Gargoyle Brute

Sir Kane Ravencourt's page

333 posts. Alias of Doomed Hero.


Race

HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Special Abilities

Darkvision 60', DR2/magic, Fire Resist 2, Fly 60' (poor)

Languages

Common, Aklo, Draconic

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 8
Charisma 14

About Sir Kane Ravencourt

Cursed Human (gargoyle) Undead Scourge Paladin of the Holy Light 2

Background:
The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.

Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses, like the Whitemanes, the Ravencourts and the Rivenholds, keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.

At least that is how it was supposed to be.

Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.

The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered.

Kane is the firstborn of the second daughter of the previous generation, Lady Mercy, who was cursed by a member of the Whispering Way during her days as a Shard Seeker. She thought the curse had been broken. It passed to her son.

Kane should have been born a man, but he was not. His blackened, lanky form gave many nightmares. There was talk of exorcising him at birth, killing his body to cleanse his soul. His mother saved him, promised to watch over him and raise him in the church under the watchful eye of the priesthood.

He grew up dedicated an zealous. The family had fought monsters for ages, so having one among them was difficult for many, but Kane changed many minds. He swore the oaths and observed the rites, passed all the challenges and was even knighted by the Matriarch of his family in preparation for him to take up the tasks of his blood, but he knew that the world would never trust him as they did his cousins. He would never be a shard-seeker. Instead, he decided to take up the mantle of his forefathers.

He joined the Last Watch.

They called him the Dark Lady's Angel. He fought many battles casting back the creatures that sometimes sought to breach the wall. He became an effective scout and a trusted companion, always willing to throw himself in front of a blow meant for another.

Then their commander was promoted. The new commander had no love for any with tainted blood. He explained to Kane that his choices were retirement or brave death in combat.

Kane wasn't ready to die.

His severance pay bought him passage on a boat. He needed to go somewhere that was more accepting, and the family had heard rumors of a shard that had surfaced in lands outside of their influence.

Defenses:

22 HP

17 AC: (+1 Kilt, +4 natural, +1 dex, +1 dodge)
…+1 from Buckler if I haven't attacked yet.

11 Touch
22 Flat-footed

CMD 16

+8 Fort (+3 class, +3 con, +2 cha)

+3 Ref (+1 dex, +2 cha)

+4 Will (+3 class, -1 wis, +2 cha)

Combat:

BaB +2

CMB +2

Melee
Base +5

Beauty Naginata +5, 1d8+3, 20/x4, reach, non-lethal option

Beast Heavy Mace, +5 1d8+2, 20/x2 (silver and cold iron studs)

Sap +5, 1d6+2, 20/x2

Ranged
Base +3

Composite Longbow +3, 1d8+2, 20/x3

Bola, -1, trip

Combat Net, -1, Touch Attack, Entangle

Lasso, -1, Touch Attack, Entangle

Feats and Traits:

traits
Suicidal (via Adopted trait)
Rich Parents

Feats
Combat Reflexes (1st level)
Dodge

Skills:

Skill Points per level: 2, +1 int, +1 race
8 total

+6 Fly (2 rank, +1 dex, +3 class)
+5 Stealth (2 rank, +1 dex, +2 racial) (+6 in rocky areas)
+1 Perception (2 rank, -1 wis)
+6 Diplomacy (1 rank, +2 cha, +3 class)
+7 Knowledge Religion (1 rank, +1 int, +3 class, +2 equipment)

Class Abilities:

Fire Resist 2 Favored class bonus x2

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) This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

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 (1d6) (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.

Equipment:

-Worn-

Armor: Banded Mail
Shield: Buckler
Head:
Eyes:
Neck:
Cloak:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet:

-Belt and Pouches-
Wayfinder
Potion of Cure Light
Holy Water
Signal Horn
Signal whistle
Whetstone
Small silver mirror
50 twine
5 small bells
10 fish hooks
10 tinder twigs
flask of lamp oil x5
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal
Characteristics of the Undead Reference Book (Masterwork equipment for Knowledge Religion) (50 gp)

-Tool Kit Satchel-
Crowbar
Hammer
Drill
6 iron spikes
10 pitons
10' heavy chain
1 gallon of oil
50' silk rope
Grapple

-Pack-
2 gallons of water
2 weeks rations
Bedroll
Winter Blanket
Hammock
Extra clothing
3 bars of soap
Crowbar

Cash
268 gp
12 sp
8 cp

Spoiler: