Hezzilreen the Cunning

General Tal's page

126 posts. Alias of natloz.


Full Name

General Tal'Va'Nocht

Race

HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Deity

Dol Arrah

Languages

Draconic, Common, Dwarven, Orc

Strength 10
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 14
Charisma 19

About General Tal

General Tal'Va'Nocht
Male Kasatha Oracle 3/Paladin (Hospitaler) 4 Herophant 1
LG Medium Humanoid(Kasatha)
Init +3; Senses Perception +12

xp: 26945/34000

Trackable resources:
HP: 58/58
Lay on Hands(2d6): 6/6
Oracle Channel(2d6): 5/5
Paladin Channel (1d6): 7/7
Mythic Power (1d6): 5/5
___________
Oracle
Spells
1st: 6/6 per day
___________

Active effects:

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DEFENSE
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AC 23, touch 15 flatfooted 18 (+3 Dex, +6 Armor, +2 shield, +2 dodge)
HP 58(4d10 + 3d8 +12)
Fort +10, Ref +9, Will +13; +4 bonus on constitution and fort saves made to resist fatigue, exhaustion, ill effect from running, forced marches, or hot or cold temps

Needs no food, water, sleep
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OFFENSE
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Speed 30ft (30) ft.
Melee Base +6 Finesse: +9
MW Gladius +10 (1d6+3;19-20/x2)

Full Attack (w/multiweapon fighting)
MW Gladius +8 (1d6+3;19-20/x2)
MW Gladius +8 (1d6+3;19-20/x2)
MW Gladius +8 (1d6+3;19-20/x2)

Ranged
MW Longbow +10 (1d8;20x3)
17 arrows
10 +1 arrows
Space 5 ft.; Reach 5 ft.
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SPELLS
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(CL3 {oracle} concentration +7 (cl 3+ cha +4) DC:14+ spell lvl)
Cantrip:
Known: Detect Magic, Light, Mending, Read Magic, Guidence, Mage Hand, Ghost sound
1st: 6 per day
Known: Cure Light Wounds, Bless, Divine Favor, Entropic Shield, Detect Undead (mystery spell)

Levitate, minor image

(CL4 {Paladin} concentration +8 (cl 4+ cha +4) DC:14+ spell lvl)
1st: Stunning Barrier

STATISTICS
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Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 17(19)
Base Atk +6; CMB +6; CMD 21
Feats: Weapon Finesse, Multiweapon Fighting, selective Channeling, Alignment Channel (Evil)
Mythic Feats: Mythic Weapon Finesse

Armor Proficiency: Light/Medium/Heavy Shields (-tower shield)
Weapon Proficiency: All Simple and martial

Skills:
Total skill points(30)
Class Skills: Diploamcy; Handle Animal, Heal, know (history), know (planes), know (nature), Know (nobility), Know (religion), Ride, Sense Motive, Spellcraft, Survival, Perception, Stealth

Acrobatics +2 (3 Dex -1 acp) (Jump +3)
Bluff +4 (4 Cha)
Climb +0
Diplomacy +13 (4 Cha +6 ranks +3 CS)
Disguise +4 (4 cha)
Escape Artist +2 (3 Dex -1 acp)
Handle Animal +11 (4 Cha +4 rank +3 CS)
Heal +8 (2 Wis +3 rank +3 CS)
Intimidate +4 (4 Cha)
Know Nature +6 (2 Int + 1 rank +3 CS)
Know Planes +6 (2 Int + 1 rank +3 CS)
Know Religion +10 (2 Int + 5 rank +3 CS)
Linguistics +3 (2 Int + 1 rank)
Perception +12 (2 Wis + 7 rank +3 CS)
Ride +6 (3 Dex +1 rank +3 CS -1ACP)
Sense Motive +8 (2 Wis +3 rank +3 CS)
Spellcraft +6 (2 Int + 1 rank +3 CS)
Stealth +6 (3 Dex +1 rank +3 CS -1 ACP)
Survival +2 (2 Wis)
Swim -1 (-1 ACP)


ACP -1 (-0 for jumping and climbing)
Languages Common, Draconic, Dwarven, Orc
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SPECIAL ABILITIES
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DIVINE GRACE: +cha mod (4) to all saves

AURA OF COURAGE: You are immune to fear (magical or otherwise). Each ally within 10 ft of you gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if you are unconscious or dead.

AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell)is equal to 3.

DETECT EVIL: 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.

LAY ON HANDS: Heal 1d6 with a touch, or the same as damage undead. Swift action to heal self. Standard action to heal others. Touch attack to harm undead. {Half paladin level + Cha mod} (5) times per day. The following mercies apply against status effects of those you touch:
- Fatigued: The target is no longer fatigued.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have {Oracle lvl} (3) bonds active at once. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range (130 ft; 15sq), or you end it as an immediate action.

SMITE EVIL: 1 time per day, swift action to choose an evil target. Ignore its DR, take +4 to attack and +3 to damage. If outsider, dragon or undead, damage bonus is +6, but only on the first successful attack. Gain +4 deflection bonus to AC vs. target while smite is in effect (until target is dead or paladin rests).

Channel (Su): You channel positive energy as a cleric equal to paladin lvl -3 (1d6). You can use this ability 3+cha (7) times per day. Will save DC 15 to halve damage. Does not provoke attacks of opportunity.

Channel (Su): You channel Positive Energy allowing you to either heal the living or harm the undead for 2d6. Affects 30 ft radius from you. Will save DC 17 to halve damage. Standard action. 1+cha (5) times per day. Does not provoke Attacks of Opportunity.

SELECTIVE CHANNELING: When you channel energy, you can choose a number of targets in the area up to 4. These targets are not affected by your channeled energy.

Oracle Curse:

Haunted:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Oracle Mystery: Life
Revelations: Channel, Life Link

Mystery Bonus Spells:
detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th)

Mythic Path Abilities:
Mythic Power: 5

Inspired Spell (Su):
You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Sustained by Faith (Su):

You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours

Mythic Surge (Su):

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power:

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Hard to Kill (Ex):

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Racial Abilites:
DESERT RUNNER: with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

MULIT-ARMED: possess four arms. can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.

GREATER DEFENSIVE TRAINING: gain a +2 dodge bonus to Armor Class.

DESERT STRIDE: A kasatha moves through nonmagical difficult terrain in desert environments at normal speed

JUMPER: Kasatha with this trait are always considered to have a running start when making Acrobatics checks to jump.

STALKER: Perception and Stealth are always class skills for Kasatha.


Equipment
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Light Load: 0-100
Med Load: 101-200
Heavy Load: 201-300

Carrying 66 lbs

33gp

Mundain:
Paladin's kit: 30 lbs
backpack
bedroll
belt pouch
cheap holy text
flint and steel
an iron pot
mess kit
50 Ft rope
soap
torches (10)
trail rations (1 day)
waterskin (1 day)
wooden holy symbol

3x MW Gladius 9 lbs
MW Longbow 3 lbs
18 arrows 3 lbs
Agile Mythral MW Breastplate 12.5 lbs
Darkwood Heavy Wooden Shield 5 lbs

Magical:
Headband of Alluring Charisma 1 lb(+2)
Muleback Cords (+8 str for carrying capacity) .25 lbs
10 +1 arrows 2.5 lbs

Background:
Tal was a combat medic in the dragon army that fought the Raksha many ages ago. In the final battle that saw the end of the war he was caught in the same energy that sealed the demons away. Recently unknown forces have been weakening the seals causing him to be freed from his stasis.