Jamus Hainard

Kaid'an The Paladin's page

128 posts. Alias of Chewi.


Full Name

Kaid'an The Paladin

Race

Human

Classes/Levels

3 Divine Hunter (HP: 21/21 | AC:17 T:13 FF:14 | F:3 R:6 W:4 | Initiative: +3 Perception: +9 | HP: 2

Gender

Male

Size

6' 2"

Age

19

Special Abilities

Bonus Feat and Skill rank,

Alignment

Lawful Good

Deity

Erastil (Old Dead Eye)

Languages

Common

Occupation

Traveler

Strength 14
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 16
Charisma 8

About Kaid'an The Paladin

Base Stats:

General
HP: 26/26 = 8 +3x5(Class) +4x1(Favorite Class)
Initiative: +4 = 4 Dex
Speed: 30 feet
BAB: +2

Attacks
Masterwork Composite (+2) Longbow
Attack: +8 (+9 if Point Blank) = 3 BAB + 4 Dex +1 MW
Damage: 1d8+2 (+3 if Point Blank)
range: 110 feet

Masterwork Long Sword
Attack: +6 = 3 BAB + 2 Str +1 MW
Damage: 1d8+2

CMB: +4

Defense
AC: 17 = 10 + 3 Dex + 4 Armor
Touch: 13
Flat-Footed: 14
CMD: 16 = 10 + 3 Dex + 2 Str + 1 BAB

Saves
Fort: 4 = 4 class
Reflex: 7 = 4 class + 3 Dex
Will: 4 = 1 class +3 Wis

Animal Companion:

Name: Bagheera the Panther
Template: Celestial
Size: Medium
Speed: 40
BAB: +2
Resist: Acid, Cold, Electric: 5
Spell Resistance: 5+3 HD= 8
Evasion (remember this!)

Ability Scores:
STR: 13+1= 14 (+2)
DEX: 17+2T+2F+1= 22 (+6)
CON: 13 (+1)
INT: 2
WIS: 15 (+2)
CHA: 10 (0)

Health: 16/16= (4.5x3) +(1x3)

AC: 19 = 10 +1Nat-Arm +6DEX +2 Nat-Arm
Touch: 16
Flat Footed: 13

Attacks: (2xRake = 1d4+2 on grappled foes)
Bite: +8 (+7 if power attacking)
Damage: 1d6+2 (+4)

2x Claws: +8/+8 (+7/+7)
Damage: 1d4+2/1d4+2 (+4/+4)

Saves:
Fort: +4 +3class +1CON
Reflex: +9 +3class +6DEX
Will: +3 +1class +2WIS

Skills: 3
Perception: +3
Climb: +5
Acrobatics: +7

Tricks:
Fighting Trained
Hunting Trained
Guarding Trained

Feats: Weapon Finesse
Power Attack: -1 Attack, +2 damage

Abilities:
Dark Vision (60 feet)
Lowlight vision
Scent

Spells:

Casts per day
lvl 1: 3+1

Orisons: (6)
Create Water: Creates up to 2 gallons per lvl
Light: causes an object to glow like a torch
Guidance: subject gets a +1 competence bonus on a single attack roll, saving throw or skill check
Detect magic: read tin, does that but more complicated

Level 1: (4)
Cure Light Wounds:
-range: touch
-heal 1d8+1 per caster lvl (max of +5)

Gravity Bow
-personal only
-duration 1 min per lvl
-bow deal damage as if it was one size larger

Entangle
-long range (400 ft + 40 feet per lvl)
-40 foot radius spread
-1 min per lvl
-Reflex save or be entangled, roll save again if they stop in the area
-entire area is considered difficult terrain

Faerie Fire
-long range (400 ft + 40 feet per lvl)
-creatures and objects in a 5 area burst
-durration one min per level
-A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Magic Fang (free)
-range touch
-duration: 1 min per lvl
-give one natural weapon or unarmed a +1 enchantment bonus

Skills:

AC Penalty: -1
Skill ranks: 7 per lvl

Climb: 6 = 2STR + 1Ranks + 3 class
Heal: 9 = 3 WIS +3 Ranks +3 Class
Ride: 8 = 3DEX +1 Rank +3 Class + 1 trait
Handle Animal: 5 = -1CHA + 2 Ranks+ 3 Class + 1 trait
K (Religion): 4 = 0INT + 1 Rank + 3 class
K (Nature): 4 = 0INT + 1 Rank + 3 class
Perception: 9 = 3WIS + 3 Ranks + 3 class
Sense Motive: 11 = 3WIS +3 Rank +3 class +2 Trait
Stealth: 9 = 3DEX + 3 Ranks + 3 class
Survival: 8 = 3WIS + 2 Ranks + 3 class
Swim: 6 = 2STR + 1 Rank + 3 class

Feats and Traits:

Point Blank Shot: +1 to attack and damage if with 30 feet
Precise Shot: fire in melee with out penalty
Traits:
Beast Bond: +1 to Ride and Handle Animal
World Traveler: +1 to sense motive and it is a class skill
Human:
+1 skill ranks
Eye for Talent: +2 sense motive and a +2 stat increase to animal companion

Class Abilities:

Animal Companion: I get a kitty cat
Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus
increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind

Nature Training: Does nothing?

Wild Empathy:A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Track:A hunter adds 1/2 her level to Survival skill checks made to follow tracks

Domain:At 3rd level, a divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed.

If the divine hunter selects the animal domain, she does not gain a second animal companion upon reaching an effective cleric level of 4th. When the divine hunter would gain that ability, her animal companion instead gains two ability score increases (gaining +1 to two different ability scores or +2 to one ability score). If her animal companion dies or is released, when she gains a new one, it benefits from this ability score increase.

In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known. She adds the 2nd-level domain spell at 6th level, the 3rd-level domain spell at 9th level, the 4th-level domain spell at 12th level, the 5th-level domain spell at 15th level, and the 6th-level domain spell at 18th level.

This ability replaces teamwork feats.

Otherworldly CompanionAt 3rd level, a hunter's companion takes on otherworldly features. If the divine hunter is good (or worships a good deity), the animal companion gains the celestial template. If the hunter is evil (or worships an evil deity), the animal companion gains the fiendish template. If the hunter is neutral and worships a neutral deity, she must choose either the celestial or fiendish template; once this choice is made, it cannot be changed. The companion's CR is considered to be equal to its Hit Dice for the purpose of the celestial or fiendish template.

This ability replaces hunter tactics.

Fur Domain Powers: Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (3+3=6)

Equipment:

Gold: 626
Masterwork Composite (+2) Long bow = 600 g
-60 Arrows = 3 g
-4x screaming arrows
Longsword = 15 g
Dagger = 3 g
2x Spiked Gauntlets (2x5 gp)
Masterwork Chain Shirt = 250
Paladin’s kit: 11
-Backpack, bedroll, belt pouch, gheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, wooden holy symbol
Explorer’s Outfit
-Holy symbol tattoo = 100 g (on face)
-Potion of CLW
-2x alchemist fire,
-smoke sticks.

Code:

My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.

I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.