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About Ellina SensewiEllina Sensewi
==DEFENSE==
==OFFENSE==
Racial Abilities
=====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
You’re good at hiding your true colors and faith to avoid
Blessed Touch (Faith): You may have been
=====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)
=====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
Detect Evil (Sp): At will, a paladin can use detect evil, as the
Bestow Hope (Su):
Divine Grace (Su): At 2nd level, a paladin gains a bonus
Charitable Hands (Su): At 2nd level, a paladin with this oath heals 50% less when
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: - Took some substitutions from ARG
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
Fleet of Foot: Some half lings are quicker than their kin
Adaptable Luck: Some half lings have greater control
Fearless: Halflings receive a +2 racial bonus on all saving
Weapon Familiarity: Halflings are proficient with slings and
Polyglot: Some half lings, especially those who spend
Paladin: Add +1/2 hit point to the paladin’s lay on hands
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.
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!
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.
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.
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 |