Valeros

Conner K.'s page

500 posts. Alias of Lord Foul II.


Race

Aasimar (anglekin)

Classes/Levels

paladin 3 /bard (arcane duelist) 3

Gender

M (male)

Size

M

Deity

Shizuru

Languages

Common, Celestial, Elven,infernal, +1 more

Strength 17
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 10
Charisma 17

About Conner K.

core stats:

AC [17] = 10 +6 [chain shirt] +1 [dex] Touch AC [11] Flat-Footed [16]
HP 33/33
to hit
+8 (+4 when smiting +1 when using guidance +1 when using arcane strike, +1 when using inspire courage -1 when using power attack )
damage
1d10+6 (+3 when smiting (non outsider/undead), +1 when using inspire courage +3 when using power attack +1 when using arcane strike)

FORTITUDE SAVE
+8 = 3 [base] +1 [Con] +4[Divine Grace]
REFLEX SAVE
+8 = 3 [base] +1 [Dex] +4 [Divine Grace]
WILL SAVE
+7 = 3 [base] +0 [Wis] +4 [Divine Grace]

CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD
+16 = 10 +1 [BAB] +3 [Str] +1 [Dex] +0 [size]

Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.


skills:

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = DEX 1+0+0
Appraise +1 = INT 1+0+0
Bluff +10 = CHA 4+3+3
Climb* +3 = STR 3+0+0
Craft (alchemy) +5 = INT 1+1+3
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +10 = CHA 4+3+3
Disable Device*† +1 = DEX 1+0+0
Disguise +8 = CHA 4+1+3
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† +8 = CHA 4+1+3
Heal +6 = WIS 0+3+3
Intimidate +9 = CHA 4+2+3
K (Arcana)† +7 = INT 1+3+3
K (Dungeoneering)† +5 = INT 1+1+3
K (Engineering)† +5 = INT 1+1+3
K (Geography)† +1 = INT 1+0+0
K (History)† +5 = INT 1+1+3
K (Local)† +5 = INT 1+1+3
K (Nature)† +1 = INT 1+0+0
K (Nobility)† +1 = INT 1+0+0
K (Planes)† +7 = INT 1+1+3+2
K (Religion)† +7 = INT 1+3+3
Linguistics† +5 = INT 1+1+3
Perception +6= WIS 0+3+3
Perform (sing) +9 = CHA 4+2+3
Perform (string) +8 = CHA 4+1+3
Profession† +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +1 = DEX 1+0+0
Sense Motive +5 = WIS 0+2+3
Sleight of Hand*† +1 = DEX 1+0+0
Spellcraft† +8 = INT 1+2+3+2
Stealth* +5 = DEX 1+1+3
Survival +0 = WIS 0+0+0
Swim* +3 = STR 3+0+0
Use Magic Device† +4 = CHA 4+0+0
Paladin class abilities:

Aura of Good
Detect Evil
Smite Evil 1/day (+3 to hit +2 to damage)
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.

feat(s):
feat(s): power attack
bonus feat(s)
arcane strike
Combat casting

Bard class abilities:

Spells Per Day
Level 1 2 + 1 [Cha]
Bard Spells Known
Level 0 5 detect magic, mage hand, guidance summon instrument, detect poison. DC 13
Level 1 3 sleep, cure light wounds, charm person. DC 14

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

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.

traits:

Lessons of Chaldira
Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble

Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Red hand fetish (+2 energy resist (fire)

Impervious (+2 to all existing energy resistance)

Missing finger
you take a -1 attack penalty on all dexterity based weapon attack rolls.
take a -2 on CMD vs disarm attempts.


backstory/personality:

personality wise, Conner is at his core a nice guy, very religious, and a little cocky. he has a strong sense of self, is strong and courageous, but not incredibly bright,
he was formally trained in swordsmanship and clerical philosophies.
the only vice he consciously allows himself is a bit of drinking and occasional gambling. (hardly seeing the drinking as a vice as there isn't much clean water not created by a divine caster)
just as he left school his grandfather's health took a sharp decline, he gave Conner a silver key, telling him that it was very important that he hold onto it but died before he could tell him why
Conner has followed his grandfather's dyeing wish and carries the key on a necklace which has two baby red dragon teeth from an earlier skirmish he had with one during a test for the school

equipment:

+1 bastard sword
Ring of elvenkind
Cloak of elvenkind
+1 flame forged chain shirt
Quick runner's shirt (made of drow silk)
Headband of charisma +2