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Father Jackal

Crissor Salem's page

291 posts. Alias of KingmanHighborn.

Full Name

Crissor Salem




Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20












Common, Gnoll, Halfling

Strength 17
Dexterity 18
Constitution 15
Intelligence 15
Wisdom 13
Charisma 20

About Crissor Salem

Hit Points: 85
Init: +4 =+4 (DEX)
Speed: 20ft

Class features, Feats, Traits and Racial Traits


Racial Traits:
Darkvision 60ft
Natural Armor +1

Class Features:
Aura of Good:
The power of a paladin's aura of good (see the detect good spell) is = to paladin lvl (10)

Detect Evil:
At will. 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:
As a swift action, the paladin chooses one target within sight to smite.

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:
Gains a bonus = Cha mod (+5) on all Saving Throws.

Lay On Hands:
A paladin can heal wounds by touch. 10/day (5 from half pally, +5 Cha bonus)
One use of ability, paladin can heal 1d6/every two paladin levels (5d6). Standard action, unless the paladin targets self, in which = a swift action. A paladin only needs one free hand to use this ability.

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:
When a divine hunter hits a creature with a ranged attack, grants allies w/in 10ft the benefit of the Precise Shot feat against that target until the start of her next turn, allies must remain w/in 10ft and must be able to see & hear the divine hunter to gain this benefit.

Divine Health:
Paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

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.

•Shaken: The target is no longer shaken.
•Diseased: acts as remove disease, using the paladin's level as the caster level

Channel Positive Energy:
Channel positive energy like a cleric. Consumes two uses of the lay on hands ability. A paladin uses level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

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:
Precise Shot:
Can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on attack roll.

Point Blank Shot:
+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

+3 hit points. For every HD possess beyond 3, gain an additional +1 hit point. If more than 3 HD, gain +1 hit point whenever gain a HD (such as when you gain a level).

Weapon Focus: Composite Longbow
+1 Attack

Rapid Shot:
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

When making a full-attack action, first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses. Damage reduction and resistances apply separately to each arrow.

Child of the Temple:
+1 K:Nobility & K:Religion

Halfling- may immediately select a race trait from your adoptive parents’ race.

Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

AC, Saves, Attacks


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

Fort: +16 = +7(base)+2 (CON) +5 (DG) +2 (Cloak of Resistance)
Ref: +14 = +3(base) +4(DEX) +5(DG) +2 (CoR)
Will: +15 = +7(base) +1(WIS) +5(DG) +2 (CoR)

Melee: +13/+8 = +10/+5 (base)+3 (STR)
+14/+9 (+1 Silver Greatsword)

Range: +15/+10 = +10/+5 (base)+4 (DEX)
+17/+12 (+1 Holy Composite Longbow) +18/+13 w/in 30ft
+15/+15/+10 using Rapid shot +16/+16/+11 w/in 30ft First +15 fires two arrows /w Manyshot

CMB: +13 = +10 (base)+3 (STR)
CMD: 27 =10 +10 (base)+3 (STR) +4 (DEX)



+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

+2 Champion Mithral Breastplate/ +8 AC, +5 MDB, -1 ACP LA 15lbs
Champion: special ability works only for good creatures with the challenge ability or the smite evil ability. A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen opponent.

Adventure Gear:
Backpack 2lbs
Pouch Belt ½ lb
Waterskin 4lb
Trail Rations 4/days 4lb (BoH)
Bedroll 5lbs (BoH)
Blanket 1lb (BoH)
Compass ½ lb (BoH)
Small Steel Mirror ½ lb (BoH)
50ft Spider’s Silk Rope 4lb (BoH)
Masterwork Manacles 2lb (BoH)
Average Lock 1lb (BoH)
Silver Holy Symbol 1lb
Crowbar 5lb (BoH)
Grappling Hook 4lbs (BoH)
Flint and Steel –
Signet Ring –

Cooking Kit 2lbs (BoH)
Healer’s Kit 1lb (BoH)

Magic Items:
Muleback Cords*
Bag of Holding Type 1 15lbs
Cloak of Resistance +2
Amulet of Natural of Armor +1
Pearl of Power 1st lvl spell
Efficent Quiver
Ring of Sustenance
Bracers of Falcon's Aim
Headband of Cha +4

Cleric’s Vestments 6lbs

Weight Total: 90 ½ lbs / Bag of Holding Active: 59 ½ lbs
Light: 86/ 266*, Med: 173/ 533*, Heavy: 260/ 800*, LoH: 260, LoG 520: Drag/Push: 1300

13440 gp
7 sp
0 cp



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
1st 4 DC 15
2nd 2 DC 16
3rd 1 DC 17



Class Skills:

Diplomacy +15 = 7r +5 (CHA)
K. Nobility +9 =2r +2(INT) +1 (CotT)
K. Religion +13 =7r +2 (INT) +1 (CotT)
Handle Animal +9 =1r +5 (CHA)
Heal +8 =4r +1 (WIS)
Profession (Cook)+5 =1r +1 (WIS)
Ride +8 =1r +4 (DEX)
Sense Motive +7 =3r +1 (WIS)
Spellcraft +8 =3r +2 (INT)

Non-Class Skills:
Perception +13 =9r +1 (WIS) +3 (BoFA)
Survival +3 = 2r +1 (WIS)
Intimidate +7 =2r +5 (CHA)



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


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.

Despite his Gnoll heritage, Crissor often seems like a large hairy Halfling in demeanor, he has his moments of optimism and courage in face of danger, and the same wanderlust, often picking up things out of interest, or eavesdropping out of habit. This is tempered though by the fact he wears his emotions on his sleeve, and tends have outbursts when his patience is worn thin. His sense of humor often times tends towards ‘darker’ themes because of constant doubts he has had to endure, both his own, and his non Halfling mentors. He is also partially naïve do too his upbringing in that he trusts Halflings and their words over others, often when he shouldn’t. He also tends to rush into things to prove his ‘goodness’ especially when those around him remind him of his race’s normal inclinations towards evil.

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