Valeros

Auxavier Atredies's page

512 posts. Alias of Freddy Honeycutt.


Classes/Levels

Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

About Auxavier Atredies

Life in and around darkmoon vale is tough and unforgiving.

Auxavier is the surviving son of a local wood cutter family the Atredies his father was, a well liked man who got along well with those who needed work and local consumers of his product. The local blacksmith knew them both well. Truth be told Auxavier was found deep in the woods in an area typically known as haunted or at least to be thought of as near the lands of the fey. Whatever the cause of it, it had a most unnatural and eerie feel to those woods. The baby found there also had such a feeling though it tended to only be detected by animals and insects (trait).

Auxavier was found by an aging woodcutter, who became his father and raised him as a human (trait) since he indeed looked like a human. His father's friend a local cleric Cirthana, was consulted as they feared the influence of dark forces, however it was determined that the child was good.

Auxavier grew into a young man, working with his father in the woods and enjoying the visits of his aunt, a cleric from the temple of Iomedae who visited several times a year to help guide the young man's formidable years. Auxavier discovered he could see in the darkness and that his father and aunt could not, no matter how much his father claimed the failings of "old men's eyes".

The lumber consortium angered by wages he paid and tolerating no competition, murdered his father and burned down his house. Auxavier escaped and made his way to town, he was thankful that his father had spent so much time teaching him wood lore (survival skills), he sought his aunt Cirthana, the cleric in Falcon's Hollow for help. At first Auxavier blamed himself for being unable to save his father, but Cirthana corrected his blame, to this day he will defend those in need..(over protective).

Auxavier Atredies, LG Half-orc Paladin (19 yrs. old)
Initiative: +1 Senses: Darkvision + Perception +1
Languages: Common, Orc, Goblin,
DEFENSE
AC: 16 Touch: 15 Flat-Footed:13 CMB:+2 CMD:13
Wooden Armor (+3, -1) heavy wooden shield +2, +1 dex

HP: 24 (11 initial, +5+1at second level, 6@3rd +1)
Fort: +6 Ref: +4 Will: +5

OFFENSE
Melee:
Handaxe (+1) [dice]1d20+5; 1d6+3[/dice] S
Handaxe (Boarding) cold iron [dice]1d20+4; 1d6+2 [/dice] S or P
Handaxe (Boarding) silver, alchemical [dice]1d20+4; 1d6+2 [/dice]S or P
Club [dice]1d20+4; 1d6+1 [/dice]

Ranged:
Shortbow,[dice]1d20+4; 1d6+1 [/dice]
+1 is from sharpened arrows
Sling

Whip [dice]1d20+4; 1d3+1 [/dice]
disarm, nonlethal, reach, trip

Smite Evil (+Cha/+level)
+2/+3

Lay on Hands (half level +Cha)= 3
[dice]1d6[/dice] Mercy removes fatigue

BAB: +3
STATS
Str: 13 Dex: 13 Con: 13 Int: 15 Wis: 10 Cha: 14

Half-orc traits:
Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
•Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Senses Racial Traits
•Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

The redeemer is an archetype of the paladin class, available to half-orc paladins.

As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers.

Class Features

A redeemer has the following class features:
Merciful Smite (Su)
At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).
This ability otherwise works like and replaces the standard paladin's smite evil.

Monstrous Rapport (Ex)
At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to “monstrous” races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters.
This ability replaces detect evil.

Feats: Additional traits
Traits:
1. Company Lumberjack
You have been logging in the Darkmoon Wood for a few years now, and whether you were born there or not, Falcon's Hollow has become as close to home as any place you could name. You frequently come into town for supplies, but this time there is something different. The town has never been what you would describe as friendly, but people are even less outgoing than normal. You have heard some rumors about people getting sick lately, but the coughing is more widespread than you would have expected.
Benefit: Your years as a lumberjack may not help with what is going around, but it has given you a great deal of experience with an axe. You deal an extra 1 point of damage when using any sort of axe.

2. Almost Human (Half-Orc)
You have enough human features that it's easy for you to pass for a pure-blooded human.
Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

3. Unnatural Presence (Old Cults)
Your prolonged association with alien forces leaks from your pores.
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.

4. Survivalist
Benefit: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather

Drawback: Over protective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feat :Persuasive +2 to diplomacy & intimidate

Skills 4 points/level +1
Craft (bows) 7 (+1 rank, +3 class, +3 int)
Diplomacy 9/11 (+1 Cha) (+2 monstrous humanoids) +3 rank/+3 class, +2feat)
Disguise 9 (+1 rank, +3 class, +1cha, +4 trait)
Handle Animal 5 (+1 rank, +1 cha, +3 class)
Heal 4 (+1 rank, +0 wis, +3 class)
Intimidate 11 (+3 rank, +3 class, +2 race, +1 cha, +2feat)
Knowledge (local) 6 (+2 city raised trait, +3 int,) +1 rank
Knowledge religion 6(+1 rank, +2 int, +3 class)
Perception. 1 (+1 rank)
Sense motive 4 (+1 rank, +3 class)
Spellcraft 5 (+1 rank, +3 class, +1int)
Swim 1
Survival 5 (+, +0 wis, +5 trait)

Class Skills: Craft (Int), Disguise*, Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate*, Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Aura: Good

Starting gold 175
GEAR
Wooden armor 20 gold (worn)
Shield heavy wooden 7 gold
Short bow, 30 gp, 3 lbs.
Arrows (x20), 1 gp, 3 lbs.
sling
Hand Axe (boarding) cold iron 12gp, 3 lbs.
Hand Axe (boarding) silver, alchemical 26gp, 3 lbs.
Club (2) free
Backpack, 2 gp
Bedroll, 1 sp, 5 lbs.
Flint & steel
holy symbol wooden (2)
Wandermeal (30 meals worth)
Weapon cords (5)
Trail rations (1 day)
string/twine (50) ft
Fishhooks (3)
Whetstone

Loaf of bread
Hunk of cheese
Chunk of meat

Coins on Hand
gold
Silver
copper

Auxavier prefers to forage for food when he is out of town, when he comes into town he often buys "street meat" from one of the local vendors, he also buys a hunk of both meat and cheese as well as a loaf of bread on his way out of town.

Code of Conduct

Associates A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Loot...
Silver chess set*
Hammer*
Scroll Case*
Small Hunting trap

4th level Paladin advancement

Spoiler:

+1 BAB, +1/+0/+1
D10
+1 to ability score....
5 skill points
+1 Diplomacy & Intimidate
+3 Perception

Smite evil 2/day
Channel Positive energy 2d6
1-1st level spell slot

feat chain:
Weapon focus () 5th

Dazzling Display 7th

Shatter defenses 9th


future prestige class - Justicar?
lbs. carried
lbs -> lbs -> lbs