Giddeon. Commander of the Watch, Babylon


Character Level: 14 Class Levels Paladin 12  Cavalier 2 

Deity Ishtar        Birthdate Yr -23
Alignment: Lawful Good Height 6'1 Hair Color Brown
Race: Human  Weight 200 lbs Facial Hair None

Description Very cool. Andropanese Ring adds 1 level (Paladin)

Abilities
Saves
Ability
Score
Ability
  Mod
Temp
Score
Temp
 Mod
                         
Total
  Total under
anti magic shell

Base
Ability
  Mod
Magic
(General)

Feats

Conditional Bonuses
Strength 19 24 +7 Fortitude 19 +8 +4+6(charisma)
+1 morale +2 vs evil, 
Dexterity 20 4 +5 Reflex 16 +4 +5+6(charisma) +1morale
+2 vs evil, 
Constitution 18
+4 Will 13 +4 +2+6(charisma)
 +1 morale +2 vs evil, 
Intelligence 10 +0
Wisdom 15 +2
Charisma 22 22 +6

Combat Statistics

Size/Type: Medium
Hit Points
Initiative:
Speed: 50 ft. 
Armor Class: 20 (10 +5 dex, +5 Bracers) touch 20, flat-footed 15.    +2 AC if Mounted
AC when hasted
Base Attack: +14/+9/+4  Grapple: +14 +strength
Attack: +26/+21/+16  (+5 weapon, +14 base +7 strength)   conditional: +2 mounted
Full Attack:
Hasted Full Attack
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities:  swordsight 60 ft.,
Saves: Fort +29 (+27 vs Evil) , 8 Base +4 Con, +6 Charisma +4 Sacred (Holy Symbol)  +3 Morale (sex with Una) +4 Ring
Ref +26 (+27 when hasted),(+28 vs evil) 4 Base +5 dex, +6 Charisma +4 Sacred (Holy Symbol)  +3 Morale (sex with Una) +4 Ring
Will +23 (+25 vs Evil)    4 Base +2 Wis, +6 Charisma +4 Sacred (Holy Symbol)  +3 Morale (sex with Una) +4 Ring
Best Skills: Profession Soldier (Strategy): +x, Ride +x, Sense Motive +x,
Environment: Greyhawkian Dimension, Greyhawk Prime, City of Babylon

Below are feats. 

Feats
Origin Name Description
Chain of Command Commander of the Watch, Babylon Reports to Taran Soothra
Disad 1 Bonus Cosmopolitian (Wild Coast) Tumble is an in class skill
Disad 2 Bonus Improved Trip
May make a trip attack and not incure an attack of opportunity
Disadvantage 1
Disadvantage 2
Paladin 1st Nobility Status (Order of the Hart) Legaly allowed to wear plate
Paladin 1st Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Paladin 1st Detect Evil At will, a paladin can use detect evil, as the spell.
Paladin 1st Smite Evil 4/day at 15th level Once per day, may attempt to smite evil with one normal melee attack.
adds her Charisma bonus to attack roll and deals 1 extra point of damage per paladin + cavalier 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.
Paladin 2nd Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws
Paladin 2nd Lay on Hands can heal wounds (own or those of others) by touch. Each day can heal a total number of hit points of damage equal to paladin level ×  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.
Paladin 3rd 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.
Paladin 3rd Divine Health  At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Paladin 5th Must fight Lion to Death,  special mount +5 on any Handle Animal & Ride checks with Lions
Paladin 5th Improved Unarmed combat (Way of the Lion) You do not provoke an attack of opportunity when fighting unarmed.
Paladin 7th Close Quarters Fighting (Way of the Lion) When an opponent attempts to grapple you, any damage done by your attack of opportunity on them is added to your check to avoid
being grappled
Paladin 9th Must Lead Army at 9th level to gain ability
Mantle of Leadership
(900HD initial, +900 HD for every army
led victoriously)
As a Standard Action, the Paladin can take charge of any army, unit, or force of creatures within 360 yards.  He commands them with obedience and fealty 
and may lead them into battle against any target.  Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 10+half character level + Charisma Bonus) to negate the effect.
Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken.
Hit die of targets can be spread out over multiple uses (400HD one day, 500 HD another) but the minimum HD expended per use is 100 even if only 1 creature is targeted. Lasts for 360 minutes.
Paladin 11th Exotic Mount (Lion), Pounce
Cavalier Resistence to Mind Affecting Magics SR 25
Cavalier 1st Mounted Combat Once per round, if your mount is hit in combat, you may make a Ride check. If this check is greater than the attack roll, you negate
the hit.
Cavalier 2nd Improved Mounted Combat Your mount receives a +2 bonus to AC and Reflex saves. You may
make a Ride check to negate a hit on your mount up to your DEX
modifier in times each round.
1st Lvl Character Combat Reflexes
You may make attacks of opportunity while flat-footed. You may make up to your DEX bonus in attacks of opportunity per round
(instead of the normal limit of 1), but only one such attack per creature each round.
3rd Lvl Character Leaderships Advantage Gain the benefit of one of Taran's feats. (Taran's choice)
6th Lvl Character Karmic Strike
By subtracting 4 from your AC for the round, You may make an attack of opportunity each time he hits you.
You may only do this as many times as you can make attacks of opportunity (and it uses them up).
You and your opponent deal damage simultaneously
9th Lvl Character Leadership May have his own henchmen
12th Lvl Character Flyswatter You gain a +4 to hit creatures caught in a whilrwind. 
White Squall (MFC) Dodge +1 AC vs one opponent, to gain this bonus you cant be denied your dex bonus 
White Squall (MFC) Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
 A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses
White Squall (MFC) Spring Attack When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance
 moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack,
though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor
White Squall (MFC) Whirlwind Attack

When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Final Battle at Tovag True Believer Gain a +2 after the roll, 1/day; may use certain religious relics



I

Skills
Key
Ability

Total

Ranks

Ability
Mod
Skill Points: Ranger 1st lvl: 24+Intx4 + Paladin/Cav 23rd lvl:  46+int*23     = 70+int*27
Max Ranks in an in-class skill = lvl+3 (27)       
Costs double ranks for cross class skills, max ranks can put into cross class = (lvl/2 +2)
some require specific training.                                                       .
Appraise Int 0 0
Autohypnosis* Wis 2
Balance Dex 11 6 5 -3 armour check penalty
Bluff Cha 9 3 6
Climb Str 7
7 -3 armour check penalty
Concentration Con 4 4
Craft Int 4 4 0
Decipher Script* Int 0 0
Diplomacy Cha 25 15 6 +2 synergy (sense motive) +2 reputation
Disable Device* Int 0 0 0
Disguise Cha 0 6
Escape Artist Dex 5 0 5 -3 armour check penalty
Forgery Int 0 0
Gather Information Cha 15 7 6 +2 reputation
Handle Animal* Cha 10 4 6  +5 with lions (order of the lion)
Heal Wis 8 6 2
Hide Dex 5 0 5 -3 armour check penalty, +
Intimidate Cha 23 15 6 +2 reputation
Jump Str 32 15 7 -3 armour check penalty +10 winds
Knowledge* (Religion) Int 8 8 0
Knowledege* (planes) Int 2 2 0
Knowledge (Battles) Int 12 12 0
Listen Wis 8 6 2
Move Silently Dex 5 0 5 -3 armour check penalty,
Open Locks* Dex 0 5
Perform (Dance) Chr 9 3 6
Perform (Sex) Chr 11 5 6
Profession* (Soldier) Wis 14 10 2   +2 Synergy (Knowledge Battles)
Ride Dex 20 15 5 +5 with lions (order of the lion)
Search Int 0 0 0
Sense Motive Wis 12 10 2
Sleight a Hand* Dex 5 0
5 -3 armour check penalty
Spellcraft* Int 2 2
0
Spot Wis 12 10 2
Survival Wis 7 5 2
Swim Str 12 5 7
Tumble* Dex 23 18
5 -3 armour check penalty
Use Magic Device* Cha 0 6
Timing* Dex 10 5 5
Use Rope Dex 5 0
5
Leadership Score Cha 20 14 lvls +6
An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Equipment Worn

Left Side   Weight Center Weight Right Side  Weight
25 lbs White Squall (Holy Sword)
+5 in Hands of a Paladin (+3 otherwise)
in hands of a paladin Grants SR 19 in a 5ft Radius
in hands of a worshiper of ishtar Grants Miraculous Feat of Combat (One feat + all prerequisites)
Sword is intelligent (19) and Mindlinked to Conquest
Bearer immune to banefull effects of Air Spells and power
---Telepathy 1/day/lvl
---Mass Cure Critical 2/day (affects up to 1 creature/lvl, cure 4d8+13)
---Control Winds 1/day
---Widened Whirlwind Spell 3/day DC25 +1 DC for every 5 PSP used (Max DC30 at 25 PSP)
Creates a cyclone 20ft wide at base and 60ft wide at top and 60ft tall (centered around caster).
Moves at 60ft, directed by Sword, can carry and Move Gideon. Creatures caught in whirlwind lose their dex bonus to AC.
Gauntlets of Ogre Power (adds +5 to strength score)
+4 Ring of Protection (adds +4 resistence bonus to saves)
4 Vials of White Energy (adds 10d8 temporary hit points which last 10 minutes)
2 Vials of Heavenly Holy Water. Does 10d8 to Undead or outsiders, if sprinkled does prot vs evil 10ft (immobile)
   or prot vs evil (personal) for up to 3 people.
+4 holy symbol (adds +4 sacred bonus to saves, sheds dim blue light in 5ft radius when in 60ft of evil)
Phylactery of faithfullness (knows what is against alignment)
Ring of Air Elemental Control
Bracers of Ketian Armor (adds +5 deflection bonus to AC or expands into +3 plateamail armour (+11 ac) when gem depressed
Babylonian Utility Belt (made by Sultan)  May carry up to 25 potions. 4 are stored on belt, 6 stored reduced on belt,
10 stored extradimensionally and 5 summoned from Hookhill temple. Desired potion is always first one grabbed
Grants quick draw feat for potions. Imbibing still incures an attack of oppprtunity.
Belt also has 2 pounches which shrink any non living things placed inside (stores up to 100 lbs each).
Has a nylon rope with clasp that extends up to 80ft out front or back. (10 ropes).
Belt holds one Erdlu egg canteen. Has 2 gate crystals that may be removed.
Belt and its contents save at +4
Total Weight: 25.90

Spell List 

Spell Level Base Spells per day Spells per day
(add wisdom bonus to base)
Cast at 23rd level
DC 21+Spell Level ........................................................................................................
Ishtar Spell List

Paladin Spells
0 Level Spells: 6
1st Level Spells: 2
2nd Level Spells: 2
3rd Level Spells: 2
4th Level Spells: 1
Items of Note:
Lion/mount: +4 HD, +5 nat armour, +2 str adj Int 9. spell resistence 5+12=17
+10 speed, uses your base save or its (whichever better), share spells (affected by spells you cast on yourself), evasion (ref save for  no damage), empathic link, comman other lions.

: base attack bonus = cleric of mounts hd. gets fighter fort and reflex saves
8 more skill points, 3 feats
Psionics
106 PSP with sword 66 PSP expansion

energy adaptation
adapt body

ego whip