Giant Hunter

Ellina Sensewi's page

76 posts. Alias of Typhina Blightsworn.


Full Name

Ellina Sensewi

Race

LG Female Halfling

Classes/Levels

Paladin 2| HP 19/19 | AC 16, FF 16, Touch 11 | F 9, R 4, W 9 (+2 vs Fear, +1 mind effects)| Init +0 | Per +1

About Ellina Sensewi

Ellina Sensewi
Female Paladin 2 (Invigorator) W/ Oath of Charity
LG Small Halfling / Humanoid (Halfling)
Init +0; Senses Perception +1
Aura Good - Fed-Up Citizen

==DEFENSE==
AC 16, touch 11, flat-footed 16 (+3 armor, +2 Shield, +1 Size)
HP 19 (2d10+4)
Fort +9 Ref +4 Will +9 ; +2 Vs Fear, +1 Vs mind effects

==OFFENSE==
Spd30 ft; 6 Squares
Melee Longsword +2 (1d6) 18–20/×2

Racial Abilities
3/Day – Adaptable Luck; +2 luck on Attack roll, Saving Throw, or Skill Check - +1 if after d20 roll
Special Abilities
7/Day - Bestow Hope; Non-Evil allies gain DR 1/- till end of combat
5/Day – Charitable Hands – 1d6 +2 (+50% on allies, -50% on self)5
==STATISTICS==
Str 11, Dex 11, Con 14, Int 13, Wis 13, Cha 18
BAB +2, CMB +2 (2+1-1), CMD 12 (10+2+0-1)

=====Traits=====:

Fed-Up Citizen
Source Hell's Rebels Player's Guide pg. 10
Kintargo is a tough place to live if you count yourself
as a law-abiding citizen. While you likely agree with
most others of Kintargo that many of the laws put in
place by House Thrune seem excessive, you always
respected the law and honored it as best you could.
You likely worship a deity such as Abadar or Iomedae
—a lawful neutral or perhaps lawful good power allowed
to practice within Cheliax, but only under restrictions.
Yet despite this, Thrune has always made Cheliax a
safer place to live. But with recent events, enough
is enough. As much as it pains you to admit, the law
of the land is now manifestly and obviously not correct,
and something must be done to oppose this misuse of
power. If that means aligning yourself to a rebel faction
such as the Silver Ravens, so be it.

Note that this trait works particularly well for paladins
or other characters who wish to venerate lawful causes
but still oppose the government. Your GM should be
open to allowing lawful characters to perform actions
out of character for someone of lawful alignment,
provided the end goal is a new and better government
for Kintargo, but with this feat, characters tied strongly
to law (such as lawful clerics, monks, or paladins) can
hide those ties in ways that help them perform as rebels
without giving up their actual convictions.

You’re good at hiding your true colors and faith to avoid
attracting the wrong kind of attention. You gain a +1 bonus
on Disguise checks, and Disguise is always a class skill for
you. In addition, when someone uses detect good or detect
law on you, your effective Hit Dice are 4 lower than their
actual total when someone discerns the strength of your
aura. If you are a cleric, paladin, or similar divine spellcaster,
you treat yourself as if you were a standard-aligned creature
rather than a divine spellcaster for these purposes. This means
that until you become 9th level, you won’t radiate an aura of
good or law at all when someone casts one of these detection
spells. Finally, your internal convictions that you’re on the actual
right of law help bolster your mindset, and you gain a +1 trait
bonus on all saving throws against mind-affecting effects.

Blessed Touch (Faith): You may have been
raised in a devout family, studied the divine
in a formal church environment, or even
learned how to combine traditional healing
techniques with those of divine casters. In so doing,
you have focused yourself into being the perfect
vessel for your deity. Divine power flows through you
like a mountain stream, making your healing touch more
potent than that of others. You heal 1 additional point of
damage when using lay on hands, channeling energy, or
casting a cure spell.


=====Feats=====:

Lucky Healer
Your luck allows you to draw from magical healing far more
efficiently than most.
Prerequisites: Adaptive luck racial trait, Halfling.
Benefit: Spend a use of your adaptive luck racial trait to reroll the
damage healed from a single magical healing effect (such as a spell
with “cure” in the title or channel energy). You regain a number of
hit points equal to the new roll or the original roll, whichever is
greater. Other creatures healed by the effect do not gain this
benefit.

=====Skills=====:

Paladin 2+Int (1), +1 favored bonus Total = 4
=Skills=
Diplomacy +8, (1+3+4)
Disguise +9 (1+3+4+1)
Heal +8 (2+3+1+2)
Knowledge (Religion) +5 (1+3+1)
Linguistics +7 (1+3+1+2)
Perception +1 (+1)
Profession (Doctor) +5 (1+3+1)

Languages Common, Halfling, Celestial, Elven

Armor check penalty (-1)
House rules
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.


=====Class Features=====:

Class: Paladin – Core Rule book
Archtype: Invigorator – Healers handbook Pg. 24
Oath: Charity – Ultimate Magic
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. (-4 HD with fed up citizen)

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.

Bestow Hope (Su):
Beginning at 1st level, an invigorator is a champion of her faith who
can call upon her deity’s holy power to bathe battling allies in protective
energy. As a swift action during combat, the invigorator can choose a
number of nonevil allies within sight equal to her Charisma modifier
upon whom to bestow hope. Once activated, bestow hope grants
the invigorator and these allies DR 1/— until the combat ends, at
which point the damage reduction immediately ends.
During a battle, the invigorator can change the allies this ability
affects as a swift action. Ending it is a free action, but each time it
is activated during a single combat, another use of the ability is
expended. The invigorator can use this ability a number of times
per day equal to 3 + her Charisma modifier.
The invigorator must participate in the combat to use this ability.
If she is frightened, panicked, paralyzed, stunned, unconscious,
or otherwise prevented from participating in the combat, any
DR this ability bestows is temporarily suspended until she can
participate in the combat again; this doesn’t count as ending the ability.
At 4th level, and at every 3 paladin levels thereafter, the DR
this ability grants increases by 1, to a maximum of DR 7/— at 19th level.
The DR this ability grants does not stack with the DR the invigorator receives
from aura of righteousness or holy champion. However, at both 7th level
and 20th level, an invigorator can choose to bestow hope upon an additional
ally, for a total number of allies equal to 2 + the invigorator’s Charisma modifier
at 20th level.
This ability replaces smite evil.

Divine Grace (Su): At 2nd level, a paladin gains a bonus
equal to her Charisma bonus (if any) on all saving throws.

Charitable Hands (Su): At 2nd level, a paladin with this oath heals 50% less when
she uses lay on hands on herself, but 50% more than the normal amount when
she uses it to heal others. Using lay on hands to harm undead deals the normal
amount of damage. This ability otherwise works like and replaces lay on hands.

Gear:

Gear
Note: gear is for Small Characters
Longsword – 2 lbs.
Studded Leather – 10 lbs.
Heavy Steel Shield – 7 ½ lbs.
Backpack (Masterwork) – 1 lbs.
Paladin Kit
*Backpack – ½ lbs.
*Bedroll – 1.5 lbs.
*Belt pouch – 1/8 lbs.
*Cheap Holy Texts – 2 lbs.
*Flint and Steel
*Iron pot – 4 lbs.
*Mess kit -
*Rope – 10 lbs.
*Soap – ½ lbs.
*Torches (10) – 10 lbs.
*Trail Rations (5 days) -
*Water skin – 1 lbs.
*Wooden holy symbol
Explorer's outfit – 4 lbs.
Teapot – 1lbs.
Tea Black (10)
Tea Green (10)
Honey (10)
Carry Weight
Total weight – 60 lbs.
Current Weight from gear 36 1/2 lbs.
Str 12*;
* with Masterwork backpack
Wealth
PP – 0
GP - 38
SP – 18
CP – 10

Halfling Racial traits:

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed,
but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1
size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size
bonus on Stealth checks.

Fleet of Foot: Some half lings are quicker than their kin
but less cautious. Half lings with this racial trait move at
normal speed and have a base speed of 30 feet. This racial
trait replaces slow speed and sure-footed.

Adaptable Luck: Some half lings have greater control
over their innate luck. This ability gives them more
options for how they can apply their good fortune from
day to day, but also narrows its scope. Three times per day,
a half ling can gain a +2 luck bonus on an ability check,
attack roll, saving throw, or skill check. If half lings
choose to use the ability before they make the roll or
check, they gain the full +2 bonus; if they choose to do
so afterward, they only gain a +1 bonus. Using adaptive
luck in this way is not an action. This racial trait replaces
half ling luck.

Fearless: Halflings receive a +2 racial bonus on all saving
throws against fear. This bonus stacks with the bonus
granted by halfling luck.

Weapon Familiarity: Halflings are proficient with slings and
treat any weapon with the word “halfling” in its name as a martial weapon.

Polyglot: Some half lings, especially those who spend
a lot of time traveling, develop a talent for learning new
languages. These half lings gain a +2 racial bonus on
Linguistics checks, and it is always a class skill for them.
Half lings with this racial trait also begin play with the
ability to speak Common, Half ling, and any one other
language of their choice (except for secret languages, such
as Druidic) in addition to bonus languages due to high
Intelligence. They still gain the normal list of half ling
bonus languages. This racial trait replaces keen senses and
alters the halfling language racial trait.

Paladin: Add +1/2 hit point to the paladin’s lay on hands
ability (whether using it to heal or harm).

- Took some substitutions from ARG

Description:

A Taller than Average Halfling with strawberry blond hair
Whose eyes always show a cheerful and calming demeanor that puts her patients at ease.

Concept:

Will be play a strait Paladin while using the Oath of charity to add a fair amount of healing with my Lay on hands.

History:

Ellina Sensewi always had a gift for the healing arts.
Wither it was hold an injured bird that fell out of a
tree or making the wounds that her father sustained
while working in the mines. Everything was always made
better with her touch. This rare gift was desperately
kept secret from the other families, for her parents
feared that if her gifts were know the Government would
take her away to be trained and used for their own
purposes.
This was not to be however as an informant tipped of
the Government about Ellinas gifts. Luckily
Ellinas parents got word of this and used a network of
smugglers to smuggle there precious daughter to safety.
When the authorities came they were not please and
arrested her parents and burned down there home as a
warning to the others of defiance. While Ellinas was
being moved she looked back and the last thing she saw
was of her home burning in the distance.
When she was safe Ellina was accepted to the church of
Iomedae to help her develop her skills in the healing arts.
It was several years later that Ellina returned to her
home of Kintargo to find the city much changed. But
she hopes to use her newly honed skills to heal the
wounds of this harmed city and bring great change

10-Min Backgound:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1) Has a talent for the magical healing arts, but keeps it secret by using her skills as a doctor.
2) Always keeps her word when given.
3) Taller than the average halfling.
4) Wears a mask of cheerfulness, but is calculating and protective.
5) Not very skilled with a sword.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Try to find out what happened to her parents.
2) Use her skills to guide and support those that want to cause change.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Known: Hides her magical healing talents with the use of her medical training.
Unknown: what happened to her parents.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Dwalm Sensewi – Ellina’s father who was a slave in the mining camp that she lived in. Status: unknown
2) Awo Sensewi – Ellina’s mother she was tasked with the food drives to feed the camps. Status: unknown
3) Unknown person – The person responsible for betraying her parents that lead to the burning of her home.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Becomes nervous when faced with a situation that she has not prepared for.
2) Has nightmares about large fires. So she’s a little weary of it.
3) Not very confident when using her sword, But doesn’t hesitate to get into the fray to mend the wounds of fallen soldiers.


Campaign Bonus:

Bonus Skillpoint in proffesion (Doctor) +1
Free feat:
Weapon Finesse – Lvl 1
Leadership – Lvl 9
Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at each level in either a craft, perform, or profession (as long as the skill is not a class-specific skill for abilities e.g Craft Alchemy for Alchemists, or Perform for Bards). Also, they each get one skill point per level in a class-specific skill.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, but you will still need the appropriate level required by the previous feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent

Leveling:

1st – 1 Paladin, HP 1d10 (10), Favored bonus: +1 Skillpoint , Feat: Lucky Healer
2nd – 2 Paladin, HP 1d10 (5), Favored bonus: ½ (1)Lay on hands