Kalsgrim Lodovka's page

1,383 posts. Alias of markofbane.


About Kalsgrim Lodovka

Male Human Paladin 13 | HP:147 | AC:27 | FF:25 | T:14 | CMB:+19 | CMD:29 | Fort:+22 | Ref:+18 | Will:+19 | Init:+3 | Imm:Fear/Charm/Disease | Perc:+2 | Dipl:+23(25) | SMot:+16 |
Smite:5/5 | LoH:15/15 | DBond:2/2 |

Kalsgrim Lodovka
Lawful Good Male Human Paladin 13
Medium Size (6’ 0”, 170 pounds, icy blue/light grey eyes, fair hair)
Age: 24
Move: 30’
Languages: Common

16 Strength 5 points, +2 enhancement
16 Dexterity 5 points, +2 enhancement
16 Constitution 5 points, +2 enhancement (belt)
10 Intelligence 0 points
10 Wisdom 0 points
25 Charisma 10 points, +2 racial, +3 level (4th, 8th, 12th), +4 enhancement (headband)

Initiative: +3
AC: 23 (Armor +11, Dex +2, Natural Armor +2, Deflection +2)
Melee:
Longbow (+19/+14/+10, 1d8+6, x2) Power attack, -4/+12, +4 to confirm crits
Greatsword (+17/+12/+8, 2d6+6, 19-20/x2) Power attack, -4/+12, +4 to confirm crits
Ranged: +1/+1 within 30’
Longbow (+19/+14/+9, 1d8+4, x3)Deadly aim, -4/+8, +4 to confirm crits
Longbow, Rapid Shot (+17/+17/+12/+7, 1d8+4, x3) Deadly aim, -4/+8, +4 to confirm crits

CMB: +15
CMD: 27
Fort: +22 Paladin +8, Divine Grace +7, Constitution +3, Resistance +4
Ref: +18 Paladin +4, Divine Grace +7, Dexterity +3, Resistance +4
Will: +19 Paladin +8, Divine Grace +7, Wisdom +0, Resistance +4
Immune to Fear. Immune to Disease. Immune to Charm spells.
Hit Points: 147 95 Hit Dice, 39 Con, 13 Favored Class

Feats/Traits:

T: Noble Born: Lodovka. +1 trait bonus to swim and is a class skill.
T: Patient Optimist (Erastil). +2 trait to Diplomacy to influence hostile or unfriendly creatures, can retry it once.
Free: Point Blank Shot. +1 to hit and damage when within 30’
Free: Deadly Aim. Can take -3 to hit for +6 damage.
Free: Power Attack. -3 to hit, +4/+6/+9 damage.
L1: Precise Shot. No penalty shooting into melee.
R1: Rapid Shot. When full attack, can add one attack for a -2 to all attacks.
L3: Extra Lay on Hands. Two additional uses per day
L5: Greater Mercy. +1d6 LOH healing when a mercy is not needed
L7: Weapon Focus (longbow). +1 to hit.
L9: Snap Shot. Threaten squares within 5’, no AoO against him when making an AoO.
L11: Critical Focus. +4 to confirm critical hits.
L13: Empty Quiver Style. Can attack with bow as if it were a heavy mace.

Skills:

+23 - Diplomacy: (13 ranks, +3 class skill, +7 attribute +0 other modifiers)
+2 to influence unfriendly/hostile
+14 – Knowledge (religion) (11+3+0+0)
+2 - Perception: (0+0+0+2)
+6 – Ride (1+3+2+0)
+16 - Sense Motive (13+3+0+0)
+6 - Swim: (1+3+2+0)

Race/Class Abilities:

Favored Class: Paladin (13 used for hit points)
Human Abilities:
Bonus feat at 1st level.
Bonus skill point at each level.
+2 to any attribute (charisma).
Paladin Abilities:
Weapon and Armor Proficiency.All simple and martial weapons and with shields (except tower shields).
Aura of Good.
Detect Evil. Move action, concentrate on item or individual within 60 feet, to learn if evil, three rounds to determine strength.
Smite Evil Five times per day. Swift action, chose 1 target. If evil, +7 to attack rolls, +13 to damage. If evil outsider, evil dragon or undead, 26 damage on first successful attack. Automatically bypasses any DR. Kalsgrim gets +7 deflection to AC against the target.
Divine Grace. Add Charisma bonus to all saving throws (added above).
Lay on Hands. Heal wounds by touch. Heal 6d6 damage and the Sickened, Diseased, Blinded and Nauseated conditions 15 times per day. Standard to use, swift for self use. Can be used to damage undead. +1d6 if not using a mercy. Can expend 10 uses to raise dead.
Aura of Courage. Immune to fear, magical or otherwise. Each ally within 10 feet gains +4 morale bonus on saves vs. fear.
Divine Health.Immune to all diseases, including supernatural and magical.
Channel Positive Energy Two lay on hands uses. 30’ radius. 6d6. DC 24.
Divine Bond. Add +3 enhancement or ability to a weapon. Can use it to add: Axiomatic, Defending, Disruption, Flaming, Flaming Burst, Holy, Keen, Merciful. Twice per day, 10 minutes per use.
Spells:
5 1st: Hero’s Defiance, Divine Favor, Word of Resolve, Liberating Command.
4 2nd: Aura of Greater Courage, Bulls Strength, Widen Auras.
3 3rd: Daybreak Arrow, Dispel Magic, Greater Shield of Fortification.
1 4th:

Aura of Resolve. Immune to Charm spells and spell like abilities. Allies within 10’ get +4 morale bonus on saves vs. charm.
Aura of Justice. Can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Code of Conduct. A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Limited associates.


Background:
Kalsgrim Lodovka was by no means a favored child in the noble family. His fair features and height were a constant reminder that his Ulfen mother was from the Lands of the Linnorm Kings, the result of a marriage of alliance between the Lodovka house and a Linnorm clan as part of a trading pact. Also lessening his favor in the eyes of the nobles was his adherence to his mother’s faith in Erastil which is typically seen as more appropriate for commoners. Far enough removed from the head of the family, Kalsgrim was largely ignored and allowed to do as he saw fit. A youth filled with hunting and swimming gave way to young adulthood and a stirring within that he was destined for something greater. At his mother’s urging, he spent a summer away from the noble house in the company of a priest of Erastil. During this time, he discovered that he did indeed have something special about him, powers carried in his blood to be dedicated to the service of Erastil. No longer able to deny the inevitable, Kalsgrim returned home. He confided in his closest friends what he had learned, and none of them were surprised. Knowing that the worship of Erastil was not favored in the house, Kalsgrim set out to find his destiny in the company of his good friends. They had already departed for southern Brevoy when they heard the call for champions to tame the Stolen Lands.

Description:
Tall, lean and graceful. Kalsgrim has always been handsome, a trait that has only served to further separate him from the other nobility of house Lodovka. His eyes are icy blue or light grey, depending on the light, and his hair is a golden blond. Kalsgrim is friendly and approachable, and is more likely to strike up a conversation with strangers than let a comfortable silence sit. He is quick to help those in need, sometimes a little more impulsive than he should be. Unlike his companions from the north, Kalsgrim does not have a mount at this point. He tried leaving the family estate in the north unnoticed, on foot and without his most expensive belongings that would broadcast who he was. His loyal companions, however, would not stand for that and followed on horseback.

Equipment:

Encumbrance: 46 1/2#, Light. 58/116/275.
Carried/Worn
Traveler’s Outfit
Wooden Holy Symbol of Erastil
Amulet of Natural Armor +2, 1#
Erastil’s Helm, 1#
Crown of Frieland, 1#
Signet Ring of Frieland
Cloak of Resistance +3, 1#
Belt of Mighty Constituion +2, 1#
Boots of the Cat, 1#
Gloves of Arrow Snaring

Mithral Agile Breastplate +5, 12 ½#
Greatsword, +1, 8#
MW Cold Iron Handaxe, 3#
MW Silvered Heavy Flail, 10#

Efficient Quiver, 2#
-Stag Lord’s Bow, 3#
-Cold Iron Durable Arrows (30), 4 ½#
-Cold Iron Durable Arrows, silver blanching applied (10), 1 ½#
-Cold Iron Durable Arrows, adamantine blanching applied (10), 1 ½#
-Cold Iron Durable Arrows, ghost salt applied (10), 1 ½#

Handy Haversack, 5#
-Ioun Torch
-Club, 3#
-Cold Iron Durable Arrows (180), 18#
-Blunt Arrows (20), 3#
-Flight Arrows (20), 3#
-Whistling Arrows (5)
-Smoke Arrows (2)
-Wealth (152.5)
-Potion of Enlarge Person (2)
-Potion of Touch of the Sea
-Potion of Air Bubble
-Potion of Ant Haul
-Potion of Shillelagh
-Potion of Invisibility
-Potion of Bulls Strength
-Potion of Lesser Restoration
-Potion of Delay Poison
-Potion of Spider Climb
-Potion of Levitate
-Potion of Blur
-Potion of Fly
-Bead of Newt Prevention


Unique Items:

Crown of Frieland. Enchanted as a headband of Alluring Charisma +4 and Headband of Social Competence.
Signet Ring of Frieland. Enchanted as Ring of Sustenance, Ring of Protection +2, Constant Endure Elements effect.
Stag Lord's Bow. masterwork composite longbow, +2 str mod, +3 enchantment, Adaptive
Erastil’s Helm. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.