About Allister SunscaleCharacter Data:
Male Human Paladin of the Dawnguard (6) Lawful Good Medium Humanoid (Human) Dawnguard Initiate Languages Common Initiative -1; Perception +1 -------------------- Defense -------------------- AC 19 , touch 9, flat-footed 19 HP 53 Fort +10, Ref +6, Will +9 -------------------- Offense -------------------- 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) -------------------- Statistics -------------------- 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
Weapons
"Brightfang" Masterwork Greatsword
Armor
Matching Mithral Helmet (Jeweled with Sunstones and Diamonds) Explorer's Outfit
Belt Pouch
Backpack
Additional Items
Item Descriptions
Skills:
Skills Diplomacy +12 Heal +10 Sense Motive +9 Background Skills
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
(1) Smite Evil
(2) Divine Grace
(2) Lay On Hands
(3) Aura of Courage
(3) Divine Health
(3) Mercy
(4) Channel Positive Energy
(Cleric) Channel Positive Energy
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
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
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:
Two goals:
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:
2) Allister has an illegitimate child with a married Half-Elf named Delarra Brightwater. 3) Allister cannot read. Acquaintances
Memories
Fears
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