<div align="center"><strong><span class="bbc_size" style="font-size: 14pt;">Ramzenny Tarblottle</span></strong></div><div class="floatleft">(http://img.photobucket.com/albums/v181/Kittenpeeler/Pathfinder%20Characters/tumblr_na2v1xDjRZ1qjto1yo3_1280.jpg)</div><strong>Class:</strong>Paladin<br/><strong>Race:</strong>Gnome<br/><strong>Deity(s):</strong>Arshea<br/><strong>Alignment:</strong>Lawful Good<br/><strong>Campaign Trait:</strong><em>Addicted Friend</em>(+2 to Knowledge: Local)<br/><strong>Tradeskill:</strong>heal (Massage, herbal pharmacopeia, and general health-related services)<br/><strong>Character Sheet:</strong>http://www.myth-weavers.com/sheetview.php?sheetid=1074171<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat block</div><div class="spoiler_body">Ramzenny Tarblottle<br/>Gnome Paladin<br/>LG Small humanoid (Gnome)<br/><strong>Init</strong> +1 <strong>Senses</strong> Darkvision; Perception -1<br/><hr/><strong>Defense</strong><br/><hr/><strong>AC</strong> 18, touch 12, flat-footed 17 (+1 dex, +4 Armor, +1 shield, +1 size)<br/><strong>hp</strong> 16 (2d8+4)<br/><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will</strong> +5<br/><strong>Defensive Abilities</strong> Bond to the Land (Urban), Illusion Resistance. Divine Drace<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bond to the Land</div><div class="spoiler_body">Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Illusion Resistance</div><div class="spoiler_body">Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Divine grace</div><div class="spoiler_body">At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.</div></div><br/><hr/><strong>Offense</strong><br/><hr/><strong>Speed</strong> 20 ft.<br/><strong>Melee</strong> Greatsword +6 (1d10 19-20/x2) or<br/>   Morningstar +6 (1d6 x2) or<br/>   Lance (1d10 x3)<br/><strong>Ranged</strong> Composite Longbow +4 (1d6+3/x3)<br/><strong>Special attacks</strong> Smite Evil 1/day<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Smite Evil</div><div class="spoiler_body">Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.<br/><br/>In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.<br/><br/>The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.</div></div><br/><strong>Spell-Like Abilities</strong> (CL 2; concentration +5)<br/>   1/day - <em>ghost sound</em> (DC 15)<br/>   1/day - <em>dancing lights</em><br/>   1/day - <em>prestidigitation</em><br/>   1/day - <em>speak with animals</em><br/>   At will - <em>detect evil</em><br/><hr/><strong>Statistics</strong><br/><hr/><strong>Str</strong> 16, <strong>Dex</strong> 12, <strong>Con</strong> 14, <strong>Int</strong> 10, <strong>Wis</strong> 9, <strong>Cha</strong> 16<br/><strong>Base Atk</strong> +2; <strong>CMB</strong> +4; <strong>CMD</strong> 15<br/><strong>Feats</strong> (1) Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final)<br/><strong>Skills</strong> diplomacy +7, handle animal +7, heal +3, knowledge (local), ride +5, sense motive +3<br/><strong>Languages</strong> Common, Gnome, Sylvan<br/><strong>SQ</strong> Aura of Good, lay on hands<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aura of Good</div><div class="spoiler_body">The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lay on Hands</div><div class="spoiler_body">Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.<br/><br/>Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.</div></div><br/><strong>Traits</strong> Addicted Friend (http://www.d20pfsrd.com/traits/campaign-traits/curse-of-the-crimson-throne/drug-addict), Self-sacrifice (http://www.d20pfsrd.com/traits/religion-traits/self-sacrifice)</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">   Ramzenny is not a native of Korvosa; rather she and her family are natives of Magnimar; well, at least as native as one can be to such a young city. Her Whistledown parents joined the first colonists from Korvosa a hundred years ago, and happily worked their way into the middle class of the City of monuments as fine instrument crafters. Rather astoundingly, they raised a large family; five children, of which Ramzenny was the only girl, and second-youngest. <br/><br/>   Even from youth, Ramzenny was a curious creature. Magnimar is a city filled with odd notions of faith and religion, with the old varisian worship of the empyreal lords mingling with the other faiths of the Inner sea, and for a time, Ramzenny studied all of them. of course some don't take well to a gnome hiding under the pews taking field notes as if observing a long-lost tribe.<br/><br/>   But the worshipers of one empyreal Lord didn't mind. In fact, they extended a hand and welcomed her to their prayers. The cult of Arshea was small even in Magnimar, but earnest, and through their rites and teachings, she learned tenets of the Spirit of Abandon; a new love of beauty and song, freedom of body and spirit, and when she was deemed ready, the mysteries of the body, both for joy and mercy.<br/><br/>   Sometimes to hear though, one must cut; Arshea's followers were sometimes seen as easy marks, peaceful, soft, and few in number. When the mistress of Ramzenny's congregation was attacked in broad daylight by a band of Scarzni thugs, it was Ramzenny, alone of the group, who stood to drive them away. Though she did not escape unscathed, she had found a new calling; service of arms for the divine.<br/><br/>   It was shortly after this that  her younger brother, Dellorim seemed to disappear. he had joined a merchant crew, eager to see new lands, and never came back; the Varisian captain insisted that the young gnome had simply never come back. Worried, Ramzenny took the next ship to the port of call where Dellorim had vanished; Korvosa.<br/><br/>   It took several weeks of asking and nosing about before she found her brother, in an Old Town hospice, already so far gone that even Ramzenny's healing could not bring him back; she could heal his body but his mind was already fading away. For two days she was at his side, and when he finally slept, to never truly wake again, she had a name in mind - Gaedren Lamm, the man who had plied the drug on her brother in the first place. However, the city guards informed her they had no time for a foreign gnome's problem with a two-bit dealer.<br/><br/>   She's been stewing since. Unwilling to return home without justice for her brother, she has taken up a trade of healing, doing what she can to bring others away from the hopelessness that makes shiver and its like so tempting, and to heal the bodies of those who she can. she hopes to spread the name of Arshea and the angel's mercies, even in this city's stifling and stilted environs. She's found that the Allsorts business is a pretty good place to start, where she can counsel and treat the companions who ply their trade, and ensure fair and kind treatment for them, in addition to plying her own skills with the business. To date, she's only been working the job for four months; enough time to notice it's sinking, at least...</div></div>