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About Claire CallowayStatistics:
Claire Calloway - Claire Cailean, Daughter of the Lucky Drunk! Female Human Paladin (chosen one) 10 / VMC celestial sorcerer / Mythic Tier (hierophant) 4 LG Medium Humanoid (human) Init +4; Senses Perception -1 ------------------------------
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Domain Spell-like Abilities (CL 10th, Concentration +17
Spell-like Abilities (CL 10th, Concentration +17
Spells (CL 7th, Concentration +14
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Adventurous Imbiber You’ve never been afraid of good, strong drink, and that has prepared you for the perils of more dangerous substances. You gain a +1 trait bonus on saving throws against poison. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round. 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. Aura of Good (Ex): The power of a paladin's aura of good is equal to her paladin level. Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Bloodline: She must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers. Celestial bloodline. Bloodline Power: She gains her bloodline’s 1st-level bloodline power.
Bondless A chosen one does not gain the divine bond class feature. Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honour (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Delayed Grace (Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil. 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. Divine Emissary (Ex): A chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability. Divine Grace (Su): A paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Divine Source
Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer. Favoured Class Bonus: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Lay On Hands (Su): 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 (12/day). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses (4d6). 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.
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.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Mythic Iron Will Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result. 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. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill. Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells. Smite Evil (Su): 4/day, Swift, +7 attack, +10 damage, +7 deflection AC
Touched by Divinity Cayden Cailean. As long as you can remember, you've had an unexplainable interest in your deity. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, and you begin play with a silver holy symbol of your chosen deity for free. In addition, choose two domains associated with your chosen deity. You gain the use of those domain's first-level domain spells as a spell-like ability usable a number of times each per day equal to your mythic tier. (CL equals your character level). By expending one use of mythic power, she may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.
True Form (Ex): At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form. (Cayhound) Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields). Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear RADIANCE (+2 cold iron longsword), dead dwarf's dagger, dagger, composite longbow (+2 Str), arrows (20), cold iron arrows (20), antitoxin, elixir of climbing, pearl of power (2nd), potion of spider climb, potion of cure serious wounds (18), potion of cure moderate wounds (20), potion of lesser restoration (5), potion of darkvision (2), scroll of identify, scroll of comprehend languages (DC 21, x7), scroll of dimension door, scroll of dispel magic, scroll of greater dispel magic, scroll of restoration, scroll of remove disease (UMD DC 25), resistance scale, wand of dimension door (8 charges), wand of longstrider (4 charges), wand of spiritual weapon (4 charges), wand of stoneskin (16 charges), wand of cure moderate wounds (1 charges), wand of bless weapon (18 charges), wand of blindness/deafness (7 charges), wand of daylight (24 charges), wand of magic missile (CL 5, 24 charges), wand of summon monster IV (14 charges, x2), wand of confusion (7 charges, x3), waterskin filled with two doses of holy water, oil of life (true resurrection) Possessions headband of alluring charisma +2, cloak of resistance +2, ring of protection +2, ring of forcefangs, righteous medal of clarity, chime of opening, +2 elven chain, +1 light steel shield, backpack, belt pouch (2), chalk (pink, purple, yellow, white), charcoal, flint and steel, Mom’s lucky tankard, amber necklace from an absent father (fortunate charm), scroll case, silver holy symbol of Cayden Cailean, everburning torch, fancy clothes (100 gp value from Belthis and Nira), flint and steel, candles (6), candle stub (burns for 30 minutes, x3), bottle of white wine Fortunate Charm Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that’s already been rerolled by some other means. Terendelev's Scale Each of Terendelev’s scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried. The powers of the four scales are listed below—any nonevil creature that handles a scale immediately understands its use.
Righteous Medal of Clarity +2 sacred bonus on saves against insanity or confusion effects. As a swift action, the wearer can gain a +2 sacred bonus to Intelligence for 1 minute. Sword of Valor The Inheritor herself carried this crimson banner into battle during the Shining Crusade. An army commander who carries the Sword of Valor increases the DV and OM of her army by 4 against armies of undead or evil outsiders. Yet the Sword of Valor's greatest power lies not in offense but in defense. Mounted firmly upon an interior wall in a visible, public place, the Sword of Valor creates a 10-mile-radius area that bars demons and those who worship demons from using teleportation spells and effects and imparts on such creatures a -4 penalty to Armor Class and on all saving throws.
Shared Loot: - bedroll (one for each), hammer, piton (10), rations (enough for everyone for four days), waterskins (one each), small barrel of fresh water Carrying Capacity
Background:
Grace Calloway was born and raised in Kenabres. She grew up to be a crusader who fought in the fourth crusade. She wasn’t a particularly pious women, but she paid lip service to Iomedae now and again. During the war she lost an arm at the hands of demons, and was honourably discharged in order to enable her to heal. Although the wounds healed, the mental trauma did not. Grace became depressed, and her love of alcohol turned into an addiction. Eventually she met a man — she can’t quite remember who — who changed everything. He stayed with her for a few weeks — she thinks — and when they parted she was a changed woman. She was happy, and full of zest for life. He suggested she open up a bar to serve and support the crusaders and defenders of Kenabres, which she thought was brilliant. When it was time for him to leave he left behind a gift, tied with a bow, and tagged with a note that read: ‘For our daughter.. Inside was a necklace on a silver chain fitted with a strange amber-coloured piece of glass whose colours seemed to swirl around. There was also a silver chew toy in the shape of a frothing mug. Grace thought it was adorable. A few weeks later she realized she was pregnant. Cleaving close to the dream the man left her with, Grace opened up a bar in Kenabres for the soldiers and crusaders, a place to party, relax, and have fun. She called it ’Lucky Bar’ — she never was very good with names. No longer a drunk, but certainly a drinker, Grace was a happy partier who tended to her patrons like they were her family. It was there that Claire was born. The Lucky Bar was her home, and the patrons her family. She never knew her father, but then, she never really minded. Her mother was enough, and she had plenty of friends — most were patrons and few were her own age. She dreamt of her father sometimes — brown hair, happy smile, a loving laugh! Sometimes he’d give her advice. “Be good. Do good,” “Celebrate life,” “Freedom,” or “Live, love, drink.” That sort of thing. Silly, she knows. She wears the necklace her father left her, and turned the chew toy into a belt buckle. Claire found an early love of painting, and made signs for the Lucky Bar. A massive frothing mug hangs behind the bar — an exact match for the chew toy her dad had left her. She also made little plaques to hang on the walls that featured advice her dream father had given her. It just felt… right. Claire grew up with a deep respect for the soldiers and crusaders who passed through her life. She’s always felt a need to help out. But, her mother didn’t want her to be a knight. Instead she’s been studying to enter the Iomedaen clergy so that she can be one of the clerics who prays in order to fuel the wardstones. Unfortunately, religious doctrine never came easily to her. And those stuffy churches were just… oppressive. It just didn’t feel right… Claire has yet to be accepted into Iomedae’s clergy, and instead she works at The Lucky Bar with her mom. Just a few weeks ago she turned sixteen. It was a strange day. For starters a fat little brown bird landed on her chest that morning and yelled at her to get up. His name was Alistair, and he told her all sorts of things! Her father was Cayden Cailean who was some kind of liquor god — weird! — and Alstair was a fierce servant of the Lucky Drunk! A descendant of Little Thunder himself (whatever that means…)! Of course, he didn’t look very fierce. But, then, looks can be deceiving. And really, there’s no use arguing with a talking bird. Alistair has been teaching her about Cayden Cailean. She learned that her chew toy was actually a holy symbol of Cayden Cailean, and that he opposed oppression and slavery. Those sayings he told her in her dreams were a part of his faith, and really were from her father. Neat! In time, Alistair urged her to join the crusades. He said she was meant to close the Worldwound. She told her Mom, who took the news of her parentage with a, “…I can see that. Well ain’t that swell!” and news of Claire’s enlisting with an “ABSOLUTELY NOT! YOU’RE MUCH TOO YOUNG!” So much for destiny! Torn between her mother and a talking bird she just met, Claire heads off to the festival to take in the sights, have fun, and maybe work up the courage to sign her name on an enlistment form…
Appearance and Personality:
Claire is a sixteen year old girl with amber eyes and a bright smile. She wears her absurdly long wavy blonde hair pulled back into a thick braid, tied with a big pink bow. Atop her head is a pink hat decorated with colourful flowers, and a rainbow of ribbons dangling off the back. She wears low-cut, trampy clothes in a riot of colours, with frilly sleeves, and the shortest skirt you’ve ever seen. Her armour is little more than shoulder pads and a bustier that she’s painted in a swirling pattern of gold, pink, and purple. Around her neck is a necklace with an amber coloured piece of glass at its centre that seems to swirl and bubble from within. She wears a bright and shiny silver belt buckle of a frothing mug, and on her hips is a dented copper tankard, and a fancy looking rapier with a rainbow of sparkling ribbons dangling of its pommel. She wears high-heeled armoured boots that go halfway up her thighs — which look both badass and incredibly impractical. Claire's Super Awesome Paladin Army:
Claire’s Super Awesome Army!
ABILITIES Aura of Courage (Paladin 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout. Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR. Confident: PCs’ army gains +4 on Morale checks; enemy army takes a –2 penalty on Morale checks. Divine Health (Paladin 3): The army is immune to disease. Lay on Hands (Paladin 2): This ability functions as channel positive energy. Mercy (Paladin 3): At the end of a battle, the army can cure a disease on one allied army. Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead. Spellcasting: If an army’s units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army’s offensive spells has a range greater than touch, the army can make ranged attacks. COMMANDER FEATS Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks. A commander must have Leadership 6 or higher to select this boon. At Leadership 12 or higher, this bonus increases to +4.
Mythic Commanders: If one of the PCs serves as the commander of the Knight of Kenabres, his command of the army is such that he can use his surge mythic ability to adjust Offense checks and Morale checks. A commander can expend two uses of mythic power to increase his army’s DV by the result of a surge die for one battle. TACTICS Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2. Standard*: Your army’s attacks have no additional modifiers to its OM, DV, or damage. Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase. Kaeldron's Rescued Mercenary Army:
KAELDRON's RESCUED MERCENARY ARMY CR 3 LG Large army of humans (fighter 2) hp 16; DV 13; OM +3 Special bravery +1 Speed 1; Morale +4; Consumption 1 ABILITIES Bravery (Fighter 2): Apply the unit’s bravery bonus on Morale checks against fear and routs. Confident: PCs’ army gains +4 on Morale checks; enemy army takes a –2 penalty on Morale checks. COMMANDER ABILITIES Mythic Commanders: If one of the PCs serves as the commander of the Knight of Kenabres, his command of the army is such that he can use his surge mythic ability to adjust Offense checks and Morale checks. A commander can expend two uses of mythic power to increase his army’s DV by the result of a surge die for one battle. RESOURCES Healing Potion In all, there are dozens of cure light wound potions stored in here—enough to outfit the PCs’ army, granting them the healing potions resource (Ultimate Campaign 241). There are enough potions here to allow the army 3 uses of the resource before it is depleted.
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