Market Patron

Bollwerk's page

451 posts. Alias of Helikon.


Full Name

Titian Hann, Son of Leom Hann, called Bollwerk

Race

Tiefling (Demon Spawn)

Classes/Levels

Paladin 3

Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Gender

male

Size

M

Age

21

Special Abilities

Aura of Good, Detect Evil, Smite Evil, LoH, Channel Positive Energy, Divine Bond

Alignment

Lawful Good

Deity

Iomedea

Languages

Common, Abyssal

Homepage URL

http://37.media.tumblr.com/tumblr_manwxhJcrQ1rugkrvo1_500.jpg

Strength 17
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Bollwerk

Data:

Name: Titian Hann, Son of Leom Hann, called Bollwerk
Race: Tiefling (Demon Spawn)
Job: Paladin
Age: 68
Height: 6´6"
Weight: 220 lbs
Alignment: LG
Personality: Determind, polite
Likes: Swordmanship, Dwarven drinking Songs, Politness, Tattoos W
Dislikes: Demons, Evil spellcasters, cold soups
Favorite foods: Dwarven Ale, fresh baked bread with Bacon and egg
Hobbies: Tattoing, reading about the heroics of old heroes
Physical Description: Ebon skin, rich amber eyes, light rigid black horns almost looking like curly hair
Deity: Iomedea
Languages: Common, Abyssal

Combat:

--------------------
Defense
--------------------
Initiative: +0
Armor Check Penalty: -4(-6 if wearing shield)
Speed: 30 feet (20 in armor)
Hit Points: 27 (3d10+6)
Armor Class: 23 (10 + 0 Dex + 9 Armor + 2 Shield +2 Natural)
Touch: 11 Flat-footed: 23
Saves:
Fortitude: +8 (3 +2 Con +3 DG)
Reflex: +4 (1 +0 Dex +3 DG)
Will: +7 (3 +0 Wis + 1 Trait +3 DG)

--------------------
Offense
--------------------
Situational Bonuses:
Smite Evil: it target is evil:
+3 to hit +6 Damage/ignores DR/ Deflection bonus +3

Base Attack Bonus: +3
Melee Attack Bonus: +7 (3 BAB+ 4 Str)
Range Attack Bonus: +3 (3 BAB+ 0 Dex)
Combat Maneuver Bonus: +7 (3 BAB + 4 Str)
CMD: 17 (10+ 3 Base + 4 Str + 0 Dex)
Melee
• Longsword: +6 M(1d8+5; 19-20/x2; S)
• Battle Aspergillum +5 (1d6+5; 20/x2, P+B)
• Dagger: +7/+3 M/R (1d4+4; 19-20/x2; S/P; 10 ft)
Ranged
• Sling: +3 R (1d4+4; 19-20/x2; B; 50 ft)
--------------------
Statistics
--------------------

Racial Traits:

•Ability Score Racial Traits: Tieflings are quick in body and full of confidence, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.

•Type: Tieflings are outsiders with the native subtype.
•Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
•Speed:
Tieflings have a base speed of 30 feet.
•Languages:
Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Feat and Skill Racial Traits
•Skilled:
Tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Senses Racial Traits
•Darkvision:
Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
•Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Paladin:

Favored Class (Paladin)
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
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.

Smite Evil (Su) +3toHit/+2Damage
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.

Divine Grace (Su) +3
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) 2D6 (2d6+5 to heal himself)
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 do not receive a saving throw against this damage.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +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.

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

Mercy (Su)
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 can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
Diseased: The target is no longer diseased.

Channel Positive Energy (Su):
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

Feats, Traits &Skills:

Feats:
Armor of the Pit (Tiefling)
Your fiendish traits take the form of a protective scaly skin.
Benefit: You gain a +2 natural armor bonus.
Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits:
Stolen Fury
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion.
Purity of Faith
Your soul is clean, and you are deeply committed to fulfilling your duties to the church.
Benefit:
You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.

Skills: Skillpoints gained/level (10) 2+ 0(int)x5
• Acrobatics: -4 (0 ranks; ; +1 Dex; -6 armor)
• Appraise: +0 (0 ranks; +0 trained; +0 Int)
• Bluff: 3 (0 ranks; +0 trained; 3 Cha)
• *Climb: -2 (0 ranks; +0 trained; +4 Str; -6 armor)
• *Craft (siege): +NA (0 ranks; +0 trained; +0 Int)
*Diplomacy: +9 (3 ranks; +3 trained; +3 Cha)
• Disguise: NA (0 ranks; +0 trained; +4 Cha)
• Escape Artist: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
• Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
• *Heal: +0 (0 ranks; +0 trained; +3 Wis)
• Intimidate: +3 (0 ranks; +0 trained; +3 Cha)
• Know (arcana): NA (0 ranks; +0 trained; +0 Int)
• Know (local): NA (0 ranks; +0 trained; +0 Int)
• Know (nature): NA (0 ranks; +0 trained; +0 Int)
• *Know (nobility): N/A (0 ranks; +0 trained; +0 Int +4 DO)
• Know (planes): 3 (3 ranks; +0 trained; +0 Int)
• Know (religion): NA (0 ranks; +0 trained; +0 Int)
• Linguistics: +0 (0 ranks; +0 trained; +0 Int)
• Perform (): +3 (0 ranks; +0 trained; +3 Cha)
• Perception: +2 (0 ranks; +0 trained; +0 Wis + 2 Racial)
• *Ride: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
• *Sense Motive: +0 (0ranks; + 0 trained; +0 Wis)
• Stealth: -4 (0 ranks; +0 trained; +2 Dex; -6 armor)
• Spellcraft: NA (0 ranks; +0 trained; +0 Int; +1 trait)
• Survival: +0 (0 ranks; +0 trained; +0 Wis)
• Swim: -3 (0 ranks; +0 trained; +4 Str; -6 armor)


Equipment:

Weapons:
MW Cold Iron Longsword
Dagger (Cold Iron) 4 gp 1 lbs
Light hammer, silvered 21gp 2lbs
Sling 0 gp 0 lbs
Full Plate Mail 1500 gp 30lbs
Heavy Wooden Shield 7gp
Miscenellous:
Kit, Paladins
Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Crusaders Cross
Price 1gp, Weight
This palm-sized cross has arms of equal length and an emblem
etched at the center. When purchased, the bearer's personal
emblem or motto is etched on one side, and name, rank, and
nation on the other. Common crusader's crosses are typically made
of wood.
A brass locket with his parents pictures inside.
Price 2gp Weight -
Potion Cure light wounds.
Price 50gp Weight 1 lbs
Flask of Alchemist Fire
Price 20gp Weight 1lbs
Scale of Sacred Weapon
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP:
SP:
GP: 4
PP:


Character Description:

Appearance: Bollwerk is a man who rarely shows his face, if he can avoid it. He knows her appearance can strike fear in the hearts of his fellow people. His flaming red hair is alwas cut military short and his helmet is closed and quite ornate to hide his unusual bone structure. If he is out of his armor he prefers to wear a white hooded cloak, embroidered with prayers to Iomedea with his trusted longsword belted to his side.
His is a massive person, with bulging arms and strong shoulders. In a circle of friends he will jokingly say, he has those broad shoulders so that he can carry all the problems Iomedea gifts him to bear.
But his clothes and his armor are always as clean as possible and the armor is very ornated with the symbols of the Iomedean faith.
His skin is leathery and it took quite a lot of time, but he had it tattod from neck to toe with prayers in Iomedeas name, asking for strength, wisdom, guidance, and determination to hunt those who endanger the people.
Story/Background:
68 Years earlier:
Leom Hann, Paladin of Iomedea and leader of the "Bright Banner Adventure company" led his comrades and friends into the den of a gyronna cult close to New Stetven in Brevoy. They had followed the trail of dead babies and despaired parents and with every dead body their rightous fury had risen. Finally they had found a mid-wife selling poisonous herbs and with a cold determination never seen before Leom had questioned the woman to get those necessary answers. Leom knew that he was on the edge to fall from grace, but his soul had been crushed more and more with every dead thing and the red eyes of their parents. They had judged and hanged the woman after the questioning and did not feel one pang of remorse in them.
In the night before he had had a strange dream of a burning voice warning him and that he was not yet lost. But that his path to redemption would be long and hard. Hefting his blade "last kiss" he entered the den. Inside was a pandemonium of dancing women, wailing animals and in the middle a woman in the last pangs of birth. Unholy runes all etched over her body and a true fanatics view spoke of some blasphemous ritual, but the bright banners were beyond fear. With sword and spear, with bolts of magic and the burning fire of Iomedea they served justice. After every woman was dead there was a moment of utter peace and silence, suddenly spoiled by the wailing of an infant.
Looking at the corpse on the unholy altar, they saw that with her last itching she had given birth to a boy. But not only a boy, but a tiefling boy. With sad eyes Abra One-eye, the scout of their band, drew her dagger and walked over to the baby. But Leom held his hand.
We can not kill innocence. They argued for quite some time, but in the end Leoms will was not to be denied.
He took a sabbatical from the company and brought the baby to a woman who had just lost her baby and helped her raise the child.
20 years earlier:
The adventuring days of Leom Hann and his wive Abra were coming to an end. They had been on the road for many years now and every morning the ground was harder and the flesh took longer to heal from even the simplest cuts. It was not an easy decision, but they knew the right one. In sad moments Abra told him that the only thing she regretted was that she never would raise her children. When they passed New Stetven, Leom remembered their time here and they rode to the farm where they had left the tiefling baby. The farm was in disrepair and soon they found out that the baby had been a mixed blessing for the farmers. Yes he grew into a strong boy, but it took twice as long for him to reach maturity than a regular human. Also quite often he was accused of every bit of ill luck befalling the community. They offered to take the boy into their custody and the family just so happily agreed.
Asking the boy for her name he told them that was always just called ugly one or the brat. Stopping at a little stream Leom asked him to follow him and there in the middle of the winter, in ice cold water he absolved him of all his sins of ancestry and named him Bollwerk
The last 5 years:
Leom had learned long ago that Bollwerk would follow his footsteps. He had embraced the teachings of Iomedea and had a good heart but he needed a bit of self-confidence. Leom was an old man now and his beloved wive had left him for pharasmas throne last fall. But he was content because he knew that his live was well spent. His son Bollwerk had proven that Iomedeas light shows into the darkest corners. His foster son knows his path is going to be a stony one, but his parents have given him all their love and all their wisdom to help him find him path in life.
Personality:
Bollwerk is man with 2 souls. His one soul is the determined hunter of evil. Who knows more about redemtion and tain than he would like. Who has no problems to attack problems head-on. He is a skilled fighter and defender.
His other soul is the man who hates his reflection in the mirror and knows he will never be as pure as her foster father. In his very darkest moments he is also afraid that one day his dark side will surface.

Character Progression:

Hit Points Summary and Favored Class Bonus:
•Paladin Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Character Level 1: Pal 1 1d10+2;10+2 = 12 12 HP ;FCB: +1 Damage healed
Character Level 2: Pal 2 1d10+2, 6+2 = 8, 20 HP ;FCB: +1 Damage healed
Character Level 3: Pal 3 1d10+2, 6+2 = 8, 28 HP total Power Attack +1 Damage healed
Character Level 4: Pal 4 1d10+2, 6+2 = 8, 36 HP total +1 Str +1 Damage healed
Character Level 5: Pal 5 1d10+2, 6+2 = 8, 44 HP total + +1 Damage healed Deific Obidience
Character Level 6: Sen 1 1d10+7, 6+7 = 13, 57 HP total
Character Level xxx: Sen 2 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Demon hunter
Character Level xxx: Sen3 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun