Cleric

Gael Enhad's page

69 posts. Alias of Will Cooper (RPG Superstar 2012 Top 16).


About Gael Enhad

Quote: "This is a call to arms! War is coming, and we have to be ready."

Description:

Gael is young, passionate, and driven. Those in her company soon notice that her conversation quickly circles back to the dangers of the world, and the need to defend civilisation. When on this topic she speaks with a compelling intensity in her voice. She seems unaware of her own physical attractiveness, and is frequently unaware of her listener's waning patience with talk of imminent war. She wears rich well-made clothes, and her steel breastplate and fine greatsword are always immaculately maintained.

Background:

Born to every privilege, the favoured daughter of loving parents, the golden child. Gael was welcome in every home and seemed friends with every child in her home of Kassen. It seemed a life of pleasure and ease awaited her, perhaps helping the family business, perhaps marrying into some minor nobility.

But in the woods she led armies of her childhood comrades against imaginary dragons, giants, and invading hordes. And in her teenage years, while many of her friends were apprenticed or married, Gael instead started spending time with Sir Drammot, a knight of Lastwall. From him she learned of the true dangers of the world, and she dedicated herself to defending the innocent and defeating the evils that plague them. Over time she smiled less, lost contact with her friends. Training and harsh instruction replaced rich meals with her parents and idle dancing.

Now she is driven, zealous, and single minded. The world is a serious place and there is no more time for games. War is coming and Gael Enhad will be ready.

Basics:

Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 9 (-1)
Charisma: 15 (+2)

HP: 15 / 15
CMB: +5
CMD: +16
BAB: +2
XP:

Combat:

AC: 17; touch 11; flat-footed 16; smite 19
Saves: Fort +7; Ref +3; Will +4
Init: +1

Melee:
Masterwork greatsword: +6 2d6+4 19-20/x2
Masterwork greatsword (PA): +5 2d6+7 19-20/x2
Masterwork greatsword (smite): +8 2d6+6 19-20/x2
Masterwork greatsword (smite + PA): +7 2d6+9 19-20/x2
Mace: +5 1d6+4 19-20/x2

Skills:

Diplomacy +7 (2r +3 Class +2 CHA)
Intimidate +6 (1r +3 Class +2 CHA)
K (Religion) +6 (2r +3 Class +1 INT)
Ride +5 (1r +3 Class +1 DEX)
Sense Motive +4 (2r +3 Class -1 WIS)

Feats and Traits:

Feats:
1 Power Attack
2 Toughness

Traits:
1 Fencer (+1 on opportunity attacks with swords)
2 Rich parents (starting gold increased to 900)

Special abilities :

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 Charisma bonus (+2) to her attack rolls and adds her paladin level (+2) 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 (+4). 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 def lection bonus equal to her Charisma modifier (+2) 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.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (+2) 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 (3). 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.

Equipment:

Masterwork greatsword (300gp) (8lb)
Breastplate (200gp) (30lb)
light mace (5gp) (4lb)
--Total weight worn - 42lb--

Backpack (2lb)
5 Days Rations (5lb)
Small Tent (15lb)
Winter Blanket (3lb)
Waterskin (4lb)
1 Piece of a Map
3 Torches (3lb)
--Total weight in pack - 32lb--

Carrying capacity: Light 76lb; Medium 77-153lb; Heavy 154-230lb
Total weight carried - 74lb - Light load.

Starting gold 900gp
Spent gold 505gp
Remaining gold 395gp