Hermia Aram


11403398_808121362612348_758708329813677818_n.jpgFather Aram’s youngest grandchild. Hermia, though raised in Hillsfar, has a strong sense of “justice”, believing that the slavery and racism of her home town is deeply wrong. Of course, she was also raised to believe in the law, and thus is not particularly revolutionary in her views…she wants to work within the law to change things for the better. Unfortunately, given that no where in the world (especially not the Moonsea) has any concept of elections or citizen referendums, it is unlikely that such change will ever come to pass. Thus she has relegated herself to sitting through long, awkward dinner conversations and attempting to slowly change people’s views, starting with her family.

Her unusual views are partly due to the influence of her aunt, Tenebrus, and having been let in on the secret that her grandfather is married to an Elf!


Race: Human (Female, Age 15)
Homeland: Moonsea
Class: Paladin
Kit: Inquisitor
Alignment: Lawful Good
Religion: The Blessed Afflictor
Level: 5th
Experience: 46,210 (ready to level)
Next Level: 36,000
Max Level: Unlimited

Ability Scores:

Str 12 Stamina 9
Muscle 15
Dex 13 Aim 9
Balance 16 +1 Surprise +2 AC
Con 14 Health 14
Fitness 14
Int 13 Reason 10
Knowledge 15 +4 proficiencies
Wis 16 Intuition 18 +15% Earned XP
Willpower 13
Cha 17 Leadership 17 10 Henchmen +6 Loyalty
Appearance 16 +5 NPC reactions


  • Initiative: +0
  • Surprise: +1
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 41
Armor Class: 18 (Dex, Chainmail, Style)
Base Attack Bonus: +4
Saves: 85% Resistance to Illusions/Enchantment spells

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 10
  • Breath Weapon: 11
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Broadsword 3 / 2 rounds +5 2d4+2 1d6+3 5 melee
Longbow 2 / round +5 1d8 1d8 8 50 / 100 / 170 +2 damage within 30 feet.

Thief Skills: (in armor)

OL HN 0%
F/RT CW 25%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, Wizard

Modern Languages (Common) 13 Ancient History 12
Modern Languages (Tharian) 13 Etiquette 17
Modern Languages (Cormanthan) 13 Heraldry 13
Modern Languages (Espruar) 13 Land-based Riding 19
Religion 16 Burial Customs 13
Ceremony 16 Necrology 16
Inquisitor 16 Night Vision 14
Spellcraft 11 Elemental Resistance 14

Weapon Proficiencies:
One-handed Weapon Style, Specialized
Medium Blades Group
Broadsword, Specialized
Longbow, Specialized

Special Powers:

  • A paladin can Detect the presence of Evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
  • An Inquisitor can Detect Magic radiating from any being, object, or location enchanted by an evil being. This ability functions at will, subject to the same limitations and restrictions as her ability to detect evil intent. She may also perceive the intensity of the magic (faint, moderate, strong, overwhelming). This only applies to spells and magic items created by an evil-aligned caster. A protective spell cast by an evil necromancer upon himself could be detected in this manner, as could a magical trap set by an evil priest.
  • At 3rd level, an Inquisitor acquires the ability to cast Dispel Magic. The spell requires no verbal or somatic components, but affects only evil spells and spell-like effects. The spell has a base success chance of 100% and is cast at the level of the Inquisitor. Aside from these qualifications, it operates exactly like the third-level priest spell. The Inquisitor can use this ability once per day for every three levels he possesses (round down).
  • An Inquisitor has an 85% magic resistance against Illusion and Enchantment spells of any level. This immunity also applies to any attempt to possess the Inquisitor (such as through a magic jar spell). This functions exactly as the magic resistance possessed by many monsters.
  • Spellcasters from the City-States can prepare an additional spell for each spell level available to them. These additional spells must come from the abjuration school or the Protection priest sphere. This stacks with any bonus spells from high ability scores, specialization, or other sources.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • A paladin is immune to all forms of disease. (Note that certain magical afflictions-lycanthropy and mummy rot-are curses and not diseases.)
  • A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
  • A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin’s experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)
  • A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. The bonded mount is always much stronger than a normal member of its species. The mount gains +2 to its Intelligence, an extra 2 hit dice, +3 to its base speed, and has a morale of 20 when fighting alongside its rider.


  • Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
  • Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
  • Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
  • An Inquisitor has fewer of the special abilities normally associated with paladins. In exchange for his abilities to combat evil magic, he loses the ability to heal by laying on hands, the ability to turn undead, and the ability to cure diseases.
  • Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: He is ever after a fighter. The character’s level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters.
  • A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
  • A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.
  • A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin’s income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
  • A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.
  • A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.

Advancement Notes

  • Armor Allowed: Any Armor or Shields.
  • Weapons Allowed: Any weapons.
  • Illusion and Enchantment resistance increases by 1% per Paladin level.
  • A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the Combat, Divination, Healing, Law, and Protective spheres.



  • Blue-Dyed Linen Dress, Riding Skirts, Arming Doublet, Leather Belt, Riding Boots
  • Tabard (w/ Bone Crown Holy Symbol of the Blessed Afflictor)
  • Steel Pauldrons and Gorget (5 lbs)
  • Chainmail (40 lbs)
  • Longbow (3 lbs)
  • Drawmouth Quiver w/ 18 sheaf arrows (3 lbs)
  • Leather Baldric & Scabbard
    • Broadsword (4 lbs)
  • Sosser Horse (chestnut mare, “Winter Rose”)
    • Riding Saddle w/ Stirrups, Saddle Blanket, Small Saddle Bags,
    • Horseshoes, Bridle (no bit), Halter


Base Speed: 12

Total Weight of Gear: 5 lbs. (light)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 35 lbs. 36-69 lbs. 70-103 lbs. 104-136 lbs. 137-169 lbs. 170 lbs
Movement 12 9 6 5 2 1


Hermia Aram

Ruins of Adventure Brand_Darklight SirKnightly