Hellknight

Kosz Trumpeter's page

176 posts. Alias of drayen.


Race

Aasimar

Classes/Levels

Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

About Kosz Trumpeter

The knight stands in unadorned scale mail, leather kilt hanging to his knees, a long plain grey cloak hangs from his shoulders to just above his heels. He wears a helm which is a single piece without visor. Only the narrow slit running horizontally at eye level breaks it's continuity. Affixed to the back of the helm is a smiling mask.

Out of his armour, he appears to be an elf at first glance. Then you notice the liquid silver eyes and realize that he must be something more. He is attired in an unadorned grey suede doublet slitted to show the silver grey silk shirt beneath with breeches to match. His charcoal grey belt, boots and gloves are of the finest quality leather. The signet ring on his third finger flashes in the light as does the silver mask of a pleasant smiling face hanging on the back of his head. The glimpse of a chain around his neck is the only other nod to fashion in his attire.

background:
Kosz was born to a mated pair of conjurers in Iadara, capital city of the elven nation of Kyonin. His parents were dedicated to the upkeep of the famed elf gates and were often apart as their duties took them across Golarion and elsewhere in maintaining the functionality of the teleportation devices. Couple that with the natural slow reproductive cycles of elves and they found themselves leaving middle age without having conceived a single child. They were distraught. Theirs was a tradition of service to the elven people for generations counting to before Earthfall. They beseeched their goddess, Alseta, goddess of portals and doorways, to look down upon them and deem them worthy to carry on their bloodlines.

The Welcomer was compassionate with her faithful. She knew the lines of their people back to a time before the withdrawal when their ancestors had been her priests and favored above all others. Alseta had even blessed the families with unions to Her own children. From their births, She had watched them in their transition from children to apprentices through to masters of their holy craft. Their near religious service would be rewarded.

Alseta reached for the innate spark of divinity that still lay in their blood and called it forth. Taerlindel became pregnant and gave birth to a son. From the moment he was delivered into the world, it was obvious he was not just an elf. He did not cry. Upon seeing his parents, he smiled. His eyes were grey; not dark like the storm nor silver like the last trailing clouds after a downpour, but simply grey. There was nothing remarkable about their gift, a son, whom they named Koszinel.

Growing up in and amongst portals trailing along in the wake of his parents, Kosz went unnoticed most of the time. Much to the chagrin of his parents, Kosz showed no aptitude for magic, neither arcane nor divine. His only skills became manifest when he first picked up a stick to play at fighting with some other children. Noticing this, an elder suggested that he be trained as a fighter.

For years, Kosz trained to fight in the war college of Iadara. He excelled with the sword and shield. He was instructed in the ways of fighting demons, evil fey and corrupted plants and animals to prepare him for constant war against Treerazer and his minions. His sense of right and wrong were honed by professors of philosophy and nature. While not overly intelligent, he was very personable and often negotiated for lesser punishments for himself or other students. After decades of study, he completed his education and returned home.

Listless and lacking ambition, he shuffled through life uncommitted to anyone or anything. Disappointed, his parents pushed for him to take on responsibilities by joining the Kyonin guard. He desisted, always finding an excuse for putting off applying. It was on just such an occasion, when he had ducked out yet again, that he was struck blind by sunlight shining down upon him in the pitch black of night. A voice of steel rang through his skull, demanding an accounting. Life had been given and the boon needs be repaid. Seeing in his mind's eye, a gaping wound in the land with demons raging from its depths, he was filled with a cold fury at the perversion of nature and the natural order of existence. A gash in time and space was altering the material plane and such an effrontery needed to be acknowledged and expunged.

His soul marked by the vision, Kosz dropped to his knees and made an oath to the goddess of his parents, pledging himself to the eradication of fiends and the sealing of this most corrupt portal, the Worldwound. A purpose found, he went home, grabbed up his sword and left without a word. His parents, at first attempting to block his path for an explanation, faltered at the sight before them. Those dull grey eyes now shown like silver and a faint argent corona shone above his head.

Heading out, Kosz fell upon a band of like-minded adventurers on their way to Mendev to join the ranks of holy crusaders.

Kosz Trumpeter
Male Aasimar Mythic (Marshal) Paladin 6 [Oath Against Fiends (Hospitaler, Warrior of the Light)]
LG Humanoid (Native Outsider)
Init +1 Senses Darkvision 60 ft; Perception +2
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DEFENSE
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AC 21, touch 10, flat-footed 21 (+0 Dex, +7 Armour, +1 Natural, +3 Shield)
HP 55 (6d10+15) [+1 Con, +5 Iomedae's Blessing, +4 Marshal]
Fort +12 [+2 vs. death effects], Ref +8 Will +14 [+2 vs. insanity or confusion]
Resist acid, cold, electricity and fire 7
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OFFENSE
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Spd 20 ft
Melee .. Dagger, alchemical silver +9/+4 (+2 vs. demons) 1d4+2 (+5 vs. demons, evil fey and corrupted animals, elves and plants) 19-20/x2 P or S or
.. +1 Adamantine Morning Star +10/+5 (+2 vs. demons) 1d8+4 (+6 vs. demons, evil fey and corrupted animals, elves and plants) 20/x3 B and P
.. +1 Cold Iron Morning Star +10/+5 (+2 vs. demons) 1d8+4 (+6 vs. demons, evil fey and corrupted animals, elves and plants) 20/x3 B and P
Ranged Dagger, alchemical silver +6 (+2 vs. demons) 1d4+3 (+5 vs. demons, evil fey and corrupted animals, elves and plants) 19-20/x2 10' P or S
.. Sling +6 (+2 vs. demons) 1d4+3 (+5 vs. demons, evil fey and corrupted animals, elves and plants) x2 50' B
Special Attacks channel positive energy (9/day, 2d6, DC 16), lay on hands (10/day, 3d6, no save, mercy: diseased); smite evil 1/day (+6 attack, +6 damage)
Spell-like Abilities (CL 5th)
At will -- detect evil
Weaknesses zealous
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STATISTICS
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Str 16, Dex 10, Con 12, Int 10, Wis 13, Cha 22
BAB +6/+1, CMB +9, CMD +21 (+6 vs. target of smite evil)
Feats Demon Hunter (B), Demonologist, Heavy Armour Proficiency, Light Armour Proficiency, Leadership (M), Medium Armour Proficiency, Paladin Weapon Proficiencies, Teleport Sense, Worldwound Walker
Traits Adoptive Parents (Treerazer's Bane), Child of the Crusades (WotR), Planar Savant, Unscathed
Drawbacks Zealous
Skills Acrobatics -2, Appraise +0, Bluff +6, Climb -3, Craft +0, Diplomacy +17, Disguise +6, Escape Artist -6, Fly -6, Heal +1, Intimidate +6, Knowledge (nobility) NA, Knowledge (planes) +14(+19) [(+2 vs. the Abyss or demons; can take 10 on Knowledge checks to identify demons)(+2 vs. demons) (+1 vs. demons)], Knowledge (religion) +4, Perception +2, Perform +5, Ride -6, Sense Motive +11 (+5 if it is a demon), Spellcraft NA, Stealth -6, Survival +1, Swim -3 Racial Modifiers Diplomacy +2, Perception +2
Languages Common, Celestial, Elvish
Combat Gear dagger, alchemical silver, acid flask, alchemist's fire, holy water x3, morningstar, +1 adamantine, morningstar, +1 cold iron, sling, bullets, sling (10), bullets, sling, cold iron (10), armoured kilt, heavy wooden shield, lamellar (leather)
Gearbackpack, bedroll, courtier's outfit, explorer's outfit, gear maintenance kit, headband of charisma +2, holy symbol, silver, mess kit, necklace, adamantine, potion of CLW, potion of CMW, potion of lesser restoration x2, pouch, belt, rations, trail x5, rope, silk 50', signal horn, signet ring, waterskin, weapon cord, whetstone

Medals
Righteous Medal of Agility - +1 initiative (+2 DEX)
Righteous Medal of Clarity - +2 vs. insanity or confusion (+2 INT)
Righteous Medal of Valour - +2 CMD (+2 STR)
Righteous Medal of Vigor - +2 vs. death effects (+2 CON)

Total 1717.4.16 gp., 96.5 lbs.

Encumbrance 96.5 lbs.

Carrying Capacity
Light 76, Medium 153, Heavy 230
Age: 137 yrs
Height: 6'4"
Weight: 136 lbs

SQ Adopted: (Social) You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. [Treerazer's Bane: {Region (Kyonin)} Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.]

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.

Aura of Good (Su): Paladin radiates a strong aura of good

Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin's channel positive energy ability.

Child of the Crusades: (Campaign) Once per day when failing a saving throw against an effect created by a demon that would possess or mentally incapacitate you, you may immediately reroll that saving throw as a free action. You must take the result of the new saving throw, even if it is worse. Mythic Synergy: The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier).

Commander Boon: Reckless Brutality

Detect Evil (Sp): as per the spell detect evil

Demon Hunter: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.

Demonologist: You gain a +2 bonus on all Knowledge checks related to the Abyss or to demons, and you may take 10 on Knowledge checks made to identify demons.

Divine Bond (Weapon) (Sp): 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.

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.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

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

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Iomedae's Blessing (Su): +5 hit points

Know Thine Enemy: Your studies in Kanabres' ruined library give you a +1 bonus to identify demons and their abilities.

Marshal's Order: Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

Marshal Path Ability (1st tier): Loyalty (Ex): You gain Leadership as a bonus feat. If you already have the Leadership feat (or if you take it at a later level), add your tier to your Leadership score. Whenever you use your marshal's order ability and your cohort is within 100 feet, you can include your cohort as an additional ally affected by your order.

Mercy (Su): 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.
• Sickened: The target is no longer sickened.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Mythic Feat: Demon Hunter

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Planar Savant: (Faith) You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

Power of Faith (Su): At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin's spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

Smite Evil (Su): 1/day mark an evil target and gain +6 to attack and +6 to damage and add Charisma bonus to AC, if target is an evil aligned outsider, evil aligned dragon or undead, the bonus to damage is doubled on the first attack

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Teleport Sense: Whenever a creature uses a spell or effect from the conjuration (teleportation) school to appear within 60 feet of you, you may make a Sense Motive check to detect the teleportation. The DC equals 10 + caster level of the effect. If you succeed on this check, you are automatically not surprised and can act in the surprise round if combat begins immediately. If combat against the creature that teleported near you begins within 1 minute of the teleportation you gain a +4 bonus on the initiative check in that battle. If the creature teleporting in is a demon, you gain a +5 bonus on the Sense Motive check to detect it.

Unscathed: (Magic) You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Zealous: (Drawback) You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.