Sir Percivale “The innocent”
Percival is one of King Arthur’s Knights of the Round Table. He is most famous for his involvement in the quest for the Holy Grail.
His father is King Pellinore, his sister is the bearer of the Holy Grail, named Dindrane, his brothers are Sir Tor, Sir Aglovale, Sir Lamorak, and Sir Dornar.
After the death of his father, Percival‘s mother takes him to the Welsh forests where she raises him until the age of 15. Eventually, however, a group of knights passes through his wood, and Percival is struck by their heroic bearing. Wanting to be a knight himself, the boy travels to King Arthur’s court, and after proving his worthiness as a warrior he is knighted and invited to join the Knights of the Round Table.
He meets the crippled Fisher King and sees the Holy Grail, but he fails to ask the question that would heal the injured king. Upon learning of his mistake he vows to find the Grail castle again and fulfill his quest, as detailed in his part in the Grail legend.
The true Grail hero is Galahad, Lancelot‘s son. But Percival remained a major character and was one of only two knights (the other was Sir Bors) who accompanied Galahad to the Grail castle and completed the quest with him.
Percival‘s sweetheart was Blanchefleur and he became the King of Carbonek after healing the Fisher King. Percival‘s son is Lohengrin, the Knight of the Swan.
Sir Percivale
Human CR 15
XP 51200
Any Medium Humanoid
Fighter level 10 (skill points 40) Knight
(Shielded Fighter )
Paladin level 6 (skill points 24) Knight
Init +1; Senses ; Perception +4
DEFENSE
AC 29, touch 11, flat-footed 28 (+1 Dex, +12 armour, +6 shield)
hp 134 (0d8+10d10+6d10+32+10);
Fort +13, Ref +5, Will +7
OFFENSE
Speed 20ft.
Melee +2 Longsword +24/+19/+14/+9 (1d8+8/19-20), +2 Lance +16 (1d8+4 X3)
Space 5 ft.; Reach 5 ft.
Special Attacks
Divine Bond Summon a steed, or a bond with weapon – can stack bonus to existing weapon per day =
Divine Bond Weap (Standard action 1 minute/level) Weapon bonus for divine bond = + 1
Shield Buffet -1 (Ex) As a move action, a shielded fighter may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a -2 penalty on its attack rolls against the shielded fighter and a -2 penalty to AC on attacks made by the shielded fighter until the beginning of his next turn
Shield Fighter (Ex) Gains a bonus on attack and damage rolls when making a shield bash. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. Bonus =+ 2
Smite Evil Add CHA bonus to hit, + 1/level to damage. Per day= 2
Smite Evil (Su) 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.
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.
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.
Spells Known:
Paladin Spells: CL 6 Concentration 5
Level 1 (1) DC 10: Abadars Truthtelling, ;
STATISTICS
Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 9
Base Atk +16; CMB +20; CMD 31
Feats Combat Expertise, Greater Weapon Focus, Improved Bull Rush, Power Attack, Weapon Focus, Weapon Specialization, Mercy – Dazed, Mercy – Shaken, Animal Affinity, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Blind-fight, Improved Disarm, Martial Weap Prof, Mounted Combat, Ride-by Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Tower Shield Proficiency, Trample;
Skills Climb -2, Diplomacy +7, Handle Animal +22, Heal +7, Intimidate +5, Know Arch & Eng +1, Know Dungeon +1, Know Nobility +9, Know Religion +9, Perception +4, Ride +24, Sense Motive +7, Spellcraft +1, Survival +5, Swim -8
Languages Common
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
ITEMS: +3 Full-plate, +4 Shield, heavy steel, +2 Longsword, +2 Lance,