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About "Alicia"----Defenses-------
----Offenses-------
Resources: Smite evil 1/1
Explaination of lay on hands: +3 from tiefling FCB, +1 from blessed touch, +4 from Fey foundling. ---Notable skills----
Traits: extremely fashionable (bluff as class skill)
Drawback:
Racial things:
Maw or claw (gain a d6 bite attack)
Prehensile tail
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Feat:
I am forever greatful to the kindness and fairness I have received Channel Surge
Class choices:
Class features:
ll of the following are class features of the paladin. Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
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) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, 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. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil 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 evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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.
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.
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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. Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
At 6th level, a paladin adds the following mercies to the list of those that can be selected. Dazed: The target is no longer dazed.
At 9th level, a paladin adds the following mercies to the list of those that can be selected. Confused: The target is no longer confused. Source PPC:HH
At 12th level, a paladin adds the following mercies to the list of those that can be selected. Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PPC:HH
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed. 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 ability replaces the standard paladin’s channel positive energy ability. Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
---Gear combat----
---Gear other----
Skills: (2 skill ranks and 2 background skills)
Stealth=1+1-4+2=0
Background skills:
Paladin code of Kelinahat:
@GM this is homebrew, as there is not one that is published, but there are 2nd edition anathemas and edicts I shall always respect, and within reason protect,
I must never yield true information to those of evil intent.
Torture never reveals information, I shall never abide torture, let alone conduct it myself.
If true evil is exposed, I must not destroy its evidence.
I shall never frame one who is innocent.
Sometimes, one needs to strike fast and hard from the shadows, but those of uncertain allegiance should be given a chance to speak before it comes to arms.
I know the destinction between foe and evil. And I assume the former until the latter is proven.
Slice of life:
Ah "Alicia" the kindly mother superior of her of ebon wings beckoned the young teenager forward Yes Lady Superior eager as always, the teenager stood at attention I have been told that you have beaten Instructor Serediel at cards?
Yes Lady Superior, but I got very very lucky!
Did you know? Go on, explain the blow by blow, you do recall all hands played, do you not? the kindly elder woman spoke, taking notes Of course Lady Superior! Here is how the first hand was dealt!
This young one has good potential, but her perception is sadly lacking as she missed 3 of the other children, and of course the instructors, attempt to cheat. Great at bluffing though. the note read, and alicias face reddened a bit as she caught a glance of it. I saw that little one, but its good that you can now fluently read celestial the kindly old woman smiled, Now to the next lessons....
tropes based background:
Character traits:
There is no big trauma in her past, she had a pretty nice upbringing in a well cared for orphanage run by Kelinahats clergy, and while she dealt with some prejudice, it was never something that was unfixable for her. She will go through considerable lengths to save children and the defenseless, and is strongly motivated by rewards of knowledge or secrets. She is takes considerable care of her appearance, and dresses in a fairly modest and professional way, but is also clearly an attractive woman. She does not consider herself particularly skilled at seduction, and would much prefer more conventional means of getting someone to do what she desires of them. Her "Abyssal ancestor" is someone rumored to frequently mess with any romantic relations that her "descendants" have, as such she is considers it prudent to not engage in such until she considers herself powerful enough to be capable of dealing with a Succubus. progression plan and specific power ups:
Level 5: Selective channel she also gains a bond, I will probably take a weapon bond since its less clutter Level 6: Channel and loh improve a bit, iterative attack is acquired Level 7: Quick Channel more important is getting level 2 Paladin spells, I anticipate a lot of utilization out of bestow grace. Also a second use of smite
She may at this point switch over to Cavalier order of the stars.
Meeting the party take 1:
I would curse but that is most unladylike. the quite muscular tiefling whispers to herself as she strains against the manacles binding her to a highly uncomfortable wooden table like bed. Theory. I have been captured by a deranged Aasimar Lamashtu cultist named Nualia. Likely for the purpose of being turned to the dark powers, or alternatively to be sacrificed for some dark ritual. Evasion is existential either way. Audible sounds of combat indicate that either an internal conflict or an external rescue or invasion attempt is ongoing, giving me a time window to affect my escape. the tiefling, muses, quite calmly Practica, the manacles are beyond even my considerable physical strength to break, yet the bed could be broken, as it is primarily made of wood. the tiefling stretches Theory, dislocating both of my shoulders should allow me to twist, and bring my fangs to bear on the wood connecting to the manacles. Practica, ouch, that hurts, and the wood NOM tastes exactly like it smells NOM like but... I need to imagine it NOM as the taste of freedom NOM. She twists, her shoulder plopping out of their sockets with a somewhat sickening plop, followed by the sound of rather strong teeth biting through wood. Now to attempt the reinsertion of my shoulders into their sockets useing my tail and the wall. I am certain that this... HMMMPPFFF ok that was one HMMMMPFF that was the other. Bruised and battered, the tiefling reassembled herself. Theory and practica, good thing I am a Paladin. She smiles as she touches herself with some healing light. Theory, manacles still attached to me wrists can be used as albeit inferior improvised weaponry. I should best lay in ambush to assault any goblin who opens the door, as lockpicking is not part of me hmm The still unarmed tiefling carefully touches the door. Practica, the mercenary Osrik Vancaskerkin, also noted for not torturing or mistreating me, apparently left the cell door unlocked. Too smart to burn all of his bridges to the forces of good, or subconciously expressed desire to be captured and for that Nualias plans to fail? Either way, evident redemption potential. she nods as she surveys her surroundings Theory, did they actually leave most of my gear in a pile close to my place of imprisonment? Is this possibly some Lamashtan rite to gain her favor by behaving like a cliche villain in some operatic play? Or perhaps simple disorganization due to demonic influences? Or assuming that I would fall soon and join her organization? Who knows. Not relevant to current situation. The tiefling thinks as a weapon belt, and quickly affixes several other weapons to it, before taking a heafty looking lucerne hammer into both hands. Practica, it would take a while to get my into my plate armor unassisted, I judge that initiative is more important, as such as I should instead utilize my Reach weapon for now, my priority must be to link up with the force assaulting the compound, and provide what aid I can.
secrets GM only:
Alicia does not know these, and you can veto them all, they are ideas/plot beats: --Her Abyssal ancestry is not a Succubus (as Alicia thinks) but a Lilitu (and Alicia doesnt actually know that demontype, or how powerful they are). --Alica was born in the Abyss, in exchange for the freedom of a Nocticulan demon whom Kelinahats forces managed to capture alive, the servants of Kelinahat could choose 6 children who would have otherwise been indoctrinated to become servants or vasalls of the Lady in Shadow, in Alicias case likely an Antipaladin. Alicia sometimes may have dreams of a dark city, beautifull but dangerous, and shrouded in shadows. --She has an identical twin, whom she knows nothing about, the twin grew up in the Abyss, and is a bloodrager/Antipaladin insinuator mercenary, who presents herself as a Gorumite/Callistrian (which, as a CE insinuator 3/ Steelblood Bloodrager rest, she can easily do). Alicia knows this: --Something is deeply wrong in Magnimars political system, and the orphanage/temple she grew up in is making preparation to defend itself 20 questions:
1. What emotion best describes your character? Fun, upbeat, optimism 2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
3. What does your character need most? If your character had everything he or she needed, why go on an adventure?
4. What is your character's goal in life?
5. How does your character believe this goal can be accomplished?
6. Where did your character come from?
7. When did you grow up?
8. What values does your character hold?
9. How does your character dress?
10. What are your character's means?
11. What are your character's personal tastes?
12. What are your character's opinions?
13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease?
14. Who has had the biggest impact on your character's life?
15. What are some of your character's unexpected quirks? How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects? Alicia hates ghouls, because she has bitten one once and it was unpleseant.
16. What kind of story does your character belong in?
17. What role does your character fill?
18. What should the other players know about your character?
19. What is your play style?
20. How do you want your character to die?
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