Valeros

Alan the Found's page

85 posts. Alias of Roonfizzle.


Race

AC/FF: 20, Touch: 10, F 9, R 6, W 7, Init 0

Classes/Levels

Perception -1, -3 vs Sight based Checks. Common, Sylvan, Dwarven

Gender

Intim 10/12 (demoralize), Dip 10/11 (Gather info), LoH 5/5 1/2d6 (+2/4 to self)

Alignment

LG

Deity

Abadar

Strength 18
Dexterity 10
Constitution 13
Intelligence 15
Wisdom 8
Charisma 18

About Alan the Found

Background/Concept::

1: concept: Hammer of the God of Law, Cities and Merchants. Devoted, to the edge of Fanaticism.

2: Description: Below

3: Quirk: Blinded to some of the failings of Man. Literally unlikely to see anything out of the ordinary, and takes people at their word, but quick to be a force of Law, should transgressions be pointed out.

4: Quirk of Fate: Alan has a key shaped mark on his right forearm. It is commonly believed to be a birthmark.

Goals

1: (IC) Bring Justice to the streets, and prevent the spirals of destruction that grip the nearby Galt from troubling Mivon.

2: (IC) Bring Abadar’s Will to the masses.

Secrets:

1: (Quasi-Known) Alan’s birth parents are completely unknown.

2: (Unknown) Alan’s first year or two were spent in the First World, prior to being deposited on an Abadaran Temple’s steps. Time spent in the First World occasionally flows …oddly.

NPC's:

1: (Friendly): Banker Fabris, in Alan’s youth, Banker Fabris was the brother who was charged with guiding the young acolytes and novices training programs, and is well aware of Alan’s failings and potential. Recently he has had significantly less time to work with the newest generation due to a promotion and increased duties and workload.

Description: A tall, sandy blond haired man, with a relatively muscular physique, and a mellow voice, with a gentle presence that reassures some, and unnerves others.

Male Human

Paladin (Enforcer) 3

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    Stats
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Size / Type: Medium Humanoid (Human)

Alignment: LG

Deity: Abadar

Age: 25

Speed: 30 Ft.

Initiative: +0

Senses: Perception -1, -3 vs Sight based Checks

Languages: Common, Sylvan, Dwarven

Attributes

STR 18 (+4)

DEX 10 (+0)

CON 13 (+1)

INT 15 (+2)

WIS 8 (-1)

CHA 18 (+4)

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    Offense
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BAB: +3

Merciful Earthbreaker+1

Attack: 1d20 + 8 (3 BAB +4 Str +1 Weapon )

Damage: 3d6+7, Non-lethal (4>6 Str 1 Weapon 1d6 Nonlethal)

Crit: 20 x3

Possible Modifiers

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    Defense
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HP: 25 (3d10 + 1 Con per Level)

AC: 20 (10 Base +0 Dex + 9+1 Armour + 0 Shield +0 Amulet + 0 Ring +0 Size)

Touch: 10 / Flat-Footed: 20

Notes:
FCB: Elemental Resistances:
Fire: 3

CMB: 7 (3 BAB + 4 Str +0 Size)

CMD: 17 (10 Base + 3 BAB + 4 Str + 0 Dex - 0 Size)

Fort +9 (+3 Base Paladin + 1 Cloak +1 Con +4 Cha)

Refl +6 (+1 Base Paladin + 1 Cloak +0 Dex + 4 Cha)

Will +7 (+3 Base Paladin + 1 Cloak -1 Wis + 4 Cha)

Notes:
+2 trait bonus on all saving throws against charm and compulsion effects.
+2 feat bonus on all saving throws against death effects.

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    Skills
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For Background: 2

Per Level Paladin: 5 (2 Base + 2 Int +1 Human)

  • Diplomacy +10, 11 to Gather Information (+3 Ranks +3 Class Skill +4 Cha +1 Trait to gather information)

  • Handle Animal B +8 (+1 Ranks +3 Class Skill + 4 Cha)

  • Heal+3 (+1 Rank +3 Class Skill -1 Wis)

  • Intimidate +10, 12 to demoralize (+3 Rank +3 Class Skill +4 Cha +2 MW Tool)

  • Kn Local +3 to Gather Information (+0 Rank +0/3 Class Skill +2 Int +1 Trait )

  • Kn Religion +8 (+3 Rank +3 Class Skill +2 Int)

  • Lore: Legal System +8 (+3 Rank +3 Class Skill +2 Int)

  • Perception -1, -3 vs Sight based Checks (+0 Ranks +0 Class Skill -1 Wis -2 Drawback Oblivious)

  • Perform B (Song) +12 (+3 Ranks +3 Class Skill +4 Cha +2 Trait Savant)

  • Ride -1 (+1 Rank +3 Class Skill +0 Dex) -5 ACP

  • Sense Motive -3 (+0 Ranks +0 Class Skill -1 Wis -2 Drawback Oblivious)

  • Spellcraft +8 (+3 Ranks +3 Class Skill +2 Int)

Notes:

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    Traits, Drawbacks & Curse
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Birthmark (Faith) -

This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.


The Stranger (Cosmic) Requirement(s) 21 Neth - 29 Neth
Like the lone traveler that walks alongside the caravan for but a brief while, you have a way with strangers. You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to gather information. Additionally, either Diplomacy or Knowledge (local) becomes a class skill for you.

Savant (Social) Choose a performance type.Song You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

The City Protects (Religion, Abadar) Benefit 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.

Naive (Drawback) Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Oblivious (Drawback) Whether because you are an avid daydreamer or you are accustomed to everything being handed to you and spelled out for your benefit, you pay little attention to your surroundings and other people. Effect: You take a –2 penalty on Sense Motive and sight-based Perception checks.

Legalistic (Curse)
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

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    Feats
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Enforcer (Combat): Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. (L1 Feat)

Fey Foundling: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort) (L1 Feat, Human, Bonus)

Greater Mercy: Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage. (Level 3 Feat)

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    Special Abilities
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Proficiencies - Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Detect Chaos (Sp) - At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su) (1 / Day) - Once per day, a paladin can call out to the powers of good to aid her in her struggle against Chaos. As a swift action, the paladin chooses one target within sight to smite. If this target is Chaotic, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.This ability replaces smite evil. In addition, while smite Chaos is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not Chaotic, the smite is wasted with no effect.

The smite Chaos effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

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) 5/5 - 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. When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of 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. trait, The City ProtectsIf 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.

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

  • Mercy (Su) : 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.

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      Mercy
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    Riled : The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source: Pathfinder Player Companion: Healer's Handbook

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      Scrolls on Hand
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    • Cure Light Wounds, CL 1 5/5

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      Equipment
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    WIP

    Gold: 139
    Silver: 8

    Watch Issued Full Plate +1, Living Steel
    (Cost: 150 )

    +10 AC, +1 Max Dex, -5 Check Penalty, Scroll of Masterwork Transformation Used

    Living Steel An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.

    Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way. [/bigger]

    Scroll: Cure Light Wounds 5/5
    Scroll (Cost: 125 )
    1d8+1 healing

    Cloak of Resistance +1
    Cloak (Cost: 1,000)
    +1 Resistance to Saves

    Watch Issued Earthbreaker+1, Merciful
    Weapon (Cost: 0)
    +2 Magic Weapons, medium, 2 handed, Merciful. 1d8 20x3

    Sling, Sling bullets x20
    Weapon (Cost: 0, 1sp/10)
    +0 Ranged Weapon. 1d4 20x2

    WI Handcuffs
    Tool (Cost: 0)

    Kight’s Pennon (battle)
    Banner, Heroism 1/day (Cost: 0)

    WI CMW Potion
    Potion (Cost: 0)

    WI Bull Strength Potion
    Potion (Cost: 0)
    +4 Str, 3 min

    WI Whistle
    slotless (Cost: 0)

    MW Intimidate Tool (Watch Badge?)
    slotless (Cost: 50)
    +2 Circumstance to Intimidate’s Demoralize

    Kit, Paladin’s
    Gear kit (Cost: 35)
    30 lbs, usually at the Watch Barracks This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden Silver holy symbol.

    Abadaran Paladin Code:

    Of all the neutral gods, only Abadar supports and promotes a holy order of paladins. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition, an Abadaran paladin upholds the following creed.

    I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.

    Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.

    Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.

    I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft and deceit on either side are intolerable.

    I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.