![]()
About Elliana Nymbackground:
Concept 1) Elliana Nym, Elli for short. Grew up in an orphanage not knowing anything of her parents or past. Once she grew older she developed odd abilities and magic, with those a curse which she keeps secret. She joined the city guard, where she was trained and allowed to assist the towns people. 2)Despite being a Paladin she was only in her religious sect for a few months before leaving to continue her own way. She pursued slaying undead, demons, devils and generally putting down evil. 3) Elliana has a natural magnetism and beauty, combine with her generally heroic actions have lead to her having a rather large following and having become a local heroine of sorts. 4) Elliana is the prepared sort and studies diligently to prepare for any enemies and foes that might lay ahead. During her studies she discovered her bloodline traces back to nobility. 5) Spurred on by the desire to do good and her many followers she formed the new noble house of Nym. Though lacking blood family, she has accepted her followers into her house and continues to act as a voice for the common man over that of the current nobles Goals Elliana has few goals outside of doing good simply to do good but she endeavors to make a land of equality and justice. Secrets 1) Elliana's powers came with a curse of sorts, she keeps that weakness a secret, having told no one Not even her closest followers. Npc Connections Appearance and personality:
Silvery hair and pale skin Grey eye's is short and young in appearance Wears generally blue and dark colors, almost always has her armor on. Elliana is diligent and hardworking, she puts her all into her duties. She rarely speaks just to fill the silence, preferring to save words for when they would have impact and meaning. Though to those who don't know her she appears stoic and reserved, almost cold. Her nature is easily broken and bypassed when it comes to the concept of murder and death. She takes the subject seriously and despises the raising of the dead.
Race and Character traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light. Elf Blood Half-elves count as both elves and humans for any effect related to race. Eyes and Ears of the City Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Rostlander You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. feats:
Bonus Feats campaign-Leadership Race-Skill Focus Level 1 Feat- Noble Scion You are a member of a proud noble family, whether or not you remain in good standing with your family. Prerequisites: Cha 13, must be taken at 1st level. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. Level 3 Feat- Power Attack Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Level 5 Feat- Furious Focus Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Level 7 Feat- Martial Focus You have honed your skills with a group of related weapons. Prerequisite(s): Base attack bonus +5. Benefit(s): Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls. Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats. Paladin Class abilities:
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) 1/Day 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)
Lay On Hands (Su)
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. Oracle curse and mystery:
Clouded Vision Your eyes are obscured, making it difficult for you to see. EFFECT You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Lore Mystery Revelations Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. |