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Kellen Wrensler's page

38 posts. No reviews. Alias of Alex Martin.

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Full Name

Kellen Wrensler, Servant of Heironeous

Race

Human

Classes/Levels

Paladin 1

Gender

Male

Size

5' 11" , 195 lbs

Age

21

Alignment

LG

Deity

Heironeous

Location

Of late - the wildnerness of Keoland

Languages

Common; Elven

Occupation

Soldier; Pilgrim

Strength 15
Dexterity 11
Constitution 11
Intelligence 10
Wisdom 14
Charisma 14

About Kellen Wrensler

Melee: Longsword +4 (1d8+2,crit 19-20/x2 - 4 lbs, slashing,1H) or Heavy Shield +3 (1d4+2, crit 20/x2 - 10 lbs, bludgeon, 1H)

Ranged: Crossbow, Light +1 (1d8, crit 19-20/x2 - 80 ft range, 4 lbs,piercing)

AC: 16 = +4(scale mail) +2 (Heavy wooden shield)
Flat-footed: 16
Touch:10

AC #2:15 = +3("arming doublet"/studded leather) +2 (Heavy wooden shield)
Flat-footed: 15
Touch: 10

Initiative: +4 (initiative feat)

Speed and check penalty:

Spoiler:

Speed (full gear): 20 ft (medium load - 70 lbs)

Check penalty (full gear): -6

Speed (combat gear): 20 ft (armor load - 48 lbs)

Check penalty (combat gear): -6

Speed (combat gear alternative - leather only): 30 ft (armor load - 38 lbs)

Check penalty (combat gear alt): -3

Saves:
Fort +2
Ref +0
Will +2

HP: 10

Racial Qualities:

Spoiler:

1 extra feat at 1st level.

4 extra skill points at 1st level and 1 extra skill point at each additional level.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).

Languages: Common, Elven

Class Abilities:

Spoiler:

Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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.

Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th 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 with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Skills:

Spoiler:

Diplomacy +5 = +2 (Cha) + 3 (Ranks)
Heal +6 = +2 (Wis) + 4 (Ranks)
Knowledge(Religion)+2 (Ranks)
Ride +3 (Ranks)
Spot +4 = +2 (Wis) + 2 (Ranks) - cc

Feats:

Spoiler:

Weapon Focus (Longsword): (+1 to Base Attack Bonus)
Improved Initiative: (+4 bonus on initiative checks)

Spells:

Spoiler:

Equipment and encumberance:

Spoiler:

Equipment (travelling gear): Scale Mail armor, Heavy wooden shield, Longsword, Light Crossbow, Case of Crossbow Bolts (10), Backpack, Belt Pouch, Waterskin, Trail Rations (2), Bedroll, Flint and Steel, Whetstone, Oil (8 pints), Torches (5), Holy symbol of Heironeous(wooden), traveler's outfit

3 GP 2 SP

Encumbrance from armor: 30lbs

Encumbrance from equipment and weapons (full load): 70 1/2

Equipment (combat): Scale Mail armor, Heavy wooden shield, Longsword, Light Crossbow, Case of Crossbow Bolts (10), Belt Pouch, Holy symbol of Heironeous(wooden), traveler's outfit

Encumbrance from armor: 30lbs

Encumbrance from equipment and weapons (combat): 48

Background:

Spoiler:

Kellen is native of Gran March, raised in the foothills of the Lortmil Mountains. Like many in the March, his family has a heritage of being soldiers and warriors. His father was no exception, in the last decade going to fight the wars/invasions that have pervaded the region - some say as a Knight of the Watch.

Mostly raised by his uncle, Jeric - more bookeeper than soldier - he made the boy's life happy and content, regaling him with tales of heroes and history to better understand his family's heritage. When his father died fighting (in Sterich they say) a few years ago, he decided it was time to take up the soldier's mantle.

He found himself, a novice scout, in a small company that was patrolling the borders of Keoland. An attempt to thwart a raider's attack on a caravan saw him hit with arrow-shot and dismounted from his horse. As he lay battered and dying, a vision came to him - a holy voice spoke to him and kept him from fading into death. He awoke - the only survivor of the melee - reborn to a new duty; a new role in his life. He would follow that vision; it had saved his life...

Personality: Direct, respectful, planning, determined and distracted. Born of a military background. Kellen tends to lean towards communicating directly, tactful actions, and following orders. While he can be blunt and forceful, his recent ephipany has left him more conscientious and respectful.
Moments of spiritual vision and prayer tend to make him distant, but focused - as if he is coming to the awareness of his new role. Kellen remains somewhat uncertain as to what Heironeous expects of him yet.

Background Trait:

Spoiler:

Scion of Surabar

You are a decendent of the Man who discovered Cauldron, helped settle the region and aided in the defeat of an ancient demonic army.

Benefit:

Pride of your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, insanity and confusion.

Drawback:

Demons that encounter you in the Cauldron Region can instinctively tell your lineage and connection to their old enemy and gain a +1 attack and weapon damage rolls when fighting you.

Quotes:

"Invincible one, give me strength."
"There's an old Marcher saying..."
"If you're seeking ill intent, you'll find the point of my blade."



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