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About Kalsgrim LodovkaKalsgrim Lodovka
14 Strength
Initiative: +2
Feats/Traits:
T: Noble Born, Lodovka. +1 trait bonus to swim and is a class skill. T: Armor Expert. Reduce armor check penalty by 1. L1: Deadly Aim. R1: Power Attack. L3: Point Blank Shot. L5: Precise Shot. Skills:
Diplomacy: 6+3+4+0=13 Kn: Religion 6+3+0+0=9 Ride: 6+3+2+0=11 Sense Motive: 5+3+0+0=8 Swim: 1+3+2+0=6 Race/Class Abilities:
Favored Class: Paladin 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. 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 three rounds. Smite Evil Twice per day. Swift action, chose 1 target. If evil, +4 to attack rolls, +6 to damage. If evil outsider, evil dragon or undead, 10 damage. Automatically bypasses any DR. Kalsgrim gets +4 to AC against the smitten. Divine Grace. Add Charisma bonus to all saving throws (added above). Lay on Hands. Heal wounds by touch. Heal 1d6 damage and the Sickened and Diseased condition 7 times per day. Standard to use, swift for self use. Can be used to damage undead. Divine Bond. 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. Divine Bond. Add +1 enhancement or ability to a weapon. Spells: 2 1st: Hero’s Defiance, Word of Resolve. [b]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: #, Medium. 58/116/275. Carried/Worn Erastil’s Helm. Breastplate +1, 30# Greatsword +1, 8# Stag Lord’s Bow, 3# Bracers of Lesser Archery, 1# Cloak of Resistance +2, 1# Pouch ½#
Backpack 2#
+Stag Lord's Bow (masterwork composite longbow, +2 str mod, +1 enchantment)
Action Point Rules Spoiler:
ACTION POINTS Action Points (APs) are a mechanic for helping to save your butt or to let you do a little something extra. You get APs each time you level up, equal to your new level plus your Charisma modifier (minimum of 1, even if you have a CHA penalty). Any leftover APs from your previous level are lost. Most NPCs do not get action points. Normally, spending an AP is a free action you can do once per round on your turn; however, the ones marked with a * are immediate actions you can do as often as desired. What you can do and AP cost is as follows: BOOST YOUR ROLLS *Add a bonus to any d20 roll (1 AP): Add 1d6 to any d20 roll, after the roll is made but before you know if success is determined. At 8th level you can roll two dice and choose the better result; at 15 th level three dice; at epic levels four dice. *Reroll any die roll (except attacks and saves) (2 AP) *Reroll an attack roll or saving throw (3 AP) *Automatic natural 20 (except attacks or saves) (4 AP) *Automatic natural 20 (attack or saving throw) (6 AP) TAKE EXTRA ACTIONS -Take an extra move action (2 AP) -Take an extra standard action (4 AP) COMBAT BOOSTS: -Duck and cover (variable): Add a dodge bonus to AC of +2 per AP spent. Lasts 1 round. -Flurry of attacks (1 AP): When making a full attack, take one extra attack at your best BAB. MAGICAL APPLICATIONS: -Enhance spell power (variable): Increase caster level and save DC of a spell you cast by 1 per AP spent. -Retain spell (variable): You can cast a spell without losing it from memory or using a spell slot. The AP cost is 1/2 the spell's level (rounding up). -Spontaneous metamagic (variable): You can add the effect of metamagic feats you know to a spell without affecting its casting spell, spell level, etc. Cost is 1 AP per level adjustment. The adjusted spell level cannot be higher than the highest-level spell you can cast. -Swap spell (2 AP): You can exchange a prepared spell for any other spell you know of the same level or lower. You can apply metamagic feats you know to a spell you convert in this way, but this extends the casting time to a full-round action. SAVING YOUR HIDE: *Ignore condition (2 AP): Ignore a temporary 'condition' (e.g., blinded, confused, dazed, paralyzed, panicked, nauseated, dying) for one round. You can ignore multiple conditions by spending AP for each one you ignore. The duration of the effect continues to elapse while you ignore it. Note that damage (including ability damage, negative levels, etc.) is not a condition and cannot be ignored. *Delay doom (4 AP): Delay the onset of a permanent 'condition' (e.g., death, petrification, feeblemind, insanity) for one round. You can ignore death even if it is simply from accumulation of damage. If the permanent condition can be negated or countered (using whatever means are normally required to fix the condition, which in the case of accumulated damage just means cure spells) while you are ignoring it, you can avoid it entirely. HEROIC EFFORT; You can "overspend" when you run out of APs - if you only have 1 AP left, you can still get an extra standard action or declare a natural 20 or whatever. This doesn't cause a deficit for your next level; it just represents your last gasp of heroic awesomeness. This cannot be done with 0 AP. |
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