Lucky Ben Willhuff

Father Kerndrew's page

481 posts. Alias of Zin Z'arin.


Full Name

Father Aron Kerndrew

Race

| HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8

Classes/Levels

| Speed 20 ft | Active conditions: none

Gender

Male LG Human Paladin of Iomedae 5

Age

45

About Father Kerndrew

Male Human Paladin (Tempered Champion) 5 of Iomedae
LG Medium Humanoid (human)
Init +6; Senses Perception +9
. . Improved Initiative gain a +4 bonus on initiative checks
. . Seeker gain a +1 trait bonus on Perception checks; Perception is a class skill
. . Trained with Sasha gain a +1 bonus on Initiative checks
. . ioun stone (dusty rose prism, cracked) gain a +1 competence bonus on Initiative checks

Str 16, Dex 11, Con 12, Int 10, Wis 10, Cha 16

Resources:

Paladin Abilities
. . Smite Evil (2/day) [ ][ ] +2 to hit, +1 to damage, +2 deflection to AC
. . Lay on Hands (5/day) [x][ ][ ][ ][ ] (channel energy 2d6 for 2 uses)
Mercies: sickened

Weapons
. . alchemist's fire (4) [ ][ ][ ][ ]
. . holy water (2) [ ][ ]
. . arrows, cold iron (50) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . blunt arrows, cold iron (50) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]

Potions
. . cure light wounds (2) [ ][ ]
. . lesser restoration (1) [ ]

Scrolls
. . lesser restoration (4) [ ][ ][ ][ ]

Gear
. . torch (10) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . trail rations (4) [ ][ ][ ][ ]
. . antiplague (3) [ ][ ][ ]
. . antitoxin (3) [ ][ ][ ]


Defense:

AC 22, touch 11, flat-footed 22 (+8 Armor, +1 deflection/ring, +3 shield); CMD 19 (flat-footed 19)
hp 39 (5d10, +1 Con)
Fort +9; +2 vs hot weather, Ref +5, Will +8 (+1 vs. compulsion)

Special Defenses
. . Aura of Courage paladin is immune to fear (magical or otherwise); each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects (functions only while paladin is conscious)
. . cloak of resistance +1 bonus on all saving throws
. . Divine Grace +3 (Su) gain bonus equal to Charisma bonus on all saving throws
. . Divine Health (Ex) paladin is immune to all diseases (including supernatural and magical diseases)
. . Hot weather outfit +2 bonus on Fort saves to resist warm or hot weather; does not stack with bonus from Survival
. . ring of protection +1 bonus to armor class
. . Smite Evil (2/day; swift action) if target is evil, gain deflection bonus to AC vs. target equal to Cha bonus
. . Trained with Aerys gain a +1 bonus on Will saving throws to resist compulsion effects


Offense:

BAB+5; CMB +8
Speed 30 ft. (20 ft. in armor)
Melee
. . +1 longsword +10 (1d8+6/19-20, B or P or S)
. . masterwork starknife +9 (1d4+3/x3, P)
. . heavy shield bash +8 (1d4+3, B)
. . gauntlets (from armor) +8 (1d3+3, B)
. . unarmed strike +8 (1d3+3 non-lethal, B)
. . touch +8
Ranged
. . darkwood composite longbow (+3 Str) +6 (1d8+3/x3, 110', B or P)
. . masterwork starknife +6 (1d4+3/x3, 20', P)
. . alchemist's fire +5 (1d6 fire, 10', splash 1)
. . holy water +5 (2d4 vs undead/evil outsiders, 10', splash 1)
. . ranged touch +5

Combat Modifiers
. . Power Attack -2/+4 may take a -2 penalty on melee attack rolls/combat maneuver checks to gain a +4 bonus on melee damage rolls
. . Smite Evil (2/day; swift action) if target is evil, add Cha bonus to attack rolls and paladin level to damage vs. target; if target is evil outsider, dragon, or undead, bonus to damage doubles on first successful attack; automatically bypasses DR
. . Weapon Focus (longsword) gain a +1 bonus on all attack rolls with a longsword
. . Weapon Specialization (longsword) gain a +2 bonus on all damage rolls with a longsword
. . Weapon Versatility (free action) may shift grip when wielding focus weapon to change damage type to B, P, or S; swift action unless BAB = 5+, then free action


Feats & Traits:

Feats
. . Improved Initiative gain a +4 bonus on initiative checks
. . Power Attack -2/+4 may take a penalty on melee attack rolls/combat maneuver checks to gain a bonus on melee damage rolls; bonus to damage increases 50% for attacks with two-handed weapons, one-handed weapons wielded with two hands, and primary natural attacks; bonus to damage is halved for attacks with off-hand weapons or secondary natural attacks; bonus/penalty increases at +4 BAB and for every additional +4 BAB
. . Weapon Focus (longsword) gain a +1 bonus on all attack rolls with a longsword
. . Weapon Specialization (longsword) (bonus feat) gain a +2 bonus on all damage rolls with a longsword
. . Weapon Versatility (free action) may shift grip when wielding focus weapon to change damage type to B, P, or S; swift action unless BAB = 5+, then free action

Traits
. . Boarded in Cheliax detailed map of Mwangi expanse grants +2 competence bonus on Knowledge (geography) checks related to that region; start game with additional 200 gp of mundane equipment
. . Seeker gain a +1 trait bonus on Perception checks; Perception is a class skill

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Armor Proficiency, Heavy No penalties on attack rolls while wearing heavy armor
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shields)
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skills Points 20 (2/level Paladin, +1/level human, +4 fcb)
ACP -5 (-4 armor, -1 shield vs. -3 encumbrance)
* ACP applied to these skills

Adventuring Skills
[ ] *Acrobatics -5 (-4 to jump when speed less than 30')
[ ] Bluff +3
[ ] *Climb -2
[5] Diplomacy +11
[ ] Disguise +3
[ ] *Escape Artist -5
[ ] *Fly -6
[1] Heal +4
[ ] Intimidate +3
[ ] Knowledge (untrained) +0
[1] Knowledge (dungeoneering) +1
[1] Knowledge (local) +1
[1] Knowledge (nature) +1
[1] Knowledge (religion) +4
[5] Perception +9
[ ] *Ride -5
[5] Sense Motive +8
Spellcraft
[ ] *Stealth -5
[ ] Survival +0
[ ] *Swim -2

Background Skills (2/level)
[ ] Appraise +0
[ ] Craft (any) +0 (-2 without tools; +2 with masterwork tools)
[5] Handle Animal +11
[1] Knowledge (engineering) +1
[2] Knowledge (geography) +2
[1] Knowledge (nobility) +4
[ ] Perform (any) +3
[1] Profession (gambler) +4

Skill Modifiers
. . Boarded in Cheliax detailed map of Mwangi expanse grants +2 competence bonus on Knowledge (geography) checks related to that region
. . Seeker gain a +1 trait bonus on Perception checks; Perception is a class skill

Languages Common (Taldane), Varisian


Special Abilities:

Human Racial Abilities
+2 to any ability (Strength)
. . Bonus Feat select one extra feat at 1st level
. . Skilled gain 1 additional skill rank at 1st level and every new level

Paladin Class Abilities
. . Aura of Courage (Su) paladin is immune to fear (magical or otherwise); each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects (functions only while paladin is conscious)
. . Aura of Good (Ex) power of paladin's aura of good (see detect good) is equal to paladin's level
. . Channel Positive Energy 3d6 (Su) channel positive energy as cleric of same level; consumes 2 uses of lay on hands
. . Detect Evil (Su; at will; move action) can concentrate on single item or individual within 60' and learn if evil and, if so, strength of aura as if studied for 3 rounds with detect evil
. . Divine Bond (weapon) (Su) enhance weapon as standard action for 1 minute per paladin level; add +1 bonus at 5th level and every 3rd level after 5th; may add axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and/or speed in place of the equivalent amount of bonus; if weapon is not already magical, a minimum bonus of +1 must be applied before any properties; enhancement bonus may not exceed +5; enhancement is only effective while weapon wielded by paladin; 1/day at 5th level and every 4th level after 5th
. . Divine Grace +3 (Su) gain bonus equal to Charisma bonus on all saving throws
. . Divine Health (Ex) paladin is immune to all diseases (including supernatural and magical diseases)
. . Divine Weapon Specialization at 4th level, and every 4 levels after, gain 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, Weapon Trick; must choose deity's favored weapon/group; must meet all prerequisites (paladin level as fighter level); gain increased weapon damage as Warpriest Sacred Weapon
. . Lay on Hands (Su; 5/day) heal 1d6/2 paladin levels; swift on self, standard on others; use number of times per day equal to half paladin level plus Charisma bonus
. . Smite Evil (Su; 2/day; swift action) if target is evil, add Cha bonus to attack rolls and paladin level to damage vs. target; if target is evil outsider, dragon, or undead, bonus to damage doubles on first successful attack; automatically bypasses DR; gain deflection bonus to AC vs. target equal to Cha bonus

Paladin Mercies
. . sickened


Gear:

Light up to 86 lbs. Medium up to 173 lbs. Heavy up to 260 lbs.
Current Load Carried 139.5 lbs. (Medium)
Money 72 gp 7 sp 9 cp

Containers
. . backpack, masterwork treat Str as +1 higher when calculating carrying capacity
. . belt pouch

Worn
. . hot weather outfit +2 bonus on Fort saves to resist warm or hot weather; does not stack with bonus from Survival
. . holy symbol (Iomedae), wood
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck:
Chest:
Body:
Armor: +1 field plate (+8 AC, +1 Max Dex, -4 ACP)
Shield: +1 heavy steel shield (+3 AC, -1 ACP)
Belt:
Wrists:
Hands:
Ring: ring of protection +1
Ring:
Feet:
Slotless: ioun stone (dusty rose prism, cracked) gain a +1 competence bonus on Initiative checks

Weapons
. . +1 longsword
. . darkwood composite longbow (+3 Str)
. . short sword
. . gauntlet (from armor)
. . bejewelled masterwork starknife
. . alchemist's fire (4)
. . holy water (2)

Backpack, masterwork
. . traveler's any-tool
. . bedroll
. . cleric's vestments
. . holy text (Iomedae)
. . mess kit
. . pot
. . silk rope, 50'
. . soap
. . torches (10)
. . trail rations (5)
. . waterskin
. . antiplague (3)
. . antitoxin (3)

Belt Pouch
. . money
. . potions of cure light wounds (2)
. . potion of lesser restoration
. . detailed map of the Mwangi Expanse
. . flint and steel


Background:

Father Kerndrew has a very colorful past for a paladin of Iomedae. A reformed Sczarni from Korvosa, he was involved in many criminal enterprises, mostly focusing on those that favored his friendly disposition. Though his focus was on "face" enterprises such as gambling, prostitution, and confidence schemes, he's no stranger to having to use force in that line of work, especially when the Sczarni's interests clashed with those of the Cerulean Society.

His coming to faith moment involved the accidental death of a young boy who had the misfortune of being in the wrong place as Kerndrew was defending a small Sczarni gambling operation from Cerulean Society thugs. After a painful week of drinking--as well as hiding from the crime family he knew he could never rejoin--he sought out the shrine of Iomedae. They helped him escape Korvosa and he began a new life preaching for the Lady of Valor. He's been hiding from the Sczarni in Kintargo as an ordained priest, leading services and gently helping those who wanted to turn their lives around.

With worship of Iomedae now outlawed in Cheliex ("Cheliax has chosen a direction; it's not for our church to choose to disobey that choice. If the Gods' will is for reform here, it will be for other voices to make that so. They've ordered us to leave; we must respect their authority in this."), Father Kerndrew needs to find a new path that both protects him from his past and allows him to continue to make restitution. Choosing Sargava for both its savage location and its parallels with Korvosa as a former colony of Cheliax, Father Kerndrew set sail on the Jenivere.


Advancement:

Level 1
15 Point Buy: Str 14, Dex 11, Con 12, Int 10, Wis 10, Cha 15
Human: +2 Str
Human: Bonus Feat (improved initiative)
Paladin
Favored Class Bonus: +1 skill point
hp 11 (d10 max at level 1, +1 Con)
+2 Fortitude save, +0 Reflex Save, +2 Will save
+1 BAB
Feat: Weapon Focus (longsword)
Traits: Boarded in Cheliax, Seeker
Skill points (4): Diplomacy, Knowledge (religion), Perception, Sense Motive
Background Skill points (2): Knowledge (geography), Profession (gambler)

Level 2
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Paladin: Divine Grace
Paladin: Lay on Hands
Skill points (4): Heal, Knowledge (nature), Perception, Sense Motive
Background Skill points (2): Handle Animal, Knowledge (geography)

Level 3
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+0 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Paladin: Aura of courage
Paladin: Divine health
Mercy: sickened
Feat: power attack
Skill points (4): Diplomacy (x2), Perception, Sense Motive
Background Skill points (2): Handle Animal (x2)

Level 4
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
+1 Charisma
Paladin: Channel positive energy
Paladin: Smite Evil 2/day
Tempered Champion: Divine weapon specialization (Weapon specialization)
Skill points (4): Diplomacy, Knowledge (dungeoneering), Perception, Sense Motive
Background Skill points (2): Handle Animal, Knowledge (nobility)

Level 5
Paladin
Favored Class Bonus: +1 skill point
hp 7 (d10, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+1 BAB
Paladin: Divine Bond (weapon)
Feat: Weapon Versatility
Skill points (4): Diplomacy, Knowledge (local), Perception, Sense Motive
Background Skill points (2): Handle Animal, Knowledge (engineering)

Planning
Paladin 6+

7: divine fighting technique (Iomedae)
8: greater weapon focus
9:
11:
12: greater weapon specialization -or- penetrating strike
13:
15:
16: greater penetrating strike
17:

Mercies:
6: diseased
9: advanced divine fighting technique (Iomedae)
12:
15:
18:


Statblock:

Father Kerndrew
Male human (Varisian) paladin (tempered champion) 5
LG Medium humanoid (human)
Init +5; Senses Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 21 (+7 armor, +1 deflection, +3 shield)
hp 39 (5d10+5)
Fort +9 (+2 circumstance bonus vs. hot weather), Ref +5, Will +8 (+1 bonus on saving throws to resist compulsion effects)
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10 (1d8+6/19-20) or
. . short sword +8 (1d6+3/19-20)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 12, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 19
Feats Improved Initiative, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Versatility
Traits boarded in cheliax, seeker
Skills Acrobatics -5 (-9 to jump), Diplomacy +11, Handle Animal +11, Heal +4, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +2 (+4 on checks regarding the Mwangi Expanse), Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +9, Profession (gambler) +4, Sense Motive +8
Languages Common, Varisian
SQ divine bond, divine bond (weapon +1, 1/day), divine weapon specialization, lay on hands 5/day (2d6), mercy (sickened)
Combat Gear alchemist's fire (4), holy water (2); Other Gear mwk field plate[ISWG], +1 heavy steel shield, +1 longsword, short sword, cloak of resistance +1, ring of protection +1, bedroll, belt pouch, flint and steel, holy text (Iomedae), hot weather outfit, map of mwangi expanse, masterwork backpack, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 135 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free action)