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About Daniel ArrisenStatblock:
Traits:Indomidable Will, Bully: Intimidate
Daniel Arrisen CR9
Base Saves
+1 Evil Outsider Bane 'Heavens Razor' Longsword Attack:+15 (1d8+4+1/19-20/x2/S) Melee Masterwork Alchemical Silver Warhammer +15 (1d8+4/x3/B) Melee Lucerine Hammer +14 (1d12+6/×2/B Or P) 2x Masterwork Alchemical Silver Cestus +15(1d4+4/19-20/x2/B or P) +1 Composite Longbow (+3 Str) +11 (1d8+3/X3/P) --------------------
+2 Fullplate Armor: 9 Armor/-5Armor Check +1 Quickdraw Light Steel Shield: +1/-1AC --------------------
Base Atk +9; CMB +14; CMD +25
Supernatural Abilities::
Tactics Domain- Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Cha modifier. Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. (Cleric level= Pally level-3) Domain Spells: 1st—magic weapon, 2nd—aid(tactics), 3rd—magic vestment, 4th—divine power Skills::
2+2(INT)+1Skilled)=5 per level
Acrobatics 6+1(DEX)=7-6 Appraise 0+2(INT)= 0 Bluff 3+4(CHA)=7 Climb 1+4(STR)=5 Craft (Weapons) 4+2(INT)=6 Diplomacy11+4 (CHA)= 15 Heal4-1(WIS)= 3 Handle Animal4ranks+4(CHA)=8 Fly 1+1(DEX)=+2 Intimidate 7+4(CHA)+2Racial+1Trait=14 Knowledge-Arcana (INT)= 1+2(INT)=3 Knowledge-Planes 1+2(INT)=3 Knowledge-Religion 4+2(INT)=6 Knowledge-Nobility 4+2(INT)=6 Linguistics 1rank+2(INT)= 3 Profession (Alchemist) 0+0(WIS)=0 Ride 4+1(DEX)=5 Spellcraft 4+2(INT)=6 Sense Motive 4-1 (WIS)=3 Swim 1+4(STR)= 4 Stealth 8+1(DEX)= 9 Perception 8ranks-1(WIS)=7 Use Magic Device +3(CHA)= Gear::
Arms/Armor: +1 Evil Outsider Bane Longsword 8015 +1 Composite (3) Longbow 2400 20 Alchemical Silver arrows 200gp 20 Arrows 1gp 2x Alchemical silver cestus 400 Alchemical Silver Warhammer 398 +2 Fullplate 5500 +1 Quickdraw Light Steel Shield 1059 Lucerne Hammer 15 Armored Coat 50gp Wonderous Items:
Disposable Magic:
Backpack (2gp)
Money:
SPECIAL ABILITIES:
Reguler Paladin abilities:Here Sarcred Servant Alt Abilities
This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This ability replaces smite evil. Spells At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot. Divine Bond (Su) At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast,
If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls. Call Celestial Ally (Sp) At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level. This ability replaces aura of resolve. Oath of Vengeance
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy. Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR. This ability replaces aura of justice. Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance. Oath Spells 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath. Deities: Iomedae, Torag.
Racial Abilities:
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Half-orcs are Humanoid creatures with both the human and orc subtypes. Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Half-orcs have a base speed of 30 feet. Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Feats/Special::
1-Aura of good, detect evil, smite evil 2/day , Tactics Fey Foundling 2-Divine grace, lay on hands 7/day 3-Aura of courage, divine health, mercy (Sickened), Power Attack 4-Channel Wrath 5-Divine bond (Holy Symbol 1/day), Combat Expertise 6-Mercy (Remove Disease) 7-Smite evil 2/day, Unsanctioned Knowledge (Vanish, Instrument of Agony) 8- Student of War, 6/day (4rds left) Call celestial Ally 9- Mercy- Nauseated Improved Trip Spellist:
Level 1: 3+d Prepped: Knights Calling, Challenge Evil, Vanish, Magic Weapon(d) Level 2:
Daniel Arisen is so named because he was thought stillborn at birth. His mother died bringing him into this world and his paladin father had been killed at the world wound months before. Raised by his dad's brother, he was groomed to be a knight in Indomae's church. Starting as a medic at the world wound, he saw first hand the threat the infernal relms are. Learning to fight well and focus his faith offensively he now specializes in killing demons. He has left the world wound now, called away to lend aid to one of his first swordmasters from Westcrown. This is a city he finds offensive. Although he can see the alternative of the rule of hell as far preferable to that of the Demons he is used to fighting, the place is a perversion under the rule of law. What good were proceesses and structures that served only to crush a mans freedom?His is not ready to leave yet. The place is frought with creatures of the night. Things he had not yet seen at the Wound.
He has a paladin’s outlook in terms of good, believing a good deed worth it for it’s own sake. He is more inclined to good than completely rigid law, a life time raised in war has taught him pragmatism. As far as combat goes he is quite the leader, inspiring courage in allies and fear in enemies. His ability to do damage is quite good but he is not stupid enough to give a foe even terms. He will arrange the field to his advantage and happily use magic against a fighter in single combat. He is honorable though and will give quarter to a foe who asks and he will barging with a devil if an outcome for the greater good can be achieved. Gowing up in a war teaches one pragmatism and paladins who blindly follow thier ideals usually end up dead. The Code:
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