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About Corrleon Daxio.
Corrleon Daxio
Base Stats (20 pt buy):
Str 11 (1 pts) Dex 14 (5 pts) Con 12 (2 pts) Int 10 (0 pts) Wis 12 (2 pts) Cha 16 (10 pts) +2 Con, +2 Wis, -2 Str (lvl 1), +1 Cha (lvl 4), +1 Cha (lvl 8) Combat Info
AC: 19 (17 T / 12 FF) (+7 armor, +2 dex)
Equipment
Consumables
Carrying Capacity
starting gear:
Starting Gold: 62,000
+1 mithral agile breastplate ... 5,400 gp
slaying arrow (dragon) (1) ... 2,282 gp
Class Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with 2 types of armor (medium and light), and with shields (except tower shields). Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn't meet the prerequisites. This ability replaces her Heavy Armor Proficiency. Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. 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 (if any) to her attack rolls and adds her paladin level 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. 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 deflection bonus equal to her Charisma modifier (if any) 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) 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. 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. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies. At 6th level, a paladin adds the following mercies to the list of those that can be selected. At 9th level, a paladin adds the following mercies to the list of those that can be selected. At 12th level, a paladin adds the following mercies to the list of those that can be selected. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin's 6th-level mercy. Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Power of Faith (Su): At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin's spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day. Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other's position in battle. She and any allies within 10 feet of her no longer provide cover against each other's ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability. This ability replaces aura of resolve. Favored Terrain (Ex): At 1st level, a horizon walker may select a favored terrain from the ranger Favored Terrains table (Pathfinder RPG Core Rulebook 65). This works exactly like the ranger favored terrain ability. The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger's camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker. The horizon walker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A horizon walker traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Terrain Mastery: At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker's Wisdom modifier (minimum 1). The character masters one additional terrain at 4th, 6th, and 8th levels.
Traits, Feats, and Skills
Detailed Racial Traits:
Racial Traits Ability Scores Triaxians are a hardy and wily race, as befits their constantly changing environment, but their lean forms have trouble maintaining large amounts of muscle mass. They gain +2 Constitution, +2 Wisdom, –2 Strength Size: Triaxians are Medium creatures and have no bonuses or penalties due to their size. Speed: Triaxians have a base speed of 30 ft. Languages: Triaxians speak Triaxian. Triaxians with high Intelligence scores can choose any languages (except secret languages, such as Druidic). Senses Racial Traits
Detailed Traits:
Restless Wayfarer (campaign): You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (local) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Detailed Feats:
Precise Shot (Prereqs: waived) Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Endurance (Prereqs: none)
Weapon Focus (Longbow) (Prereqs: Proficiency with weapon, BAB +1)
Greater Mercy (Cha 13, lay on hands class feature, mercy class feature.)
Deadly Aim (Prereqs: Dex 13, BAB +1)
Extra Mercy (Diseased) (Lay on hands class feature, mercy class feature.)
Ultimate Mercy (Prereqs: Cha 19, Greater Mercy, lay on hands, mercy class feature)
Gifted Hands (Prereqs: lay on hands class feature, mercy class feature)
Detailed Skills:
Skill Points/ Pldn level: 3 = 2(class) + 0(int) + 1(fc) Skill Points/ HznW level: 6 = 6(class) + 0(int) class skill // Armor Check Penalty = 1 // Total Ranks: 42 Acrobatics: +1 = +0(ranks) +2(dex) -1(ACP)
Background:
The years have tempered Corrleon by the time he meets the party. Brutal conditions and age won wisdom have cooled his former arrogance, but he is content with his life and hasn't made any attempts to reconcile with the Legion. He has found his place in the wilds of Triaxus, hunting Yrax's horde and striking from afar or aiding beleaguered travelers from the depredations of Triaxus' savage species. His faith in Apsu has remained stalwart through the years, and his time beyond the protection of fortified walls has brought a maturity to that as well. Personality/Mannerisms:
Corrleon activates his various holy abilities by calling upon specific celestial spirits to aid him. Divine Bonds: Fethris Shivarra (bow), Animus Fane (dagger)
Progression:
Macros:
[dice=Lay on Hands (mercies: fatigue, disease, cursed)]5d6[/dice]
[dice=Longbow]1d20+16[/dice] [dice=for]1d8+1[/dice] [spoiler=Status]
Ongoing Effects
----- Triaxian Racial Features/Traits:
Triaxians are the dominant race on a world whose erratic orbit causes exceptionally long and disparate seasons. Though eerily similar to humans, elves, and the other mammalian humanoids, Triaxians have developed certain adaptations to their environment that mark them as indisputably alien. Just like human ethnicities, Triaxian populations vary in size, weight, and other distinguishing physical characteristics, based primarily on the geographical regions in which they reside. Most Triaxians, both males and females, are around 6 feet tall but somewhat lean compared to humans, rarely weighing more than 200 pounds. Their ears are elongated, but rather than being pointed like elves or half lings, these appendages are instead notched in a feathered or comb-like pattern. The flaps created by these notches constantly move to adjust the ear’s shape, operating both consciously and unconsciously to help Triaxians focus on specific sounds, not unlike the maneuverable ears of dogs, cats, and other such animals. Like many creatures on their world, Triaxians have evolved to shift along with their environment, resulting in differences between generations of the same family that would seem bizarre to other humanoids. In the warm summer years, Triaxians are completely hairless, with skin that ranges from deep red to coffee-colored to charcoal black. This configuration allows them to better survive in the sweltering heat of the planet’s tropical summers, with the increased melanin in their dark skin protecting them from the sun’s intense rays. These Triaxians breed true for many generations—yet as the planet begins its rapid seasonal shift, so do the Triaxians. Newborn Triaxians begin to evince new adaptations to the cooling environment, and by the time winter has come on in full, Triaxians change markedly: their pale bodies are covered in fine, insulating white fur like that of an ermine, while their eyes narrow to elongated slits to protect against snowblindness. These new traits similarly breed true until the seasons begin to change once more, at which point the eyes widen and fur recedes, starting the cycle anew. Just as Triaxians differ physically depending on which season they’re born into, so do their cultures and customs change. Triaxians born in the winter are defined by the hardship of a world whose very environment seeks to starve or freeze them. They tend to be stolid, hardworking people, with an ironclad sense of honor stemming from the knowledge that in winter, a broken promise can mean death for a whole clan. Even within large communities, the focus remains on survival for one’s family and friends, with individuals willing and ready to share, serve, and die to protect the group. Oaths of friendship are serious affairs; once given they are rarely transgressed, and doing so risks a blood feud. With the exception of those nomadic hunter tribes that migrate in pursuit of herd animals, most settlements are permanent and fortified against the predatory horrors that stalk the blinding blizzards. Racial Traits
Senses Racial Traits
Other Racial Traits
Alternate Racial Traits
Gifted Hands:
You are an unusally gifted healer. Prerequisite: lay on hands class feature, mercy class feature Benefit: Choose one class other than paladin: that class stacks with your paladin levels when determining your lay on hands and mercy abilities. Special: This feat can be taken multiple times. Each time it applies to a new class.
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