Lieutentant Pavo Voc

Taus Arkona's page

17 posts. Alias of Tharasiph.


Full Name

Taus Arkona

Race

Paladin (Sacred Shield) 4/ Fighter 3 - Holy Creature HP:60/60 |AC:23|T:13|FF:20|CMB+8|CMD:21|Fort:+13|Ref:+9|Will:+12|Init:+3|Perc:+12|Mo ve:30|

Classes/Levels

Ability Tracking Bastion of Good 2/2, LOH 6/6 (2d6)

Gender

M

Size

M

Age

20

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Elven

Strength 18
Dexterity 16
Constitution 18
Intelligence 13
Wisdom 16
Charisma 19

About Taus Arkona

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Taus Arkona

Male (Paladin of Sarenrae - Sacred Shield) 4/Fighter 3/ Holy Creature Template
LG Medium Human
Init +3; Senses Dark Vision 60ft , Perception +5

Statistics:

Str 18, Dex 16Con 18, Int 13 Wis 16, Cha 19

Base Atk +4, [/b]CMB[/b] +8, [/b]CMD[/b] 21
AC 23, touch 13, flat-footed 20 (+6 Breastplate, +3 Dex, +4 Shield)
hp 60 (4d10+20)
Fort +13, Ref +9, Will +12;
Favoured Class: +1 Skill Point

Combat:

Offense
Speed 30 ft
Melee
Masterwork Scimitar +9 (1d6+4/18-20*2)(S)
Masterwork Cestus +9 (1d4+4/19-20*2)(BorP)

Ranged
Chakram *4 +7 (1d8+4/*2) (S)

Feats/Traits:

Feats
Toughness
Antagonize
Shield Focus
Advanced Armour Training feat to get Shielded Stand
Step Up

Traits
Campaign Trait City Born: Korvosa
You gain a +2 bonus on Intimidate checks.

Omen (Intimidate class and + 1, 1/day demoralise as a swift action)

SeekerPer is class and +1

Drawback: Family Ties
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which
you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Skills 8+8 = 16:

*Climb(Str) +8 (1R)
*Swim(Str) +8 (1R)

*Ride(Dex) +7 (1R)

*Perception (Wis) +12 (1R +1 Trait+4 Race)
*Sense Motive (Wis) +11 (1R+4 Race)
*Handle Animal (Wis) +8 (1R)
*Heal (Wis) +7 (1R)

*Knowledge (Religion) (Int) +5 (1R)
*Knowledge (Nobility) (Int) +5 (1R)
*Spellcraft(Int) +5 (1R)

*Intimidate (Cha) + 12 (4R+1trait)
*Diplomacy (Cha) + 9 (2R)

*Perform: Pan Pipes(Cha) +13 (4R +2 Masterwork Pipes)

Languages: Common, Celestial,

Spellcasting:

Paladin Spells (CL 1st; DC 14 + Spell Level, Concentration +5)
. . 1st (1/day)—Liberating Command

Combat Gear:

Masterwork Scimitar (315/4)
Masterwork Cestus (305/1)

Chakram *4 (4/4)

Masterwork Agile Breastplate (550/25) -0 Climb and Acro
Darkwood Heavy Wooden Shield (1257/5)
Buckler (Backup) (5/5)

44lbs -- 2432gp

Gear:

Magical Gear

Travelers Any-Tool (250gp/4)
Boots of the Cat (1000gp/1)
Wand of Cure Light Wounds - spring loaded wrist sheath.. RH (750gp)
Cloak of Resistance +1 (1000gp)

5lbs -- 3000gp

Gear:

Backpack (2/2)
Waterskin*1 (1/4)
Flint and steel (1/-)
Chalk *5
Holy Symbol Wooden: Sarenrae (1/-)
Wood Bound Book: The Birth of Light and Truth (10gp/5lbs)
Signal Whistle
Soap *2 (-/1)
Trail Rations*5 (2.5gp/5)
Wandermeal *5 (-/2.5)
Masterwork Pan Pipes (100gp/2)
Piton *4 (4sp./2lbs)
Hammer (.5/2)
100 ft Silk Rope (20gp/8lbs)
Spring loaded wrist sheath - Wand CLW (5gp/1)
Mirror (10gp/.5)

Horse Saddle Bags

Bedroll (5lbs)
Blanket (3lbs)
Waterskin*1 (1/4)
Wandermeal *15 (-/7.5)

46.5lbs - 155gp

84 Total Lbs (100)
19.5lbs on horse

5723 gp total

Encumbrance: 100 or less is light
Gold:277

Horse, light (combat trained):

Horse 110gp
Military Saddle 20gp
Saddle Bags 4gp (40 lbs)
Bit and Bridle 2gp

136gp total

Racial Abilities - Human:

Ability Modifiers +2 Str
Skilled
Extra Feat

Holy Template Abilities:

Type: A holy creature gains the good subtype.

Senses: A holy creature gains darkvision +60 ft.

Aura: A holy creature gains the following.

Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.

Defensive Abilities: A holy creature gains DR 5/good and the following:

Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.

Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.

Speed: Each of a holy creature’s speeds increases by 10 ft.

Special Attacks: A holy creature retains all the base creature’s special attacks and gains those described here.

Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s
effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.

Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

Abilities:Str +2, Dex +2, Con +4, Wis +4, Cha +4.

Skills: A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.

Special Abilities: A holy creature retains all the base creature’s special qualities and gains those described here.

Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.

Paladin Abilities:

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

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.

At 3rd level, the paladin can select from the following initial mercies.
•Fatigued: The target is no longer fatigued.

Sacred Shield:

Bastion of Good (Su) (1/day)

At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil.

This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.

This ability replaces smite evil.

Holy Shield (Su)
At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
At 20th level, any allies within 20 feet are protected.

Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).
This ability replaces channel positive energy.

Appearance:

Taus Arkona is an imposing figure standing 6' 2" feet tall with muscular frame almost golden skin and jade green eyes. He wears a suit of armour that is gilded with gold so that his allies can see him charge into battle. He is naturally a little grim but he has softened over the years and he is prone to engaging in laughter and good times with friends. His strong voice allows him to create interesting situations whether he be taunting an enemy or appealing to a person better nature.

Personality:

Taus is a natural hero, he will charge in when the situation warrants it, but he will also pitch in and help digging a ditch to stop flooding if the situation warrants it.

He knows he has great power and he will try and use that power to the greatest effect for the most people.

When he is playing his pipes he lets it all go and just loses himself in his most treasured gift from his father.

He has a keen tactical mind, but he can be prone to rashly throwing himself into the front lines as that is where he excels and where he can achieve the most.

Taus has a true innocence about him, he enjoys simple fun pursuits as well as Pan Pipes and practicing swordplay. He will protect the innocent with his last dying breath and has thrown himself into a burning building to save an elder.

Goals:

Taus wants to see justice for all, he knows this will never without great effort. He wants to honour his father and mother, his family name, but he also has sworn to uphold the tenets of Sarenrae.

He hopes to make a difference in the world for the better.

He remembers the words of wise man he once spoke with "No matter how small the step, if it is right, then it is enough, the correct path is joined together with many such steps".

Background:

Taus Arkona was born the son of Lord Tibult Arkona and his wife the Lady Carialene Arkona.

Taus is the fourth son of Lord Tibult by his third wife, his older brothers are all ahead of him in the order of succession, they are the Lords Kesten Arkona, Darius Arkona and Gerald Arkona.

Taus has been given an upbringing as only a Noble in Korvosa can, he has had the best education, calligraphy lessons, servants at his beck and call and lessons in swordsmanship and riding by the finest knights. Taus was very good at any physical activity, his strength and presence has allowed him to be the model of a battlefield commander, his compassion and genuine care for those under his command will someday make him a great leader.

One day when Taus was a young lad a demon came crashing through the front gates of the manor and made it way through the house searching for something. At first it was thought to have gotten loose from a foolish mages bindings but it was hunting something. Carialene knowing of Taus heritage, armed herself and cast her most powerful protections setting herself before her sons bedchamber and the demons path. She threw herself into combat with the great beast, with scimitar and spell she battled it to it's death. She suffered terrible injuries at the demons hands and the foul venoms in the demons claws prevent healing from working. As a result she has since been bound to a wheelchair.

Taus special heritage was made known to his mother when as a boy he showed remarkable abilities and that could not be easily explained, she was a powerful priestess in the service of Sarenrae and she was able to divine some information about him. It seems that he has part of the essence of a the fallen god Melek Taus or Peacock Spirit of old Thassilon within him. Sarenrae wishes that it the fragment of essence be redeemed.

Carialenes son was chosen as she was seen as the perfect instrument to guide this soul to apotheosis. That also explained why she has felt driven to name him Taus when he was born, even going against the wishes of his father.

Carialene has navigated the ways of the court for many years subtly guiding Taus so that he is able to avoid the worst of it's pitfalls and talk his way out of others.

Even though she is a cripple she has maintained her place at his fathers side because he cannot put aside a hero and priest of Sarenrae without doing his reputation irreparable harm.

Taus has a more open view of other people and is not so privileged as his brothers.

Carialene guided him to the worship of Sarenrae in the hope that he would be guided by his divine principles. Once he had started down that righteous path his own zeal took over and he followed his heart in the way of the righteous warrior order known as Paladins.

Taus brothers the Lords Kesten, Darius and Gerald have have always viewed their little brother with jealousy and a little fear, for their little brother is almost perfect but they mostly fear his naivete for an unscrupulous member (most) of their fathers court could have them eliminated so that they could place the lordship on their almost perfect but more trusting younger brother.

Lord Tibult has a love of playing the pan pipes and in his rare free time he would remove himself to a quiet part of the estates and pour his heart and soul into the pipes, creating such music that the hiding Taus loved to hear. Taus eventually made noise and gave himself away one day and he was fearful of what his father would do. He was surprised and heartened by his fathers offer to teach him the pipes a special skill that he practices whenever he can to this day.

To get away from the court and to face challenges Taus has had himself sent on a mission to sandpoint to help the faithful there and through his actions to shine the benevolent beacon of Sarenrae. As the years have progressed he has shunned his birthright and had as little contact with the family as possible, but back home the family has largely fallen into disfavour and hard times and may need Taus he help them out of a few tight spots.