Jalros

Allister Sunscale's page

519 posts. Organized Play character for Mantic0re.


Full Name

Allister Sunscale

Race

Male Human Paladin of the Dawnguard 6 | HP 34/53 | Speed 20ft | AC 19 : T 9 : FF 19 | F +10 : R +6 : W +9 | Init -1 | CMB +11 : CMD 19 | Smite Evil 1/2 : Lay on Hands 3/9 | Active Conditions: None

Classes/Levels

Extra:
Gauntlet (+11-6/1d3+5/*2), Short Sword (+11-6/1d6+5/19-20/*2), Brightfang (+13-8/2d6+7/19-20/*2), Javelin (+6-1/1d6+5/*2/30ft) | Dip +12, Heal +10, HA +12, Per +1, SM +9, Prof (S) +4 | S +5, D -1, C +1, I -2, W +1, Ch +3

Size

Medium

Age

21

Alignment

Lawful Good

Languages

Common

Strength 20
Dexterity 8
Constitution 14
Intelligence 7
Wisdom 13
Charisma 16

About Allister Sunscale

Character Data:

Male Human Paladin of the Dawnguard (6)
Lawful Good Medium Humanoid (Human)
Dawnguard Initiate
Languages Common
Initiative -1; Perception +1
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Defense
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AC 19 , touch 9, flat-footed 19
HP 53
Fort +10, Ref +6, Will +9
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Offense
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Speed 20 ft. (Base 30 ft.)
Melee Gauntlet (+11) (1d3 +5 /*2)
Melee Short Sword (+11) (1d6 +5 /19-20/*2)
Melee Masterwork Greatsword (+13) (2d6 +7 /19-20/*2)
Ranged Javelin (+6) (1d6 +5 /20/*2) (30 ft)
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Statistics
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Str 20, Dex 8, Con 14, Int 7, Wis 13, Cha 16
BAB +6/+1; CMB 11; CMD 19
Class Abilities Aura of Good, Detect Evil, Smite Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy (sickened).
Traits Deft Dodger (+1 Reflex saves), Rich Parents (starting wealth 900gp).
Favored Class Paladin
Carrying Load: 134.5 lbs
Light Load: 0-116 lbs
Medium Load: 117-233 lbs
Heavy Load: 234-350 lbs

Equipment:

Currency
Platinum: 0
Gold: 2096
Silver: 0
Copper: 0
8000gp in small easily transportable Platinum bricks, stacked neatly.
8000gp in various high-value gems, set inside sealed bags

Consumables
Javelins: 0
Trail Rations: 3/3

Weapons
"Dawn" Masterwork Mithral Greatsword (Jeweled with Sunstones, covered in angelic symbols and designs)
2050gp/2d6/19-20x2/4lbs/S/Silver

"Brightfang" Masterwork Greatsword
200gp/2d6/19-20x2/8lbs/S

Armor
Elven Full-Plate (Masterwork Mithral Platemail) with Holy Symbol Etched into chestplate.
10,650gp/+9AC/+3MaxDex/-2Check/25lbs/15ft/4xSpeedRun

Matching Mithral Helmet (Jeweled with Sunstones and Diamonds)

Explorer's Outfit
Sturdy boots
Leather breeches
Belt
Leather vest

Belt Pouch
Ioun Torch
Waterskin (2)
Kassen's boon (1 hero point)

Backpack
3 gold dragon teeth

Additional Items
Platinum Holy Symbol
Gemstone Chair: Gilded chair covered in semi-precious and precious stones: 20 agates (10gp/per), 5 carnelians (60gp/per), and 1 topaz (500gp).
Horn of Fog (magic item): 2,000gp, 10ft square of fog each round horn is blown. See Obscuring Mist spell.

Item Descriptions
Brightfang, Masterwork Greatsword: The blade of the sword shows dark carbon ripples from the steel being folded over and over during its creation. Starting at the base of the blade and running lengthwise up the channel is a shallow engraving reads "From the darkness, light." The pommel is a gold-plated rising sun, its sharp rays forged into beautiful and dangerous inch-long spikes.The cross-guard is also gold-plated, with the word "Dawnguard" engraved on both sides. The grip is leather-wrapped and backed with a thin strip of dyed yellow leather.

Skills:

Skills
Diplomacy +12
Heal +10
Sense Motive +9

Background Skills
Handle Animal +12
Profession (Soldier) +4

Feats:

[1] Power Attack
[H] Weapon Focus (Greatsword)
[3] Extra Lay on Hands
[5] Greater Mercy

Class Ability Descriptions:

(1) Aura of Good
The power of a paladin's Aura of Good (see the Detect Good spell) is equal to her paladin level. Detect Good (Spell) School: divination; Level: Cleric 1. This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.

(1) Detect Evil
At will, a paladin can use Detect Evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range. Detect Evil (Spell) School: divination; Level: Cleric 1; Casting Time: 1 standard action; Component: V, S, DF; Range: 60 ft; Area: cone-shaped emanation; Duration: concentration, up to 10 minutes/level(D); Saving Throw: none; Spell Resistance: no. You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: presence or absence of evil. 2nd Round: number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: the power and location of each aura. If an aura is outside your line of site, then you discern its direction but not its exact location. Aura of Power: an evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: an evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this level depends on its original power. Faint (1d6 rounds), moderate (1d6 minutes), strong (1d6x10 minutes), overwhelming 1d6 days. Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to Detect Evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

(1) Smite Evil
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 Charisma 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, when 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 every three levels thereafter, the paladn may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

(2) Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

(2) Lay On Hands
3d6 + 1d6
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. 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 to not receive a saving throw against this damage.

(3) Aura of Courage
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

(3) Divine Health
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

(3) Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's Lay on Hands ability. Whenever the paladin uses Lay on Hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin selected the following initial mercy: Sickened, Staggered.

(4) Channel Positive Energy
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

(Cleric) Channel Positive Energy
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

(4) Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

(5) Divine Bond
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). 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 the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Spells:

1st-Level
Bless Weapon: Weapon strikes true against evil foes.
Hero's Defiance: Allows the use of lay on hands while falling unconscious.
Knight's Calling: Forces target to move toward you and fight you.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

Appearance:

Height: 6'4"
Weight: 245lbs
Hair: Brown, shoulder length
Eyes: Dark blue
Skin: Tan
-Burn scar from left hand to half way up bicep
-Nose broken many times
-Part of right ear missing
-Powerful, radiant smile

Personality:

-Frequent and contagious deep laughter.
-Outspoken, always happy to meet and speak with people.
-Bound by honor and duty, but understands that others aren't bound by his virtues so long as they do not commit evil acts.
-Merciless towards evildoers.
-Can be over-zealous, blinded by his quest.
-Has a drinking problem; alcohol changes his demeanor. Currently on the wagon, but that may change.
-Does not think things through; not very bright...at all.
-Gullible.

10 Minute Background:

Current Situation
Allister was sent to root out an unknown source of evil that has been causing chaos in the region. Over the last two years he has uncovered several lesser-evils, but has not yet found the source. After so many days, he is beginning to grow anxious at the thought of the Dawnguard believing him incompetent.

Points that capture the concept and story of Allister:
1.Defend the defenseless.
2.Uphold the virtues of society.
3.Never harm the innocent
4.Seek out evil destroy the source.
5.No mercy for the wicked.
6.Be the light in the darkness.

Two goals:
1) Become a “Lightbringer”. The Dawnguard is an organization dedicated to upholding the law and eradicating evil throughout Golarion by forceful intervention, funded by various empires and independent benefactors. Lightbringers are the second highest achievable rank within the organization, just below and in service to the Sword of the Morning (a position reserved for a single revered Lightbringer chosen by a council of his peers to serve as their leader until death). The Dawnguard believes that mercy towards evil is a form of weakness, and they have seen time and time again that mercy only allows evil a chance to grow stronger and cause chaos. Evil must be cut out at the root, and the Dawnguard is the blade's edge.

2) Find and destroy Baeloth. Allister’s older brother, Baeloth, was a member of the Dawnguard, and the one who convinced Allister to join. However, Baeloth was corrupted (Allister does not know how, why, or by whom) and he betrayed the Dawnguard and his brother, killing many innocent and virtuous people in the process. Allister has sworn to avenge the Dawnguard by confronting and eliminating his fallen brother.

Secrets:
1) Before joining the Dawnguard, when Allister was just fourteen, he accidentally caused the fiery destruction of a temple of the goddess Folgrit. His mother Victoria was very ill, so he went to pray to the patron goddess of mothers, children and hearth. Only he was drunk, hiding from his sorrow, and he had lit so many candles… He awoke in a stupor, his father had dragged him from the flames, but his left hand and arm was badly burned. He still bears the scar of his accident, and he has never told a soul that it was he who caused the fire.

2) Allister has an illegitimate child with a married Half-Elf named Delarra Brightwater.

3) Allister cannot read.

Acquaintances
1) Baeloth Sunscale. Allister’s damned, traitorous brother.
2) Delarra Brightwater. Allister’s secret Half-Elf love, the mother of his illegitimate child.
3) Lightbringer Naabi. Allister’s Dawnguard sponsor; his idol. A majestic, fearsome female elf who has spent many decades serving the Dawnguard.
4) Daberath, Sword of the Morning. The elected leader of the Dawnguard for 22 years. Allister has met him on three occasions, none of which he will ever forget. Daberath is a human who is as strong as he is wise.
5) Cedron. The Sunscale family Master at Arms. He trained Allister in combat from an early age. Cedron is a gruff old Dwarf, but is a second father to Allister.

Memories
1) Laying on the ground outside the burning church of Folgrit, feeling the heat on his face, the crackling burn on his left arm, and a deep shame. His father stood beside him watching the fire while tears rolled down his face.
2) Spending youthful days in love and lust with Delarra, fishing on the sunny bank of a small stream, before he learned of his mother’s illness and Delarra’s pregnancy.
3) As a child, being trapped in the darkness of the Sunscale family crypt. They had been playing when Allister rushed down the stairs into the darkness. Instead of following him down, Baeloth shut the stone door, trapping Allister in the darkness for nearly two days. When his father found him, Allister never mentioned his brother’s guilt.

Fears
Darkness and claustrophobia. When his brother trapped Allister in the family crypt, he developed a deep fear of the dark and the undead that slumber in it. Allister is hesitant to enter the darkness, and always quick to ready a light source.