Dragonknights: Into the Birthright Frontier
A half-elf paladin.
LG Half-elf Paladin 9
Init +2; Senses Perception +2
AC 26, touch 12, flat-footed 24 (+1 natural, +13 armor, +1 deflection, +1 Dexterity)
hp 69 (9d10+9)
Fort +12, Ref +10, Will +11
Speed 20 ft.
Melee +3 keen greatsword +15/+10 (2d6+7), or +3 light mace +15/+10 (1d6+6)
Ranged javelin +11/+6 (1d6+3)
Str 16, Dex 14, Con 12, Int 13, Wis 10, Cha 21
Base Atk +9; CMB +12; CMD 24
Traits Convincing Liar, Without a Past
Feats Combat Reflexes, Combat Expertise, Power Attack, Bodyguard, Leadership (14)
Skills Bluff +11, Diplomacy +17, Handle Animal +9, Knowledge (Local) +2, Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics +8, Perception +2, Ride +6, Sense Motive +9; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
Immunities fear, charm, disease, sleep
Aura of Good (Ex): Radiates a good aura (9).
Detect Evil (Sp): As the spell detect evil, at will. As a move action, focus on a single target as if three rounds were spent concentrating.
Smite Evil (Su): Three times per day as a swift action, gain +5 to hit, +8 damage and a +5 deflection bonus to AC against evil creatures. Bypasses damage reduction. Additional +8 damage on the first successful strike against an evil outsider, undead or dragon.
Divine Grace (Su): Gain a +5 bonus to all saving throws.
Lay on Hands (Su): Nine times per day, heal 4d6 damage. Swift action on self, standard action on adjacent ally. Removes fatigue, exhausted and staggered conditions.
Aura of Courage (Su): Allies within 15 ft. receive a +4 morale bonus to saving throws against fear. Immune to fear.
Divine Health (Ex): Immune to all diseases.
Channel Positive Energy (Su): As the cleric ability, all creatures heal 4d6 damage. Uses two charges of lay on hands.
Divine Bond (Sp): Summon a spirit to enchant a weapon, usually +1 defending or holy, for Del.
Aura of Resolve (Su): Allies within 15ft. receive a +4 morale bonus to saving throws against charm. Immune to charm.
Spells 1st — lesser restoration, protection from evil, hero’s defiance; 2nd — remove paralysis, paladin’s sacrifice.
Delvernen is the bastard son of a human male of House Auf’Dumar and an elvish female of House Vermor, a coupling frowned upon by the former and forbidden by the latter. Every care was taken to hide the child from the greedy eyes of court, but Delvernen’s existence and heritage were discovered just four years after his birth in a remote Ishtaran monastery. For her disgrace, despite avoiding the babe since birth, both Delvernen and his mother were banished to Imenei Outpost on the Birthright Frontier. Delvernen’s first memories are of the journey, its hardships and his arrival at the dusty log fort perched on the edge of a verdant valley.
Delvernen did not remain long at Imenei. He later learned that his mother, a creature of unusual beauty and inured of courtly ways, seduced a visiting Eonesian ambassador. More suitable accommodations were soon arranged at the court of Eonar, the current ruler of Eonesia, where Delvernen’s mother quickly caught the king’s eye. Though Delvernen’s presence muddied any marriage contracts, the pair were happy. Bright yellow and red plumes sprouting from guard caps, endless hours hiding in the lush gardens, as many meat pies as a boy could eat; three year blissful years sped by until Eonar’s heirs sought to rid themselves of Delvernen, a potential threat.
After the first botched assassination attempt, Delvernen was once again pressed into anonymity at a local Isrissian monastery. More feeble assassination attempts were made, but Delvernen, now ten, was in capable hands; he endured and trained under the stern eye of the church’s defenders.
The young and short-lived kingdom of Eonesia was soon conquered by another upstart neighbor, Aryx. Among the spoils of war its conqueror claimed Delvernen’s mother as a concubine. Historians claim it was her beauty that provoked the war, but gold and fame are just as likely candidates. Regardless, it left Delvernen with a stepfather more inclined to butchery than the cloak and dagger methods employed by Eonar’s heirs. After Delvernen’s caretakers, whose religious beliefs differed perilously from the conqueror’s, were put to the sword and the Isrissian monastery burned, Delvernen and a handful of survivors sought asylum in neighboring Tolmany.
After fervent pleas and miles of bureaucratic rope, the plea was denied. Arygian agents’ offers of gold and threats of death were too much for the weak-minded king of Tolmany. Delvernen and a handful of surviving Isrissian monks escaped ahead of the executioner’s axe, but only just. For three years Delvernen’s life becomes a blur of courts and escape tunnels, loss and disappointment.
At last, a strong, more just king accepted. Barum of Leicleft and his heirs embraced this penniless child of questionable heritage, whose bearing and manners belied a noble birth. He became a third son to the crown, a brother in all but name to his sons; unacknowledged, but present for banquets, tournaments, and diplomatic missions. At eighteen, Delvernen was given a small stipend, armor and a spear, and — for the first time — his freedom.