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Mendev Crusader

Kerrec Valorian's page

523 posts. Alias of Jim Cirillo.

Full Name

Kerrec Valorian




Paladin 3







Special Abilities

Dual Minded, Elf Blood, Elven Immunities, Keen Senses, Multitalented








Common, Elven

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 14
Charisma 16

About Kerrec Valorian

HP: 31

AC: 18

CMD: 15
CMB: +3

Init: +2

Dagger - Attack +3; Damage 1d4 19–20/x2

+1 Shock Light Crossbow Crossbow - Attack +6; Damage 1d8 +1d6+1 19–20/x2 Range 80ft.
Dagger - Attack +5; Damage 1d4 19–20/x2 10ft.

Speed: 20ft.

Fort: +7
Ref: +6
Will: +13 (+15 vs. fear effects in settlement; +15 vs enchanment spells & effects; +17 vs. mind-affecting spells vs. demons; +17 vs. enchantment fear spells & effects in settlement)

Languages: Common, Elven, Celestial

Diplomacy: +9
Handle Animal: +7
Sense Motive: +8
Ride: +6
Perception +6
All other skills are ability score based.

Iron Will: You get a +2 bonus on all Will saving throws
Point Blank Shot: +1 to attack & damage rolls within 30'
Country Born: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your Willpower as well, granting a +1 bonus on Will saves.

The City Protects: You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in. In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists. If you are a paladin, this ability to make additional saves to overcome fear extends to all allies within your aura of courage.

Demon Hunter (+3 Knowledge Checks about demons; +2 Will saves against mind-affecting spells and effects from demons)

Half Elf Racial Abilities
Dual Minded(From APG): The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level (Paladin & Cleric) and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Paladin Special Abilities:
Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands 3/day, Aura of Courage, Divine Health, Mercy: Shaken

Equipment: +1 Light Crossbow of Lightning (Swift Judgement), (121) Light Crossbow Bolts, (14) Masterwork Crossbow Bolts, Dagger, +1 Scale Mail, Bedroll, 50' Rope, Manacles, Master Manacles, Backpack, Blanket, Ink Pen, Vial of Ink, (5) Sheets of Parchment, (3) Days Trail Rations, (5) Torches, Flint and Steel, (3) Potions of Cure Light Wounds


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