Jalros

Keldor Whisthawk's page

629 posts. Alias of Jeremy Clements.


Full Name

Keldor Whisthawk

Race

1/2 Elf

Classes/Levels

Summoner(Synthesist)/Paladin Gestalt 7

Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Gender

Male

Age

20

Alignment

LG

Deity

Erastil

Languages

Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Infernal, Giant

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Keldor Whisthawk

Shortcuts!:

[dice=Fly w/Good Maneuverability bonus]1d20 + 5 + 4[/dice]
[dice=Perception!]1d20 + 9[/dice]

[dice=Knowledge (Engineering)w/Technologist Feat+Trait bonus]1d20 + 15[/dice]

[dice=Dagger Attack]1d20 + 9[/dice]
[dice=Damage]1d4 + 1[/dice]
[dice=Dagger Attack (Iterative)]1d20 + 9-5[/dice]
[dice=Damage]1d4 + 1[/dice]

[dice= MW Silversheen Elven Curve Blade]1d20 + 10[/dice]
[dice=Damage/Silver]1d10 + 1[/dice]
[dice= MW Silversheen Elven Curve Blade (Iterative)]1d20 + 10-5[/dice]
[dice=Damage/Silver]1d10 + 1[/dice]

[dice= Smite Evil! w/MW Silversheen Elven Curve Blade]1d20 + 10 + 3[/dice]
[dice=Damage - Ignores any DR!]1d10 + 1 + 3[/dice]
[dice= Smite Evil! w/MW Silversheen Elven Curve Blade (Iterative)]1d20 + 10 + 3 - 5[/dice]
[dice=Damage-Ignores any DR!]1d10 + 1 + 3[/dice]

[spoiler=Smite Evil (Notes)]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 per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. [//spoiler]

[spoiler=Divine Bond (Notes)]Upon reaching 5th level, a paladin forms a divine bond with her god. The first type of 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. 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, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. 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. [//spoiler]

[dice=Acid Splash RTA]1d20 + 9[/dice]
[dice=Acid Damage]1d3[/dice]

[dice=Lay on Hands(Healing+Fatigue/Disease Mercy)]3d6[/dice]
[dice=Channel Positive Energy(DC16)]4d6[/dice]

[dice=Pellet Blast: Piercing Damage(Ref1/2)]3d8[/dice]
[spoiler=Pellet Blast! Conjuration (Creation)]
Pellet Blast: Conjuration (Creation)
Casting-Time: 1 standard action; Components V, S, M (a handful of metal pellets or handful of cold iron, silver, or adamantine pellets; see descriptions for cost)
Effect: Range 30 ft.; Area cone-shaped burst; Duration instantaneous; Saving Throw Reflex half; Spell Resistance:(NO!)
Description: This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is cast and the damage is dealt. [//spoiler]

[dice=Ring of the Ram Attack]1d20 + 9[/dice]
[dice=Ram (Force Damage)-1 Charge]1d6[/dice]
[dice=Ram (Force Damage)-2 Charge]2d6[/dice]
[dice=Ram (Force Damage)-3 Charge]3d6[/dice]

[dice=CMB Ram (vs. CMD Bull Rush)@1 Charge]1d20 + 17[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@2 Charge]1d20 + 18[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@3 Charge]1d20 + 19[/dice]

[spoiler=Ring of the Ram!]
Source Ultimate Equipment pg. 176, PRPG Core Rulebook pg. 479
Aura moderate transmutation CL 9th; Description: A ring of the ram has a setting crafted to resemble a ram’s head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring’s caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a non-magical item.
[//spoiler]

Pellet Blast Ammo:

Current Pellet Blast spell Ammo:
5x Adamantine (100 gp ea)
2x Cold Iron (50gp ea)
?x Silver (20gp ea)

Expanded Summon Monster:

1st Level
Baboon* (primate)
Vulture*
2nd Level
Giant weasel*
Ram* (herd animal)
3rd Level
Arbiter (inevitable)
Velociraptor (dinosaur)
4th Level
Crysmal
Foo lion
5th Level
Emperor cobra* (snake)
Styracosaurus (dinosaur)
6th Level
Allosaurus* (dinosaur)
Axiomite
7th Level
Avoral (agathion)
Movanic deva (angel)
8th Level
Kolyarut (inevitable)
Leonal (agathion)
9th Level
Couatl
Storm giant

Desc:
Keldor is a good looking young man with blond-brown hair, fair skin, and freckles. He has both a stern gaze and a gentle smile. His Eidolon looks like a steampunk golem or suit of full armor made of mithril and with elven features. His summoner's symbol is the Whisthawk family symbol which glows a light green on his "helmet's" forehead. The whisthawk family symbol is two crossed arrows over a compass rose.

New GAME TREASURE CARRYING:

Stats:
Keldor Whisthawk
LG 1/2 Elf Unchained Summoner (Synthesist)/Paladin (Gestalt 7th Level)
Init +2; Senses: Low-Light Vision

Statistics
Str 12 Dex 14 Con 12 Int 14 Wis 12 Cha 16
Base Attack: +7; CMB: +8; CMD: + 20 (CMD 23 w/Smite Evil Target)
Speed: 30ft.

Defense
AC 17 ; Touch 13; Flat Footed 15 (+3 armor, + 2 Dex, +1 Deflection +1 Nat Armor)
Hit Points: 77

Saving Throws:
Fort +6(+9); Ref +4(+7); Will +6(+9)
*Divine Grace: +Cha to all Saves
*Divine Health: Immune to all diseases, including supernatural and magical disease(mummy rot)
*Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Offense
Melee :
*+1 Chainsaw +9 (3d6+2) 18–20/×2 (Charge Capacity 10; -1 per activation lasts up to one hour.)
*Silversheen (MW) Elven Curve Blade +10 (1d10+1) 18–20/×2
*Dagger +9 (1d4+1) 19-20/x2

Ranged :
*Dagger +9 (1d4+1) 19-20/x2
*Acid Splash +9 RTA (1d3 Acid)
Comp. Longbow (+2STR); -2 to attacks when Str is not high enough.

Special Attacks:
~Summon Eidolon: A summoner can summon his eidolon in a ritual that takes 1 minute to perform.
~Summon Monster IV (Sp): 6/ Day
~Detect Evil(Sp): At Will (60ft.)
~Smite Evil (Su): 3/Day (+3 to Hit and +7 Dam, +3 Deflection AC vs. Evil Target)
~Lay On Hands (Su): 6/Day (3d6 +Mercies)
~Channel Energy (Su): Costs 2 Lay on Hands (4d6) [Will DC16 (30ft. Range)] ← As per 7th lvl cleric.
~Divine Bond (Sp): 1/day with chosen Elven Curve Blade with +1 Magical enhancement

Other Class Abilities:
*Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

*Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. 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 (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. 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 per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

*Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her

*Charisma bonus (if any) on all saving throws.

*Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

*Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

*Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

*Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each 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.
~Chosen Mercies: Fatigued, Diseased

*Divine Bond (Sp):Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of 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. 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, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. 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. 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.

*Summon Monster I - IX (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

*Bond Senses (Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
[Synthesist]Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Summoner Spellcasting (Spontaneous):
Level 0 (Infinite/day) Acid Splash, Detect Magic, Mage Hand, Mending, Message, Read Magic
Level 1 (5/day) Rejuvenate Eidolon (Lesser), Protection from Evil, Grease, Mount. Jury-Rig
Level 2 (4/day) Evolution Surge (Lesser), Summon Eidolon, Cat's Grace, Create Pit
Level 3 (2/day) Pellet Blast, Summon Monster IV

Paladin Spellcasting (Memorized) Effective Caster Level = '-3'
Level 1 (1+1/day) Liberating Command, Hero's Defiance
~Other Possible Spell Choices: Linebreaker, Protection from Chaos, Restoration (Lesser), Ghostbane Dirge, Endure Elements, Detect Poison, Deadeye’s Arrow, Cure Light Wounds, Compel Hostility, Grace

Skills:4/lvl
(x)Knowledge (Arcana) +9
(x)Spellcraft +9
(x)Use Magic Device +11
Perception +9
(x)Diplomacy +9
(x)Sense Motive +6
(x)Ride +6
(x)Fly +5

Background Skills: (+2/lvl)
(x)Knowledge (Engineering) +15
(x)Linguistics +12

Languages: Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Celestial, Infernal, Giant

Feats:
~1st level Feat (Racial Bonus): Exotic Weapon Prof. (Elven Curve Blade)
~1st level Feat: Weapon Finesse
~3rd level Feat: Expanded Summon Monster
~5th Level Feat: Technologist ('Local Ties' Trait Bonus increases to +3)
~7th Level Feat: Exotic Weapon Prof: Chainsaw
~@9th Level Feat: Extra Evolution?

Traits:
~Local Ties (Campaign): You have ties to a prominent local the missing
wizard Khonnir Baine. With Knowledge (Engineering): gain a +1 bonus
with this skill, and it is a class skill for you. You are treated as if you
possessed the Technologist feat for the purposes of resolving
checks associated with Knowledge (Engineering).
~Signature Moves: Grants a MW item worth up to 900 gp, in
this case a Silversheen Elven Curve Blade. When holding this signature item,
gain +1 to Bluff and Intimidate.

SQ:
*Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
*Immune to Magic Sleep effects; +2 bonus vs echantment spells and effects.
*Arcane Training: (Summoner) Half-elves with this racial trait have
only one favored class, and it must be an arcane spellcasting class.
They can use spell trigger and spell completion items for their favored
class as if one level higher (or as a 1st-level character if they have
no levels in that class). This racial trait replaces the multi-
talented racial trait.
*Ancestral Arms: (Elven Curve Blade) Some half-elves receive training
in an unusual weapon. Half-elves with this racial trait receive Exotic
Weapon Proficiency or Martial Weapon Proficiency with one weapon as a
bonus feat at 1st level. This racial trait replaces the adaptability
racial trait.
Half Elf Favored Class (Summoner) Bonus (+1/4 Evolution point): 7/4 (+1 Evolution Point gained @4th)

Starting Money: 70gp (35gp left)
Gear:
~Silversheen (MW) Elven Curve Blade (Trait Bonus)
~Dagger (2gp)
~Parade Armor: Kyonin (25gp)
~Summoner's Kit: (8gp)
Backpack, Bedroll, Belt pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, Torches,
Trail Rations, Waterskin
(Enchanted +1) Neraplast armor (Normal +2AC): Fully Charged (-1)
This lightweight, formfitting bodysuit features a variety of pockets, straps, and a built-in interface for automatically adjusting the various colors and patterns on its fabric. Selecting a color or pattern is a full-round action that consumes 1 charge and provokes an attack of opportunity. Capable of cycling through dozens of hues, the armor can even be used to adopt sophisticated camouflage patterns that grant a +3 competence bonus on Stealth checks. Whenever the wearer enters a terrain of significantly different coloration and background patterns, the armor must be re-calibrated to its current area to maintain this bonus.

Ion Tape (2 rolls)
Zipstick (10 Charges)
Timeworn Nanogun (Brown) w/6 Charges(-2 Ch)

Ring of Protection +1 (wearing)
flashlight
1x spare 'battery'
amulet of natural armor +1 (wearing)
2x Potion of CLW (1d8+1)
Wand of Magic Missiles (3rd) 44 Charges (-1 Ch)
5 extra Sunrods!

Cloak of the Hedge Wizard
Aura faint, school based on cloak type; CL 1st; Slot shoulders; Weight 1 lb. It also grants the wearer the ability to use prestidigitation on command and at will.
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

+1 composite Longbow (+2 Str)
15 std arrows
5x +1 human Bane Arrows

+1 Chainsaw (10 Charges Max)

Potion of cure moderate wounds x2
Wand of Scorching Ray (16 charges)
+Batteries x3
2x Alchemist's fire
2x Acid flask
Ring of the Ram (17 charges remain)

Keldor's Background:

Keldor was born into the ancient Whisthawk family, a 1/2 elf clan with
history that goes all the way back to the re- founding of of Kyonin.
One of the few groups to step up and welcome the elves back to Golarion
with open arms, the family was thanked by being declared official
ambassadors and defenders of Kyonin and one of the first non-elves to
be offered citizenship. Despite the obvious elven pity for the
family's heritage, the Whisthawks have taken to the role as ambassadors
and soldiers with enthusiasm, using their worship of Erastil as the
foundation of their family's values.

Keldor himself was trained to be a soldier originally, until his
natural magic erupted with the appearance of the Whisthawk family
Eidolon, Gauntlet. Each generation gains the aid of the powerful
outsider that always appears as a fully armored elven warrior, complete
with closed helmet. Always an armored bipedal creature, Gauntlet's fine
details often are different to each individual generation. The last
appearance had Angelic overtones, while the previous version to that
seemed to have Fey-like features.

Unfortunately for Keldor, Gauntlet appears to have taken on a
machine-like appearance this time which has caused many in the
Whisthawk family to worry about Keldor. Never in the recorded history
has the Whisthawk Eidolon taken on such strange golem-like features.
Feeling out of place for the first time in the family compound in
Iadara, Keldor volunteers to finish his training as a summoner in the
gnomish community of Omesta. There among the mechanically inclined
gnomes, he hoped to master this incarnation of Gauntlet and eventually
find a way to use his abilities to aid the Whisthawks in their
endeavors to protect Kyonin.

It is in Omesta where he encounters his first Numerian artifact.
Nothing more than a toy that flashes and spins, it thereafter opens
Keldor's mind to the potential of Numerian technology and his endless
curiosity for engineering. Immediately he begins researching more and
more about technology and Numerian history, and begins to write back
and forth with a kind Numerian wizard in the town of Torch. Keldor
worries however. Ever since his fascination began with advanced
technology, Gauntlet has taken on even more mechanical aspects to his
form. His gnomish master, the great gnome summoner Gween-Twas d'Fela,
always waves away his worry and reminds him that the Eidolon is
nothing more than a reflection of the summoner's inner self. For some
reason that has not brought any comfort to Keldor.

Keldor has arrived in Torch by caravan now, his training complete,
looking forward to finally meeting his pen-pal and perhaps
investigating more Numerian technology up-close...finally!