Ser Jormal

Cold Eyes's page

134 posts. Organized Play character for Necrotizing Barbarian.


Full Name

Cold Eyes

Race

Nagaji

Classes/Levels

Paladin 1 | HP 12/12 | AC 18 | T 12 | FF 16 | CMD 16 |Fort +4 | Ref +2 Will +2 | Init +8 | Perc +1| Sense Motive +3

Gender

Male

Size

5'11 223 lbs

Age

23

Special Abilities

Aura of Good, Detect Evil, Smite Evil, low light vision, armoured scales, resitant, serpent sense

Alignment

LG

Deity

Iomedae

Location

Falcon's Hallow

Languages

Common, Draconic

Occupation

Traveler

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Cold Eyes

Name: Cold Eyes
Race: Nagaji
Class: Paladn
Age: 23
Hair: Black Unruly hair
Eyes: Cold , pale, icy blue almost white
Skin: Dark greenish blue scales
Alignment: Lawful Good
Wealth: 1 GP
Languages: Common, Draconic
Init: +8 ( +2 Dex, +4 improved initiative, +2 Reactionary trait)
Perception: +3

Defence:

Defense:
AC 18, touch 12, flat-footed 15 (+5 armor, +2 Dex, +1 natural armour)
HP 12/12
Fort +4, Ref +2, Will +2

Offense:

Offense:
Speed 30 ft.
GreatSword +4 (2d6 + 4/19-20 x2)
Ranged:
NONE

Stats:

Stats:
STR: 16 , DEX: 14 , CON: 14 , INT: 10 , WIS: 8 , CHA: 16
Base ATK: +1 , Melee ATK Bonus: +4 , Ranged ATK Bonus: +2 ,CMB ATK Bonus:+4
CMB: +4 , CMD: 16
FRT: +4 REF: +2 WILL: +2

Feats:

Feats:
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).
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
http://paizo.com/pathfinderRPG/prd/feats.html

Traits:

Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html

Skills:

Skills:
Handle Animal: +7 (+9 vs reptiles)
Heal: + 3
Perception: +1
Sense Motive: +3

Special Qualities:

Special Qualities:
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/nagaji.h tml

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 Charisma 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.

Gear:

Gear:
Scale Mail
GreatSword
Backpack
Bedroll
Water skin (filled)
Silver Holy Symbol
Rope
Grappling Hook
Whetstone
Trail rations x 10
Torch x 2
Flint and Steel
12 GP SP 9 CP 6

Background:

BackGround

Cold Eyes as typical of many adventurers was orphaned when he was a baby. After his town had been pillaged and destroyed, a passerby noticed the baby. This passerby was a human Paladin, and although he took proper care of the baby he never fully accepted him, and referred to him as "Cold Eyes". As his Father, who he only knew as "Father" was a protective man and always preached the rightousness of defending others Cold Eyes grew to understand and appreciate the call of arms to defend the weak. Cold Eyes is also very aware that his father's kindness was the only thing that allowed him to survive and truly empathizes with those in desperate need.

Through years of travel there have always been other children bullying and teasing Cold Eyes as he seemed to be less common in the areas that he grew up in.
The result has made him very judgemental of people in power, and especially the cruel which has left Cold Eyes with very little patience and a bad temper regarding misdeeds. While jadded for a paladin, he is always willing to help the weak and protect the innocent.
He is often seen sitting in the near dark, polishing his silver holy symbol which is attatched to the hilt of his Greatsword with silver wire so he may "Smitess all thossse undeserving wretchessssss", to this end he also religiously sharpens his Greatsword even when it is sharpened to perfection. Cold Eyes reports is "helpss me focussssss"

One year ago that paladin died when Cold Eyes and Father were ambushed by a pack of goblins. The battle was hard fought, Cold Eyes and Father won the battle... barely. That night Father fell to his peircing abdominal wound, being two days from any town and the wound being out of Cold Eyes' ability to heal all he could do was sit and watch at the man who took him in, raised him, cared for him and now died for him. And so, Cold eyes drifted into the world.
Cold Eyes has now returned to Falcon's Hallow the town his Father often spoke of as home.

Appearance:
Cold Eyes stands 5 ’11, weighing in at a bulky and muscular 223 lbs. His scales are a dark green with slight tinges of blue. After years of seeing the response he gets from humans and the more common races, he has grown a fondness for his scales and as such will only wear Scale Mail armour or dragon hide armour as he identifies with his scaly natural armour. Years ago he found an artist who mixed a paint to his exact colour of scales which he uses to paint his armour, and shield. Matched with his dark cloak, it gives the appearance that he is not wearing armour at all. With the pale cold eyes staring out front underneath his heavy set brow ridge and dark demeanor, dark clothing most are surprised to learn that he is infact a Paladin.
His eyes are a cold, pale blue –hence the name bestowed up him by his “Father” – he has a heavy brow ridge that casts dark shadows over his face, his lipless mouth is rarely seen in a smile. Unlike most Nagaji he does have dark black hair but it is unruly and thick.