Demexas Halcyon
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Demexas Halcyon; also known as Demexas Van Brynn, is a young paladin from Derianor. The young man was formerly a member of the Knightly Order of Tetrasgon; the famed Silver Ravens, but is now an independent adventurer.

History:


Demexas was born 24 years ago in Derianor; in a rural village called Renardy. He did not grow up poor, rather he grew up in a small castle owned by Lord Andros Van Brynn; the head of a minor noble family.

Demexas had a somewhat unusual childhood; he grew up in and around his uncle’s castle. From as early an age as he could remember, Demexas was informed by his Uncle Andros that his actual parents had died in a fire when he was but an infant and his kindly uncle had agreed to raise both him and his older brother Rothaxas.

As a young child, Demexas always dreamed of becoming a knight, he and his older brother Rothaxas sparred constantly, constantly updating their skills with sword and shield. The two became so competitive, that a few matches turned ugly and Uncle Andros was forced to intervene.

When Demexas turned fifteen, his brother; who was three years older, was accepted into the Order of Tetragon. The order was a world-famous order of elite knights commonly known as the “Silver Ravens.” These famous knights traveled the realms of Corwyn, dispensing justice and protecting the common folk. On the day Rothaxas left for Berevrom’s Keep; the headquarters of the Order, Demexas was filled with both pride and bit of envy. Little did he know it would be the last time he would see his brother.

Tragedy struck just two years later. News came to Castle Van Brynn that there had been an accident at the Keep and, even more disturbing, that Rothaxas had been involved somehow. Worse, the stories told were confusing; but it seemed Rothaxas had gotten into serious trouble and been expelled from the Order. At first Uncle Andros had denied it, but Demexas overheard his uncle weeping in his chambers that evening and knew it was true. Demexas never learned all the details, but picked up a few tidbits of information. Apparently, Rothaxas has killed someone, and dishonored himself.

Over the next year, Demexas trained all the harder. He missed his brother, and wondered about him constantly. Where was he, what was he doing, was he alive? Demexas swore he would become the greatest knight the Silver Ravens had ever seen and would overcome the tarnish his brother left on the family name.

Demexas sometimes resented his uncle, though for holding him back, but always regretted those feelings and was then overcome with guilt. His Uncle Andros was a good and kindly man who had nurtured raised Demexas to be both a gentleman and a chivalrous knight. Andros always told the boy growing up he had a debt to pay; for he felt somehow responsible for the deaths of Demexas’ parents so many years ago.

As the summer approached, Demexas was looking forward to his eighteenth birthday, for once he reached reaching adulthood, he could finally apply for acceptance with the Order of Tetragon.

The night before Demexas’ birthday celebration, he lay in bed; awake with anticipation. Tomorrow was the beginning of a whole new life for young Demexas. For weeks hid uncle had been hinting that he would have a special guest at his party; the wizard Graben; an old acquaintance of the Van Brynn family and a close childhood friend of Demexas and his brother.

Demexas remembered the wizard from his childhood. Graben would come by every few months or years to say hello and drop off things for his uncle. This was not unusual, for Andros who has always been a member of the lower nobility, commonly dealt with important travelers and the like. The two were close; the wizard always gave presents to both boys and told them strange tales by the fire about ancient heroes and brave knights and kings. But the kinship with old man always seemed closer for Demexas than with his older brother.

On the night before the celebration, Demexas could not fall asleep. As he lay in bed, the youth let his thoughts travel back. He remembered Graben as a kindly old man, with a long bushy white beard, and sparkling eyes. He also recalled memories of a tall man with a lean frame, always walking upright with a long, gnarled wooden staff in his grasp. Although his name was Graben, most folk called the wizard “graybeard;” including Uncle Andros (when the wizard was not nearby!).

He remembered a night like this one, just three weeks ago. After much pestering, Uncle Andros had finally relented and told Demexas that Graben was indeed attending his birthday party and, more importantly, that the wizard would escort him to Berevrom’s Keep the very next day and see him inducted into the vaunted Silver Ravens! Since that moment, Demexas had been in a state of euphoria and anticipation.

As Demexas pondered these events lying on his featherbed, the whole wizard business had him puzzled. For Andros had been acting strangely of late, and he suddenly sensed his uncle was actually holding something back from him.

Demexas’ life thus far had not been an overly exciting one; so a little mystery intrigued him. His main source for excitement growing up had always been his uncle’s tales of when he was a rash, young man who had many adventures and narrow escapes—before he settled down and became respectable!

With these thought swirling in his head, Demexas fell asleep and dreamed deeply of far-away places and even far-off ancient times. He would never have considered how his life would change in the very near future.

On the morning of his birthday, many family and friends arrived from several nearby towns as well as Renardy. By early afternoon a large group of over one hundred person was assembled in the green field behind Castle Van Brynn. Although Demexas received many presents, he was troubled that Graben did not come.

By nightfall, his disappointment was apparent and uncle Andros nervously tried to reassures him, “Do not fret my boy, Graben will arrive—in his own good time.”

Sure enough, shortly after nightfall, long after the last drunken party guest stumbled over the hedge, or up the hill back home, a lone figure appeared at the end of the lane that leads to the front gate.

Because he was looking for him, Demexas noticed him immediately, standing there for a time whispering and chanting to himself. Then, without warning the old man strode quickly through the front door where Demexas stood; saying,

“Greetings my lad! I have traveled many leagues over many days to arrive here and, alas, I have missed your party. But I was not so rude as to arrive without a gift for you.”

Although taken aback, Demexas was happy to see the old man whom he hadn’t met for many a year. He quickly invited the wizard inside to sit by the fire, and called for his uncle—but there was no answer. Graben said quickly, “He runs an errand for me—do not worry, he will be back.” The wizard then gave him a strange look.

“Have you brought me a gift?” Demexas asked impatiently, annoyed that his uncle disappeared without telling him, and leaving him alone with the old man. Graben smiled sadly,” your gift is knowledge, my lad; knowledge is the greatest gift of all. Alas, it is a gift with teeth; for it will bite you and cause you great pain.”

Demexas was completely taken aback, he looked sharply at Graben. The wizard was not joking, and in fact, looked as serious as death. Demexas felt annoyance swell up within him. “You have a bloody nerve, old man! You come to my party late and give me riddles, you were never like this before! you’re acting very strangely.”

Graben seemed to grow even older, and looked grave as he responded. “This was never about you birthday; foolish boy. It’s time for you to know the truth … about a great, many things. As soon as you uncle returns—-“

There was loud crash and the dogs began barking furiously in the kennel. Demexas shot to his feet, as did the wizard. Demexas went toward the door to investigate, but a strong hand reached out and grabbed him; with a grip that was unnaturally strong. “it’s too late, they have found us, we must leave, NOW” the wizard hissed through clenched teeth.

“What, I’m not going anywhere” Demexas said loudly. Before he could say another word, he was interrupted by a huge red flash that engulfed the building, blowing the wall and roof to pieces. Then the world went mad.

There were screams and shouts. He heard his uncle yelling and the clang of steel upon steel. There were fleeting images of blue fire, and flashes; like lightning. Someone pulled him out from the rubble, and then darkness took him.

RPG STATS:


Male human paladin 12
LG Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.)


Defense


AC 13, touch 13, flat-footed 12 (+2 deflection, +1 Dex)
hp 79 (7d10+28)
Fort +9, Ref +5, Will +7
Immune disease, fear


Offense


Speed 30 ft. (20 ft. in armor)
Melee +1 dagger +14/+9 (1d4+12/19-20) or
+3 finslayer (+5 against aboleth and katoa) +17/+12 (2d6+16/19-20) or
dagger +13/+8 (1d4+11/19-20) or
gauntlet (from armor) +13/+8 (1d3+11) or
heavy flail +13/+8 (1d10+13/19-20) or
unarmed strike +13/+8 (1d3+11 nonlethal)
Ranged shortbow +10/+5 (1d6+7/×3)
Special Attacks channel positive energy 2/day (DC 16, 4d6), smite evil 3/day (+2 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +9)
At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +6)
2nd—fairness (DC 14)
1st—divine favor, hero's defiance[APG]


Statistics


Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +7; CMB +13; CMD 24
Feats Furious Focus[APG], Lunge, Power Attack, Toughness, Weapon Focus (greatsword)
Traits sacred conduit, seeker
Skills Acrobatics -5 (-9 to jump), Diplomacy +10, Heal +5, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (religion) +5, Perception +11, Ride -1, Spellcraft +5
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 5/day (3d6), mercies (diseased, sickened)
Combat Gear potion of cure light wounds, potion of cure moderate wounds (2), oil (5); Other Gear chain shirt, dwarven full plate, +1 dagger, +3 finslayer (+5 against aboleth and katoa), arrows (20), dagger, heavy flail, shortbow, bag of holding iv, goggles of night, adventurer's sash, backpack, bedroll, belt pouch, belt pouch, blanket[APG], brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], mirror, quiver, sack, shaving powder (one shave) (0.01 lb) (50), soap, straight razor (0.2 lb), tindertwig (2), trail rations (5), waterproof bag[UE], waterskin (2), whetstone, 24 pp, 140 gp, 19 sp, 12 cp


Tracked Resources


+1 dagger - 0/1
Arrows - 0/20
Dagger - 0/1
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) - 0/1
Lay on Hands (3d6 hit points, 5/day) (Su) - 0/5
Paladin Channel Positive Energy 4d6 (2/day, DC 16) (Su) - 0/2
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/2
Smite Evil (3/day) (Su) - 0/3
Tindertwig - 0/2
Trail rations - 0/5


Special Abilities


Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +2 to hit, +7 to damage, +2 deflection bonus to AC when used.


Previous…


Male Human paladin 7
LG medium humanoid (human)
Init +1; Senses Darkvision (60 ft.), Perception +11,
Aura Aura of Courage, Aura of Good,
Languages Common


AbilitiesStr18,Dex13,Con14,Int10,Wis10,Cha14
AC 21, touch 11, flat-footed 20
hp 79 (7HD)
Fort +9, Ref +5, Will +7


Speed 20 ft. (4 squares)
Face5 ft.Reach5 ft.
Base Atk +7; CMB +11; CMD 22
Atk Options Power Attack,
Special Actions Channel Positive Energy (4d6, DC 15), Smite Evil,
Melee finslayer (greatsword +3)(two handed) +15 ((two handed) 2d6+9/19-20)
Ranged holy water (flask)+8/+3 (2d4-4)
Melee flail (heavy) [power attack (two-handed)](two handed) +9/+4 ((two handed) 1d10+12/19-20)
Melee dagger [power attack (light)]+9/+4 (1d4+8/19-20)
Ranged dagger (thrown) [power attack (light)]+6/+1 (1d4+8/19-20)
Melee flail (heavy)(two handed) +11/+6 ((two handed) 1d10+6/19-20)
Melee dagger+11/+6 (1d4+4/19-20)
Ranged dagger (thrown)+8/+3 (1d4+4/19-20)
Melee dagger +1 [power attack (light)]+10/+5 (1d4+9/19-20)
Ranged dagger +1 (thrown) [power attack (light)]+7/+2 (1d4+9/19-20)
Melee dagger +1+12/+7 (1d4+5/19-20)
Ranged dagger +1 (thrown)+9/+4 (1d4+5/19-20)
Melee masterwork greatsword [power attack (two-handed)](two handed) +11/+6 ((two handed) 2d6+12/19-20)
Melee masterwork greatsword(two handed) +13/+8 ((two handed) 2d6+6/19-20)
Ranged shortbow (composite)+8/+3 (1d6/x3)
Melee gauntlet+11 (1d3+4)
Class Spell-Like Abilities: detect evil ( at will)


Special Qualities Aura of Courage, Aura of Good, Bonus Feat, Celestial Spirit, Detect Evil, Mercy (Diseased), Divine Health, Lay on Hands, Mercy (Sickened), Skilled, Weapon and Armor Proficiency,
Feats Furious Focus, Lunge, Power Attack, Toughness, Weapon Focus (Greatsword)
Skills Acrobatics -4, Acrobatics (Jump) -8, Bluff +2, Climb -1, Diplomacy +10, Disguise +2, Escape Artist -4, Fly -4, Heal +5, Intimidate +2, Knowledge (Dungeoneering) +1, Knowledge (Local) +1, Knowledge (Religion) +5, Perception +11, Perform (Untrained) +2, Spellcraft +5, Stealth -4, Swim -1,


Possessions
goggles of night
finslayer (greatsword +3)
outfit (explorer's)
dwarven full plate +1
flail (heavy)
dagger
flail (heavy)
dagger +1
masterwork greatsword
gauntlet (x0)
Backpack, standard [ Bedroll; Blanket, common; Everburning Torch; Flint and Steel; Grappling Hook, Common; Holy Water (Flask) (x3); Mug or Tankard (Clay); Oil (1 Pint Flask) (x5); Belt Pouch; Belt Pouch; Belt Pouch; Belt Pouch; Rations (Trail/Per Day) (x5); Sack; Shaving Kit; Soap (per lb.); Tindertwig (x2); Waterproof Bag; Waterskin; Waterskin (Filled); Weapon Cord; Whetstone; ]
Mug or Tankard (Clay) ; Belt Pouch ; Belt Pouch ; Belt Pouch ; Belt Pouch [ Coin (Copper Piece) (x12); Coin (Gold Piece) (x140); Coin (Platinum Piece) (x24); Coin (Silver Piece) (x19); ]
Belt Pouch [ Arrow (x20); Potion of Cure Light Wounds; Potion of Cure Moderate Wounds (x2); ]
Sack ; Waterproof Bag [ Ink (1 oz. Vial); Inkpen; ]
Waterskin ; Bag of Holding (Type IV) [ Rope (Hemp/50 ft.); Chain Shirt; ]
Sheath (Boot) [ Dagger; ]
Sheath (Dagger) [ Dagger +1; ]
Sheath (Sword) [ Masterwork Greatsword; ]
Sheath (Sword) ; Shortbow (Composite) ;


**Aura of Courage (Su) ** You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
**Aura of Good (Ex) ** You project a strong good aura.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Celestial Spirit (Sp) ** Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 7 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
**Channel Positive Energy (Su) ** You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
**Detect Evil (Sp) ** At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
**Mercy (Diseased) (Su) ** Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 7.
**Divine Health (Ex) ** You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
**Eyes and Ears of the City (Abadar) ** Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
**Lay on Hands (Su) ** You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, you can heal 3d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.
**Sacred Conduit ** Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
**Mercy (Sickened) (Su) ** Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
**Smite Evil (Su) ** You can call out to the powers of good to aid you in your struggle against evil 3 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +7 to all damage rolls made against the target of your 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 +14. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
**Weapon and Armor Proficiency ** Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).