Ismeir Odinburge

Military Commander

Description:

Ismeir Odinburge CR 8
XP 4,800
Male human fighter 4/paladin 5
LG Medium humanoid (human)
Init -1; Senses Perception +1
Aura courage (10 ft.)

Defense

AC 20, touch 9, flat-footed 20 (+8 armor, -1 Dex, +3 shield)
hp 86 (9d10+32)
Fort +13, Ref +2, Will +8 (+1 vs. fear)
Immune disease, fear

Offense

Speed 30 ft. (20 ft. in armor)
Melee +1 holy longsword +15/+10 (1d8+7/17-20 plus 2d6 vs. evil) or cold iron dagger +13/+8 (1d4+4/19-20) or mithral dagger +14/+9 (1d4+4/19-20)
Ranged composite longbow +8/+3 (1d8+4/×3)
Special Attacks channel positive energy 1/day (DC 13, 3d6), smite evil 2/day (+1 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +6)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +3)
1st—bless weapon, cure light wounds

Statistics

Str 19, Dex 8, Con 14, Int 12, Wis 10, Cha 13
Base Atk +9; CMB +13; CMD 22
Feats Great Fortitude, Improved Critical (longsword), Improved Great Fortitude, Improved Iron Will, Iron Will, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -5 (-9 to jump), Diplomacy +5, Handle Animal +5, Intimidate +8, Knowledge (local) +2, Knowledge (nobility) +5, Perception +1, Profession (soldier) +12, Ride +7, Sense Motive +12
Languages Common, Varisian
SQ armor training 1, divine bond (mount), lay on hands 3/day (2d6), mercy (fatigued)
Combat Gear wand of cure light wounds; Other Gear +1 field plateISWG, +1 heavy steel shield, +1 holy longsword, arrows (20), cold iron dagger, composite longbow (+4 Str), mithral dagger, 10,050 gp

Special Abilities

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lay on Hands (2d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Smite Evil (2/day) (Su) +1 to hit, +5 to damage, +1 deflection bonus to AC when used.

Bio:

Commander Ismeir Odinburge—a competent, sober, and honest but inflexible, man—serves as Lord of the Tower and leader of Magnimar’s military forces (including, ultimately, the city watch).

Ismeir Odinburge

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