Sheriff Belor Hemolock

Borris Livestrom's page

458 posts. Alias of Darkflame.

Full Name

Borris Livestrom


Human (part Shoanti)


Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6




6Ft 1Inch



Special Abilities

Thunder and fang









Strength 18
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 9
Charisma 18

About Borris Livestrom

Borris Livestrom
Male Human Paladin3/Fighter2
LG Medium Humanoid (human)
Init +4; Senses Perception +3
AC 20, touch 12, flat-footed 18 (+2 Dex)
hp 44 (4x10+4)
Fort +11, Ref +7, Will +6
Special Ability's:
Bonus feat-1
Bonus feat-2
Bravery (+1 on will saves against fear)
Detect Evil
Smite Evil 1/day
Aura of good
lay on hands 4/day
mercy: •Fatigued
Speed 30 ft. Reduced to 20 Medium Armor

Earthbreaker/Klar +9/+9 2d6+4(x3)/1d6+2 (x2):

[dice=Earthbreaker] 1d20 +11 [/dice]
[dice= dmg EB] 2d6+4[/dice]
[dice=Klar] 1d20 +9 [/dice]
[dice= dmg Kl] 1d6+2[/dice]

Earthbreaker +11 2d6+6(x3):

[dice=Earthbreaker] 1d20 +11 [/dice]
[dice= dmg EB] 2d6+6[/dice]

[Earthbreaker/Klar +9/+7 2d6+10(x3)/1d6+6 (x2):

[dice=Earthbreaker] 1d20 +9 [/dice]
[dice= dmg EB PW atk] 2d6+10[/dice]
[dice=Klar] 1d20 +6 [/dice]
[dice= dmg Kl] 1d6+6[/dice]

Earthbreaker +11 2d6+10(x3):

[dice=Earthbreaker] 1d20 +11 [/dice]
[dice= dmg EB PW atk] 2d6+10[/dice]

Str 18, Dex 15, Con 12, Int 10, Wis 9, Cha 16
Base Atk +5; CMB +8; CMD 20
Feats Two-Weapon Fighting, weapon Focus Earthbreaker, weapon focus Klar,Thunder and Fang, Power Attack, Furious Focus
Traits Reactionary, Magical nack
Trained Skills:
Acrobatics -1
Appraise +0
Bluff +4
Climb +4
Diplomacy +12
Disguise +4
Escape Artist -1
Fly -1
Handle Animal +8
Heal -1
Intimidate +10
Perception +4
Ride +3
Sense Motive -1
Spellcraft +4
Stealth -1
Survival +3
Swim +0Languages: Common, Shoanti
Tear: +2 CHA and +2vs saves against enchantments
belt: +2 belt of Giant STR
Armor +1 Breastplate(1350g,30lb)
Shield Mwk Klar (462g,6lb)
Weapons Longsword(15g,4lb)
+1 Earthbreaker(2340g,14lb)
Mwk Klar (offense)
The Earthbreaker and Klar I inherited from my grandfather.
Adventuring gear:

travelers outfit (body,1g,5lb)
belt pouch(hip,1g)
flint and steel(backpack,1gp)
hemp rope(1gp,10lb)
grappling hook (backpack,1gp,4lb)
(mug, 2 fishhooks, sewing needle, signal whistle, 50’ string, 50’ thread, whetstone)
10 trail rations(backpack,1g,5lb)

medium load= 77–153 lb. curcent load= 124lb


Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

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.

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.

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.
•Shaken: The target is no longer shaken.
•Sickened: The target is no longer sickened.

Borris grew up with his mother who is half shoanti and his father a Paladin noble. He knew his grandfather very well he was a chieftain of one of the shoanti barbarian tribes demolished by the Giants in Varissia. His Grand-father was a Shoanti barbarian Chieftain Master in the Arts of Thunder and Fang. When Borris was but a boy he was in awe when he saw his grandfather practicing with his Earthbreaker and Klar in hand. not even his father A high stationed Paladin could wield both.
Borris grew up with all the luxuries of the Noble's but when he reached puberty got quickly bored. This is when he started training with his Grand-Father who was so proud his Grandson wanted to learn the Ancient Shoanti way. But before Borris could master this fighting style his grand father died of natural causes leaving his Earthbreaker and Klar to his Grandson.
Borris is torn between 2 worlds he would like to honor his Shoanti roots as well as the traditions of the paladin order of his father, this is why he is now traversing the lands seeking for adventure to learn what is the true meaning of his life.