Joran Vhane

Alrik Darkson's page

333 posts. Organized Play character for Woodenman.


Full Name

Alrik Darkson

Race

Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 -

Classes/Levels

Active Conditions: Nil

Gender

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 -

About Alrik Darkson

PFS # 127693-9 (Dark Archive)
Paladin (Tortured Crusader) of Kelinahat 5 (14 XP, 27 Fame, 17 PP)
LG M Dwarf
Init +1; Perception +10, Darkvision, Stonecunning

DEFENSE
AC 22, touch 11, flat-footed 21 (11 Armor, 1 Dex)
HP 44 (5d10 + 5x2 Con)
Fort +8, Ref +4, Will +8
+5 vs spells & SLA’s
+3 vs poison
+2 vs death effects
Immunity to Fear & Disease

OFFENSE
Speed 20 ft

+1 Dwarven Waraxe +12 (1d10+6, 20/x3 S)
Sling +6 (1d4+5, 20/x2 B)

STATISTICS
Str 20 (+5), Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 5 (-3)
+5 BAB, CMB +10, CMD 21 (25 vs bullrush & trip)

SKILLS (4 skill points/level (class) + 2 skill points /level (Int) + 1/level (FCB))
Armor Check Penalty: 7
Knowledge (religion) (4 rank) +9
Knowledge (arcana) (1 rank) +6
Knowledge (dungeoneering) (1 rank) +6
Knowledge (planes) (4 rank) +9
Perception (5 ranks) +10
Sense Motive (5 ranks) +10
Spellcraft (5 ranks) +10
Survival (5 ranks) +10
Use Magic Device (5 ranks) +10

LANGUAGES
Common, Dwarven, Terran, Undercommon, Draconic (2 PP, See SSB Boon), Celestial (2 PP, See HJC Boon)

TRAITS & FEATS
Glory of Old, Pragmatic Activator, Fey Foundling, Steel Soul, Weapon Focus (Dwarven Waraxe),
Future plans: Unsanctioned Knowledge, Extra Lay on Hands

EQUIPMENT:

Combat Gear (78 lbs)
+1 Dwarven Waraxe (8 lbs, 2330 gp), Heavy Wooden Shield (10 lbs), +2 Full Plate (50 lbs, 2650 gp), Sling (0 lbs), 20x Bullets (10 lbs), +2 Cloak of Resistance (1000 gp)

Other Gear: (27 lbs)
Backpack (2lbs), Bedroll (5 lbs), Winter Blanket (3 lbs), Flint & Steel, Crowbar (5 lbs), Grappling Hook (4 lbs), 50ft Silk Rope (5 lbs), 2x Acid Flask (2 lbs), Smoked Googles, Earplugs, Weapon Cord, Ioun Torch, Spring Loaded Wrist Sheath (1 lb) with Wand of Cure Light Wounds 35/50 (2 PP), Wand of Longstrider 49/50 (2PP), Belt of Giant Strength +2 (1 lb, 4000 gp), Potion of Fly, Money 304 gp 1 sp 6 cp

Encumbrance (20 Str)
Light 0 – 133 lb
Medium 134 - 266 lb
Heavy 267 - 400 lb

RACIAL ABILITIES:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

CLASS ABILITIES:

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).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
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 a +4 bonus to her attack rolls and 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 +4 deflection bonus 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 3–11, to a maximum of seven times per day at 19th level.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (his own only) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Wisdom 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.
Torment: A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands. This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Self-Sufficient: A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier. This ability alters the paladin’s class skills and skill ranks per level.
All Is Darkness: Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the Smite Evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite. This ability replaces detect evil and divine grace and alters smite evil.
Alone in the Dark: Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Second Chance (Su): At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level. When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands. This ability alters lay on hands and mercy.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). 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.
Mercy: Sickened
Spells: Beginning at 4th level, a Tortured Crusader gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Chapter 10. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a Tortured Crusader must have a Wisdom 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 Wisdom 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 3–11. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3). When Table 3–11 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 Wisdom 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.
Level 1: Lesser Restoration 1/1, Liberating Command 1/1
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. The 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 a held 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 15–9). 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.

DESCRIPTION:
Physical Stats: Age: 45 years Height: 4’ 4” Weight: 185 lbs

SCENARIOS PLAYED & BOONS GAINED::

6-08 The Segang Expedition – 509 gp (GM)
Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

6-12 Scions of the Sky Key Part 1: On Sharrowsmiths Trail – 515 gp (GM)
Sharrowsmith’s Handy Haversack (Aura: None, CL: 9th, Slot: None, Weight: 5 lbs, Discounted Price: 4000gp)
This backpack operates in all ways as a typical handy haversack (Pathfinder RPG Ultimate Equipment 301), but it does not detect as magical to detect magic and similar divinations (such as magic aura). In addition, the haversack resists most wear and tear incurred by the typical adventure—it has hardness 5 and 20 hit points.

6-12 Scions of the Sky Key Part 2: Kaava Quarry – 508 gp (GM)
Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options

8-99B Solstice Scar Version B – 500 gp (GM)
[ ]Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
[X]Martyr’s Shard 2:[/b] The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
Future Martyr’s Shard boons may unlock additional benefits.

Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

[ ]Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Spend 2PP to learn Draconic

0-23 Tide of Morning – 546 gp
Boons: Nil
Sold: Banded Mail
Purchased: Mwk Full Plate

5-11 Library of the Lion – 510 gp
Boons: Nil

5-00 Siege of Diamond City – 1250 gp
Siege–Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

2-00 Year of the Shadow Lodge (GM) - 1250 gp
[ ] Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.

9-18 Scourge of the Farheavens – 1172 gp
[ ][ ][ ]Guardian of the Farheavens: You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.
Purchase Belt of Giant Strength +2 – 4000 gp

5-02 The Wardstone Patrol – 1280 gp
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Using their Strength Against Them: You have learned several of the key strategies of both players in the Fifth Crusade, and with the help of Zarta Dralneen you have developed a strategy that you might use to surprise either side. As a standard action while in combat against a demon or Mendevian crusader, you may use the cavalier’s tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork feat you grant must be chosen from the following: Coordinated DefenseAPG, Escape RouteAPG, Paired OpportunistAPG, or Precise StrikeAPG. After you use this boon, cross it off of your Chronicle sheet.

10-00 The Hao Jin Cataclysm (GM) – 1250 gp
Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed and cross the others off your Chronicle sheet.
These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action.
The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
[ ] [ ] Traveling Priest (Temple of Empyreal Enlightenment): A priest from the Temple of Empyreal Enlightenment believes that the next step on her path to enlightenment is to venture far from the temple, learning from sages across Golarion. Language: Celestial; Skills: Diplomacy, Knowledge (religion); Special: Damage a touched haunt, as if a paladin of your character level used lay on hands.
[ ][ ]Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use
restoration to remove a permanent negative level, check both boxes.
Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
Spend 2PP to learn Celestial

5-09 The Traitor’s Lodge – 2280 gp
Spend 1000 gp on Cloak of Resistance +1
Spend 1000 gp to upgrade mwk armor to +1 armor
Spend 2000 gp to upgrade mwk waraxe to +1 waraxe
Spend 2PP to purchase a Potion of Fly (CL 5th)

5-13 Weapon in the Rift – 2528 gp
Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).

5-24 – Assault on the Wound – 2295 gp
Wartime Knowledge You have taken the first great steps in mastering the art of warfare. When commanding armies using the Mass Combat Rules, your army gains +1 bonus to DV,OM, and Morale.
Pay 3000gp to upgrade Armor to +2
Pay 3000gp to upgrade Cloak of Resistance to +2