Corvin Tergsvor

Terry of Dianrift's page

57 posts. Alias of hustonj.


Strength 14
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 11
Charisma 16

About Terry of Dianrift

Appearance:
The young man's Flan heritage is obvious in the bronze color of his skin, his barrel-chest, his broad, nearly flat face, and his amber eyes. The straight strawberry blond hair, though, makes it clear that his blood is not pure. His clothing, arms and armor are simple, well-kempt, and well-used. His shield shows a sheaf of grain. His smile is infectious, and he seems to find joy in the simple things around you.

Background:
Terry grew up on the family farm outside of Dianrift, in the Barony of Willip in the Kingdom of Furyondy. He was the fifth of seven children his parents were raising. There was no money to apprentice him out, and more than enough work to keep him busy, so Terry grew up with no real hope or expectation that he would ever leave the farm. He started having dreams of a beautiful Flan woman that he did not recognize. She remninded him of what he had been learning of farming and began teaching him how to defend hearth and home, livestock and family, and the community. On the eve of his 16th birthday, he dreamt of her again, but this dream was different. This time She revealed herself as Berei, and told Terry that She had selected him for his good heart and love of his family and community. That She had made of him a Paladin to serve and protect Her communities, wherever he mght find them.
When he awoke, the young farmer remembered the dream, but did not believe in it.

He has found himself fulfilling the duties he was assigned in the dream, but thus far his opponnets have been thieve adn small groups of bandits, and and he has had the village militia to help reassure him that he's just another farmer.

As he awakes this morning, though, he feels a need to move, a desire pushing him towards the Gnarly, towards Verbobonc, towards the village of Hommlet. Not that Terry has any idea where the simple farm boy is being sent, or how far from the farm he's going to feel obligated to go.

Personality Notes:
Terry views himself as a simple man, and tries to convince himself that he is still living the simple life of a farmer, even as he marches across the world because he feels that he must.
He works to keep the simple people safe, to protect the community and the families, not the lords and priests.

Combat:
Init +2 [2 Dex]
Move 30'
BAB+1, Melee+3, Ranged+2, CMB+3
Sickle +3 for 1d6+2 @ x2, S, Trip
Spiked Wooden Shield +3 for 1d6+2 @x x2, P
Sling +2 for 1d4+2 @ x2, B, 50' (20 bullets)

AC 15, w/ Shield 17, Touch 11, Flat-footed 15, CMD 14 (4 Chain Shirt, 2 Heavy Wooden Shield, 1 Dex, 2 Str, 1 BAB)

HP 12 (10 + 1 Conx1 + 1 Favored Classx1)

Fort +4 (2 Con)
Ref +1 (1 Dex)
Will +3 (1 Wis)

Skills:
2 Class + 1 Int + 1 Skilled + 1 Favored Class for 5 per level
Bonus Skill Attribute+Ranks+Class+Specific(+Specific Conditional)
+ 3-Acrobatics 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Appraise 1+0+0+2 Improvisation
+ 5 Bluff 3+0+0+2 Improvisation
+ 4-Climb 2+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Craft (any) 1+0+0+2 Improvisation
+ 8 Diplomacy 3+1+3+1 Trait
+ 3-Disable Device 1+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Disguise 3+0+0+2 Improvisation
+ 3-Escape Artist 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3-Fly 1+0+0+2 Improvisation(-4 AC Penalty)
+ 7 Handle Animal 3+1+3
+ 2 Heal 0+0+0+2 Improvisation
+ 5 Intimimdate 3+0+0+2 Improvisation
+ 5 Knowledge (Religion) 1+1+3
+ 3 Knowledge (any other) 1+0+0+2 Improvisation
+ 3 Linguistics 1+0+0+2 Improvisation
+ 2 Perception 0+0+0+2 Improvisation
+ 5 Perform (any) 3+0+0+2 Improvisation
+ 4 Profession (Farmer) 0+1+3
+ 2 Profession (any other) 0+0+0+2 Improvisation
+ 3-Ride 1+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Sense Motive 0+1+3+1 Trait
+ 3-Sleight of Hand 1+0+0+2 Improvisation(-4 AC Penalty)
+ 3 Spellcraft 1+0+0+2 Improvisation
+ 3-Stealth 1+0+0+2 Improvisation(-4 AC Penalty)
+ 2 Survival 0+0+0+2 Improvisation
+ 4-Swim 2+0+0+2 Improvisation(-4 AC Penalty)
+ 5 Use Magic Device 3+0+0+2 Improvisation

Feats & Traits:
Feats
Fast Learner - When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Improvisation - You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.

Traits
Faith: Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Regional: Diplomat: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

Gear:
180 GP Budget
..6.00 Sickle 1d6/x2/2#/S/Trip/Light
..6.00 Sickle #2 2#
...... Sling 1d4/x2/50'/-/B
....20 Bullets, sling, 20 10#
100.00 Chain Shirt +4/+4/-2/20%/30'/25#
.17.00 Shield, Heavy Wooden, Spiked +2/-/-2/15%/15#
..9.00 Kit, Fighter's (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin) 29#
..5.00 Kit, Gear Maintenance (metal polish, small file, leather paring knife, conditioning oil, 2 soft cloths, leather straps, sewing needle, buttons) 2#
..1.00 Belt Pouch .5#
FREE.. Outfit, Travaler's (boots, wool breeches, sturdy belt, shirt, ample hooded cloak) 5#
------
144.20 spent for 90.5#
On hand:
35 GP
8 SP

Carrying Capacity: 14 Strength
Light: 58#
Medium: 116# (all gear carried is here) +3/-3/20'/x4
Heavy: 175# +1/-6/20'/x3

Human (Flan):
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Paladin of Berei (Hospitaler and Tempered Champion):
Alignment: Lawful good
Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Paladin
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Channel positive energy, Divine Weapon Specialization, 1D6
5th +5 +4 +1 +4 Divine bond, 1D8
6th +6/+1 +5 +2 +5 Mercy, 1D8
7th +7/+2 +5 +2 +5 Smite evil 2/day, 1D8
8th +8/+3 +6 +2 +6 Aura of resolve, Divine Weapon Specialization, 1D8
9th +9/+4 +6 +3 +6 Mercy, 1D8
10th +10/+5 +7 +3 +7 1D10
11th +11/+6/+1 +7 +3 +7 Aura of healing, 1D10
12th +12/+7/+2 +8 +4 +8 Mercy, Divine Weapon Specialization, 1D10
13th +13/+8/+3 +8 +4 +8 Smite evil 3/day, 1D10
14th +14/+9/+4 +9 +4 +9 Aura of faith, 1D10
15th +15/+10/+5 +9 +5 +9 Mercy, 2D6
16th +16/+11/+6/+1 +10 +5 +10 Divine Weapon Specialization, 2D6
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness, 2D6
18th +18/+13/+8/+3 +11 +6 +11 Mercy, 2D6
19th +19/+14/+9/+4 +11 +6 +11 Smite evil 4/day, 2D6
20th +20/+15/+10/+5 +12 +6 +12 Divine Weapon Specialization, Holy champion, 2D8
Class Features
All of the following are class features of the paladin.

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).

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.

This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

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.

Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PPC:HH
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PPC:HH
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PPC:HH
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PPC:HH
At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Confused: The target is no longer confused. Source PPC:HH
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PPC:HH
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PPC:HH
At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PPC:HH
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PPC:HH
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PPC:HH
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

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.

When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.

This ability replaces the standard paladin’s channel positive energy ability.

Divine Weapon Specialization (Ex)

At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:

Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.

If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.

In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level.

Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is in the above chart. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

This ability replaces spellcasting.

Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.

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.

Aura of Healing (Su)

At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

This ability replaces aura of justice.

Aura of Faith (Su)

At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su)

At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

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 honor (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.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Berei:
NG Lesser God
The Flan goddess of matriarchy and motherhood. The daughter and incarnation of Beory, Berei is the first human and queen mother of the Flan people just as Beory is the mother of the Flan gods. She is not as impartial as Beory, more worldly and practical.

Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the life-giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks. As the goddess of the home and family, she blesses weddings, gives fertility, she protects the household and its members, guides the hands of those who till the soil, and teaches ways to care for the land. Beory is the only deity that concerns her.

The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again the next year.

Clerics of Berei tend to stay close to their families, serve as advisers and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.

Advancement Thoughts:
Heavily weighted to Channeling right now, but I'm not sure that's the path I'll really follow. I'm also considering 2-weapon fighting with Shield Training
3 - Weapon Focus (Sickle); Mercy
4 - Weapon Specialization (Sickle); +2 Cha
5 - Selective Channeling
6 - Mercy
7 - Turn Undead
8 - Greater Weapon Focus (Sickle); +2 Cha?
9 - Blazing Channel; Mercy
11 - Channel Surge
12 - Greater Weapon Specialization (Sickle); Mercy; +2 Cha?
13 - Channeled Revivial
15 - Extra Channel; Mercy
16 - Penetrating Strike; +2 Cha?
17 - Feat?
18 - Mercy
19 - Feat?
20 - Greater Penetrating Strike; +2 Cha?

Attributes:
"Rolled": 16 14 14 13 13 9
S 14 14 +2
D 13 13 +1
C 14 14 +2
I 13 13 +1
W 9 +2 11 0
H 16 16 +3