About Crissor SalemHit Points: 85
Class features, Feats, Traits and Racial Traits
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Racial Traits: Darkvision 60ft Natural Armor +1 Class Features:
Detect Evil:
Smite Evil:
4/day Cha Bonus (+5) to attack & Paladin lvl to damage (+10) 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 /lvl the paladin possesses. (+20) Regardless of the target, smite evil automatically bypass any DR the creature might possess. While smite evil is in effect, the paladin gains a deflection bonus = Cha mod to AC (+5) vs. attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted w/ no effect. Divine Grace:
Lay On Hands:
A paladin can use this healing power to deal damage to undead creatures, dealing 1d6/every two levels the paladin possesses (5d6). Using lay on hands in this way requires successful melee touch attack & doesn't provoke an attack of op. Undead do not receive a saving throw against this damage. Shared Precision:
Divine Health:
Mercy:
•Shaken: The target is no longer shaken.
Channel Positive Energy:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on paladin. The amount of damage dealt = 1d6 points of damage + 1d6 points of damage for every two paladin lvls beyond 1st (5d6). Creatures that take damage from channeled energy receive a Will save to halve damage. DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier (20). Creatures healed by channel energy cannot exceed maximum hit point total. A paladin may channel energy /day equal to 3 + her Charisma modifier (8). Standard action, no attack of op. A paladin can choose whether or not to include self in the effect. A paladin must be able to present her holy symbol to use this ability. Divine Bond: 5th level, a divine hunter forms a bond with deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond. 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 (9). 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, flaming, flaming burst, holy, keen, merciful, and speed. 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. (2/day) 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. Distant Mercy: At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level (45ft). Distant mercy has no effect on creatures harmed by positive energy, such as undead. Aura of Care (Su) At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. she and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability. Bonus Feat:
Feats:
Toughness:
Weapon Focus: Composite Longbow
Rapid Shot:
Manyshot:
Traits:
Adopted:
Helpful:
AC, Saves, Attacks
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AC: 24 = 10 +4 (DEX) +8 (Armor) +1 (N. Armor) +1 (Amulet of Natural Armor) Touch: 14 = 10+4 (DEX) Flat: 20 = 10 +8 (Armor) +1 (N. Armor) +1 (AoNA) +7 AC vs. Target of Smite Saves:
Attack:
Range: +15/+10 = +10/+5 (base)+4 (DEX)
CMB: +13 = +10 (base)+3 (STR)
Equipment: :
Weapons: +1 Holy Composite Longbow +3 Str/ 1d8+3+1 (+1 w/in 30ft) 19-20 x3 110ft 3lbs P [extra 2d6 points of damage against all creatures of evil alignment] 38 Arrows 6lbs* 54 Durable Arrows +1 Silver Greatsword/ 2d6-1+1+3 19-20/ x2 8lbs S Armor:
Adventure Gear:
Kits:
Magic Items:
Clothes:
Weight Total: 90 ½ lbs / Bag of Holding Active: 59 ½ lbs
Cash:
Spells
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Prepare each day from Paladin list Must spend 1 hr/day in quiet prayer and meditation to regain her daily allotment of spells. Caster lvl 4 Spells Per Day
Skills
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Class Skills: Diplomacy +15 = 7r +5 (CHA)
Non-Class Skills:
Description
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You see a tall Gnoll nearly 7 foot, with oddly clean light brown fur, with dark brown spots. He has bright amber colored eyes that lack the malevolence of his typical species. His black mane of hair is styled as if it had been carefully washed and combed, in a swept back style. He is wearing brightly a polished Mithral Breastplate with the holy symbol of Erastil careful engraved along the chest, his arms are muscled and wrapped in rope cords at the biceps, a light blue and green cap drapes from his shoulders. Instead of boots he wears armored bands around his digitigrade legs. A glowing amulet with a teal colored stone set in a pewter fitting is around is neck on a plain black twine string. He wears simply black vestments under his armor, with the robe continuing down to cover his lower body. An olive green backpack drapes off of one shoulder while a large quiver of arrows is supported on the other. A sheathed greatsword is strapped to his back and he carries and glowing composite longbow in his left hand. It looks like he may weigh around 250 lbs out of his armor.
Background Story
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Crissor Salem, whose written name is Christofven Miro Salem, having a hard time saying it when he was young caused the nickname of Crissor to stick with his adoptive parents. If fate hadn’t intervened its likely Crissor would have grown up into a savage and bloodthirsty Gnoll, just like his real parents. However, fate did intervene. Born in the Arthfell Forest of Andoran, to a Gnoll Chieftain, he was just a few weeks old when the tribe was exterminated by the citizens of Piren’s Bluff during a botched raid, with the help of several adventurers. Found by chance luck, a Halfling paladin happened across the Gnoll cub and took him in, rather than slay him since he couldn’t detect any actual evil on the cub. This act of kindness caused the Gnoll cub to grow up in the very city his parents were slaughtered trying to raid. His adoptive father Tobias Salem raised the young Crissor in the ways of Erastil and tutored him in the ways of the church. While outside of Tobias’s immediate family he still faced scorn and distrust by the people of Piren’s Bluff, he took to his Halfling friends and family like fellow pack members. This didn’t mean his childhood was easy or always fun, his father’s friends and fellow adventures had tried to dissuade the paladin at first, and in falling that, brought their doubts onto the Gnoll and often Crissor over heard many in the local church where he learned and trained at, had their own doubts about him. In that effect his biggest challenge then and now is proving doubters wrong, as a Paladin of Erastil he proved a quick study of the longbow, and being raised with the less judgmental halflings always reaffirmed the faith’s beliefs on putting the family first. At a young age he was first to help build or construct anything the village needed, and tried to heal the injuries of others when they occurred. However such simple, local life couldn’t last. His father helped the young paladin get together a few things and with the church’s blessing Crissor has taken up adventuring and travels Golarion trying to make the world a better place. Hearing about the 5th Crusade in Mendev and seeing this as a chance to truly prove himself to others, he sets out from Piren’s Bluff in Andoran, go fight against evil. Personality:
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