 | ||||
| Sleight of hand | Dex | 8 | 3 | 5 | ||||
| Gather Information | Int | 4 | 4 | |||||
| Spell List | |||
| No Spells Assigned. |
| Gear | |||
| Gear | Location | Weight | Description/Special |
| The Cloak of Virtuous Might | On Me! | 1 lb | Cloak of Resistance +1...+1 to all saves! |
| Defender of Righteousness | Me | 25 | My armor |
| The Blade of the Worthy Souls | in hand or back | 8 lbs | +1 Greatsword |
| Pack | back | ? | the boatman's signal: a hollowed tube with a small black disc set at the bottom the black pendant necklace plain backpack with: 5 sunrods, 5 tindertwigs, 5 torches, a spyglass, 6 simple wooden bowls, 5 plain wooden spoons, 50 ft of silk rope and a grappling hook. 'meat rations' |
| Treasure/Money | ||||
| Item | Location | Value | Weight | Description/Special |
| Gold | pack | 900 | ? | |
| Experience | |||
| No Experience Assigned. | |||
| Description |
| Matofacus stands at about five feet, ten inches tall. He's big, but not excessively so. He has long black hair that he used to keep meticulously tidy, but now just lets it fly free unless it impeded what he is doing. His hair is always clean, but it may look diheveled from time to time. Matofacus's eyes are a different story. They are dark, almost black, and quite sorrowful. Matofacus, in his quest for good, has been through a lot and has seen much, and it is reflected in his eyes. However, If you look close enough,one could almost claim to see some sort of rage in it. A somewhat crazed look that can be frightening at times. Matofacus is what people would call handsom. He has strong chiseled features and a picturesque muscular body. He usually wears light armor, which is strange for a Paladin, but any other would impede his unique skills. His skin is smooth, an almost hairless body, but on his back, should anyone notice, is the symbol of the Silver Flame. He had gotten the tattoo years earlier, when he had been a member, but has quit, though he never removed his tattoo. Instead, tattood on the inside of his forearms, are tw words. "Never" on his left and "Forget" on his right. |
| Personality |
| Matofacus is generally an agreeable person who people seem to get along with. The aura that surrounds him clearly marks what path he's taken in life, but after talking to him, you'd be a bit confused. His personality, though quite likeable, has a definite dark side to it. He's a bit morbid and a little bit of a pessimist. Matofacus is set apart from other paladins in many ways. First and foremost, he worships no god. Not to say that he believes no god exists, but he simply has not found any god worth worshipping. So, instead, he follows the cause of righteousness, more particularly seeking the strength to destroy evil where it exists. Another big difference between him and others that are champions of good is that he believes the only way to combat evil is to fight fire with fire. So, he made himself proficient with ways that average paladins would frown upon, such as using the art of stealth to aid his combat. By understanding evil, he could better understand it and find more effective ways to combat it. Matofacus is not a fanatic, per se. For instance, if you're not evil or what he deems to be corrupt, he will not try to persuade you to believe in what he believes in. After all, he believes that organized religion, no matter how good its intention, will inevitably fall into corruption. Which is why he doesn't belong to one, but rather another group, the Order of Illumination. So, he will not force his beliefs on others. However, he will not tolerate evil. If he catches wind of it, he will do all in his power to destroy it, even if it means the lives of his team as well as his own. They would not have died in vain. |
| Background |
| Matofacus was born in Cyre, and lived there for the first fourteen years of his life. It was obvious from a young age that he was a talented fighter and had strong moral beliefs for one his age. So, when he was fourteen, he left his family to pursue a career among those of the Silver Flame. Noticing his potential, they readily took him in and taught them their tenants. Under their tutelage he bacame a strong Paladin with unshakable determination. Then, as he was preparing to enter the War, it happened. His home, Cyre, exploded. In one fell swoop, his entire family, who he had kept in contact with over the years, were gone. He was struck with grief so strong that he was bedridden for days, but as soon as he was well, he immediately spoke with the high priest. He demanded that something be done to avenge those lost, but the pries simply said, "What can we do?" These struck him hard, and his once unshakable faith in the religion shattered. Someone had to pay, and if the Church wasn't going to help, he would take it upon himself to make sure someone did. He stayed at the temple for another half a year, but was asked to leave when he proposed a new way to combat evil: to study evil and fight fire with fire. Those people had been patient with the man thus far, but actually proposing that they study such evil acts to destroy them...this was something they could not do. He left, vowing to never fall into another sham of a religion again. Soon afterward, he was approached by someone he knew from the temple. The woman, Kayla, spoke of an organization that she was part of that used such tactics that Matofacus proposed to combat evil. And they would be more than pleased to have such a fine man to aid them. Thrilled, though a bit skeptic, he followed her and was introduced to the Order of Illumination, a group bent on destoying evil in all its forms, not matter the price. Matofacus agreed with their rightly-placed ruthlessness and joined their ranks. He was not yet one of those Shadowbane Inquisitors who led the assaults, but with some training, they assured him he would be. For another years, he trained with them in their ways, going on missions with more experienced members, and always emerging unscathed. All who fought alongside him agreed that he was almost ready to join the ranks of the Inquisitors. He was just missing something... Then he heard news of a group who journeyed into the Cyre, now aptly called the Mournlands, to investigate it and salvage what they could find. What luck! Here was his chance to find out what had happened to his homeland and his family! With the approval of the Order, he joined the guild, not for the treasure, but to find what evil was responsible and wipe it from this world. Permanently. |