"When I was a little girl, grandmother would sing too me,
Let me remember the earthlight, "I dreamed of the old sun long before I knew what it was. A great fire that rose beyond the edge of the world, warming and lighting all but scorching nothing. I swore to serve that light a thousand times, that I would work to make it come back to us.
Let me remember the warm,
Show me again in my dreamsight,
The fire at the heart of the dawn.
"Father wanted me to work a different fire. He taught me to bring fire from the black stones that would turn iron bars into steel, steel into plowshares.
"I played at swords with the boys. When they went to the militia captain to learn the spear, I went with them. My strength came from a blacksmith’s hammer, not a kitchen knife, and none of the boys could match me, so the militia teacher taught me in spite of what my father said.
When the orcs came in force, our spears and bows weren’t enough. I did what my father wouldn’t.
"It wasn’t so hard, beating plowshares into swords. I quenched them in my tears, though, because I knew that—though we’d been cold and hungry in our village—we’d known peace ‘til now.
"We would never have it again."
Name: Hanali Dawnfire
Class: Paladin: Warrior of the Holy Light
Skin A healthy tan in a world where the sun has no strength left.
Hair Fiery Red
Eyes: Wide blue.
The red haired girl had passed twenty five now but no pox or scar marred her looks. Indeed, while most girls her age were pale from the feeble sun and strained from bearing their husband too many children too fast, Hanali was not only ripe and healthy as a maid of sixteen, her skin bore an appealing coppery shade that few had seen on a maid in over a century. I traveled with the shieldmaiden Hanali once. She forged me this sword with steel and magic, gave it power with her courage and quenched it in her tears for the suffering of the world. She has the widest azure eyes, like sapphires they are, always on the verge of tearing up for suffering of those she couldn’t help. She loved to sing about the sun of old, how it set the sky aflame—warming all but burning none. I looked at her lips, and at her eyes, and though I’d never seen either of the things I was comparing, I knew the truth in my next words. ‘Then it must by like your smile.’ Hanali cried then, and her smile was as beautiful as I had ever imagined.
--Andomir the Scribe
Strength 16 +3 18 +4
Dexterity 10 +0 12 +1
Stamina 16 +3 18 +4
Intelligence 16 +3
Wisdom 10 +0
Charisma 18 +4 24 +7
Hit Points 212
Armor Class 37 (Armor +14, Shield +7, Dexterity +1, Deflection +5)
Fort 9 +4 +7 =d20+20
Refl 5 +1 +7 =d20+13
Will 9 +0 +7 +1 =d20+17
Base Attack: +15 +10 +5
Fist of a Fallen Star (+2 Flaming, Construct Bane Warhammer)
--TAB +21 +16 +11
TAB +17 +12 +7
Aura of Good L 15
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 4/day. Hanali invokes the Fire at the Heart of the Dawn to aid her in battle against evil. As a swift action, she chooses one target within sight to smite. If this target is evil, she 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.
Lay On Hands: 17/Day
--Cures 7d6 damage and removes the following conditions: fatigued, diseased, poisoned, and blinded.
Channel Positive Energy (As Cleric Level 15, DC 17+Cha) uses Lay On Hands.
Call Mount at Level 3 (Cellestial Heavy Horse with Spell Resistence 26, as Druid Animal Compaion.)
Corona of the old sun:
At 4th level, Hanali learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces her spells class feature. She does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, she gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from her in a 30-foot radius. All allies in this area (including the Hanali) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the Hanali and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by Hanali when this power is activated.
Shining Light (Su) DC 24
At 14th level, Hanali can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.
--Ride By Attack
Extra Mercy: Remove Curse
Armor Expert: -1 Armor Check Penalty
Indominatable Faith: +1 Will Save
Craft: Armor 15 +3 +3 =d20+21
Craft: Metal Tools 9 +3 +3 =d20+10
Craft: Weapons 15 +3 +3 +2 =d20+23
Diplomacy 10 +3 +7 =d20+20
Handle Animal 7 +3 +7 =d20+17
Heal 15 +3 +0 +0 +2 =d20+20
K. Religion 7 +3 +3 =d20+13
Linguistics 2 +0 +3 =d20+5
Perform: Sing 3 +0 +7 =d20+10
Ride 15 +3 +1 -3 =d20+16
Sense Motive 7 +3 +0 =d20+10
+5 Deflection Bonus to AC
Negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring's charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
DC 15: This ring is made of a metal similar to silver, yet it refuses to bend and break, it might be mithril at first guess but its strength surpasses even that. Perhaps its just the enchantment, but some people swear the protective quality of this ring is just an aura it projects around itself and whoever it carries, reserving most of its strength inside.
DC 20: The ring has old runes engraved in its inside, and the long gemstone upon it glows radiant as it absorbs more and more power. This power seems to awaken only when its exposed to spells of particular nature, of force.
In the past, long long before the coming of Cho'den, there was a grand duchy that fought to protect the lives of the people within it, and to stabilize an already shaken land. The son of the Duke was given this ring when he was of age, on a journey to find the Legendary Hero. On this journey, he perished, slain by the hand of the Wizard Blackstaff, and this ring was lost to the ages. It surfaced again a long time later to be worn by the Crown Prince Willhelm the Pure, a knight in service of a powerful order of nobles. He fought to unite many lands under the same banner, to bring stability to the entire region, until his Lords were revealed to be evil, and alongside a Paladin he fought this threat he had unwittingly been serving before. In time, he passed away, and left the ring to travel
down a lineage of lesser heroes, small time monarchs, and always vanishing for a few years now and then to return in times of need. Eventually, it resurfaced with the coming of Cho'den, in the hands of Baron Highstorm. He lead a charge against the minions of Cho'den, felling countless undead beings with his own might, until a wicked spell became his doom, turning his very flesh to stone. In his stone finger, the ring remained for ages, until a great battle annihilated not only the statue of the Baron but the ground beneath it, throwing the ring away, and forgotten. In time, it was found once more, and taken up by a woman that believed it a trinket of good luck. In time, it made its ways to worthy hands once more.
Hanali’s Fallen Star Haubrek (+5 Adamantine Hellknight Plate)
Armor Bonus +14
Damage Reduction 3/-
Armor Check Penalty -4
Maximum Dexterity +1
+5 Large Mithral Shield
Armor Bonus +7
Armor Check Penalty 0
Hit Points 0
Boots of Speed
Belt of Physical Perfection +2
Gloves of Storing X2
Headband of Alluring Charisma +6
Flint and Steel
1 Day’s Trail Rations
1 LBS Soap
Masterwork Artisan’s Tools: Craft: Armorsmith, Metal Tools, Weaponsmith
* * *
Name: Kirk (A roan stallion barded in silver.)
12 Hit Dice Celestial War Horse
Hit Points 144
AC: 35 (Armor +8 Natural +14 Dexterity +4 Size -1)
Fortitude 8 +4 =d20+12
Reflex 8 +2 =d20+10 Improved Evasion
Will 4 +1 =d20+5
Base Attack +9
TAB +13 +13
Low Light Vision
Improved Natural Armor
Improved Natural Attack: Hooves
Weapon Focus: Hooves
+4 Mithral Chain Shirt Barding
Horseshoes of a Zephyr