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: New Phlan (by way of Hillsfar)
Class: Paladin
Kit: Inquisitor
Alignment: Lawful Good
Religion: The Blessed Afflictor
Level: 7th
Experience: 138,904
Next Level: 150,000
Max Level: Unlimited

Ability Scores:

Stamina 15 Weight Allowance: 65 lbs Movement Bonus +0
Muscle 9 Max Press 90 lbs Attack +0 Damage +0 Feat of Strength 7%
Aim 9 Missile Attack +0
Balance 16 Surprise +1 AC +2
Health 14 System Shock 80% Poison Save +0 PSPs +0 Regeneration 0
Fitness 14 Resurrection 90% Hit Points +0 / level
Reason 10 Max Spell Level 5th Max Spells/Level 13 PSPs +0 Illusion Immunity: none
Knowledge 15 Bonus Profs +4 Bonus Paths +2 Learn Spell 65%
Intuition 18 Spell Failure 0% Bonus Runes 4 Bonus Spells
1st x2, 2nd x2, 3rd, 4th
Earned XP +15%
Willpower 13 Mental Save +0 PSPs +0 Spell Immunity: none
Leadership 17 Max Henchmen: 10 NPC Loyalty +6
Appearance 16 NPC Reactions +5


  • NPC Reaction: +3
  • Surprise: +1
  • Initiative: +0
  • Movement: 12

Combat Statistics:
Hit Points: 55
Armor Class: 18 (Dex, Style, Chain)
Base Attack Bonus: +6
Saves: Immune to Disease; 87% Resistance to Enchantment & Illusions

  • Paralyzation/Poison/Death: 8
  • Rod/Staff/Wand: 10
  • Petrification/Polymorph: 9
  • Breath Weapon: 10
  • Spells: 11
  • Fear: 7
  • Horror: 13
  • Madness: 13
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Broadsword (attack) 2 / round +7 2d4+2 1d6+3 5 melee Only vs. casters.
Broadsword (disarm) +10 N/A N/A 5 melee Disarm opponent.
Broadsword (parry) +1/round +11 N/A N/A 5 melee Negate incoming attack.
Longbow 3 / round +7 1d8 1d8 8 50 / 100 / 170 +2 damage within 30 feet.

Non-Weapon Proficiencies:

  • Available Groups: All Groups
Proficiency Proficiency Score Notes
Modern Languages (Common) 15
Modern Languages (Tharian) 15
Modern Languages (Cormanthan) 15
Modern Languages (Espruar) 15
Literacy 16
Bureaucracy 10
Spellcraft 8
City Familiarity (New Phlan) 15
Burial Customs 15
Ceremony 18
Religion 18
Inquisitor (Blessed Afflictor) 13
Elemental Resistance 14 ½ damage from Fire, Heat, Cold, Ice, and Wind effects
Etiquette 15
Land-based Riding 16
Night Vision 11
Law 18
Single-Weapon Style +1 AC with off-hand free.
Bladesong +1 on Parry attempts.
1 extra free Parry per round.

Weapon Proficiencies:

  • Medium Blades Group
  • Broadsword, Specialized
  • Longbow, Specialized

Special Powers:

  • Citizens of New Phlan have free access into and out of the New City.
  • Characters from New Phlan may learn non-weapon proficiencies from all groups without spending extra slots.
  • Phlan natives are assumed to already be enrolled in the “New Phlan Public Training Hall”, and may train there for half the usual cost (500gp each level).
  • Spellcasters of New Phlan 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.
  • Each native Phlannar character “knows someone”. This “someone” is an NPC of 1d4+2 levels in any one character class, usually living in the Old City. This NPC will provide a favor (pawn goods, provide sage advice, provide a safe-house) for the PC once per month. Any favors beyond that require a favor in return. This NPC will never risk his or her life for the character.
  • 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).
  • Because of his extensive time spent training with weapons as defensive tools, the Paladin gains a +3 bonus on all Parry and Disarm attempts, and may use any (usually ALL) of his attacks in a round to parry. In addition, the Paladin may use a Parry attempt to intercept attacks directed at any adjacent creature, not just himself.
  • 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 works exactly like the priest spell Detect Evil. Like the priest spell, character alignment is only revealed if the target is strongly aligned, is of at least 9th level, and is currently intent upon appropriate actions. Powerful evil-aligned supernatural monsters, such as rakshasas or evil-aligned undead, send forth emanations of evil, even if polymorphed. An evilly cursed object or unholy water radiates evil, but a thing that is simply dangerous (such as a trap or a snake) does not.
  • A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned creatures and all 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 may call for a bonded war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character. 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.
  • 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 his ability to detect evil intent. He 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.
  • 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 (2/day).
  • An Inquisitor has an 80% (plus 1% per level) 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.

Priest Spells: Caster level 7th

1st 2nd 3rd 4th 5th 6th 7th
4 + P 0

Major Spheres: Divination, Healing, Law, and Protective

  • Spell List:
    • 1st: Cure Light Wounds, Deflection, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Poison, Detect Predator, Detect Untruth, Divining Rod, Empathy, Endure Cold/Heat, Find Water, Know Faction, Know History, Omen, Protection from Chaos, Protection from Evil, Protection from Prime, Protection from Silver, Rainshield, Read Languages, Regenerate Light Wounds, Resist, Ring of Hands, Trance, Treasure Scent, Waterfloat
    • 2nd: Augury, Calm Chaos, Commune with Lesser Spirits, Cure Moderate Wounds, Death Prayer, Death Talisman, Detect Life, Find Traps, Know Alignment, Know Language, Priest Lock, Protection from Spirits, Resist Acid and Corrosion, Resist Fire/Cold, Slow Poison, Tracking, Translate, Warning, Warp Sense, Withdraw
    • 3rd: Call Spirit, Detect Cursed Item, Detect Illusion, Dream Vision, Embattlement, Find Portal, Fostered Protection, Hold Poison, Hold Undead, Inkjet, Invisibility to Spirits, Line of Protection, Locate Object, Magical Vestment, Protection from Amorphs, Repair Injury, Resist Injury, Rigid Thinking, Slow Boon, Strength of One, That Art Thou, Wind and Rain Protection
    • 4th: Compulsive Order, Cure Serious Wounds, Defensive Harmony, Detect Lie, Detect Shapechanger, Divination, Dragon Scales, Endurance, Foesight, Fortify Healing, Greater Vision, Lair Divination, Mind Cloak, Neutralize Poison, Omniscient Eye, Penetrate Disguise, Protection from Electricity, Protection from Evil, 10-ft. Radius, Protection from Gas, Protection from Lycanthropes, Protection from Prime, 10-ft. Radius, Protection from Traps, Protection from Undead, Regenerate Serious Wounds, See All Faces, Snake Barrier, Spell Immunity, Sustain, Tongues, Weather Dome
  • Prepared Spells:
    • 1st: Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Know Faction, Protection from Evil


  • Mooneyes from New Phlan suffer a -2 on NPC reaction rolls with anyone not native to the Moonsea.
  • Any spell cast by a caster of Phlan that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
  • Paladin’s Code:
    • 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 the paladin commits an evil act while enchanted or controlled by magic, he loses his paladin status until he can atone for the deed. If a paladin should ever knowingly and willingly perform an evil act (including any act of violence), he loses the status of paladinhood immediately and irrevocably.
    • A paladin will cooperate with characters of any other alignment, 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.
    • Violence is an act of evil. Whereas most people view violence as a necessary evil, a Paladin’s code does not recognize any evil as necessary. A Paladin bears arms only as a test of his faith. A Paladin may never use weapons, unarmed strikes, spells, or any other tactics to harm (defined as dealing any amount of hit-point damage) a sentient creature (defined as any creature with an Intelligence score greater than 1).
      • His vow of nonviolence does not apply to spellcasters—defined as any creature able to learn and cast spells, including Wizards, Priests, spellcasting Rogues, and anyone with the Arcane Order proficiency, as well as certain creatures such as Dragons or Rakshasa with innate spellcasting abilities, but not creatures with spell-like abilities; the target must be able to choose and prepare spells in spell slots in order to avoid the prohibition. The Inquisitor must personally witness the target casting a spell and accurately identify the spellcasting activity (requiring a successful Spellcraft check) before he may engage in violence against it.
    • The paladin remains humble in spirit and action. He rejects adulation and declines awards. Tributes embarrass him; the knowledge of a job well done suffices as thanks. He speaks modestly of his deeds, if at all, grateful for the opportunity to fulfill his moral obligations.
    • The paladin gladly shares his meager funds and possessions with anyone in need. If he owns two swords and a elderly hunter has none, the paladin offers one as a gift. He will give his last crust of bread to a hungry child, even if he must go without food for the rest of the day. He is also generous of spirit, always willing to lend an ear to a troubled companion or acknowledge a friend’s accomplishments with lavish praise.
      • 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 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, or taxes. It must be paid immediately.

Advancement Notes

  • Armor Allowed: Any Armor or Shields.
  • Weapons Allowed: Any Weapons
  • +1 on Parry and Disarm attempts per 3 Paladin levels (9th, 12th, etc.)
  • At 7th level, they can make 3 attacks every 2 rounds.
  • At 13th level and up, they can make 2 attacks per round.



  • 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)
  • Longbow (3 lbs)
  • Drawmouth Quiver w/ 18 sheaf arrows (3 lbs)
  • Leather Baldric & Scabbard
    • Broadsword (4 lbs)
  • Chainmail (40 lbs)
  • Blood of Lathander
  • 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: 55 lbs. (light)

Unencumbered Light Moderate Heavy Severe
Weight 0 – 65 lbs. 66-71 lbs. 72-77 lbs. 78-83 lbs. 84-90 lbs.
Movement 12 8 6 4 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3


Hermia Aram

Ruins of Adventure Brand_Darklight SirKnightly