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956 posts. Alias of Ictoo.


Classes/Levels

retired

About Corrleon Daxio

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Corrleon Daxio
(CORE-lee-on DAX-ee-oh)
Paladin (divine hunter of the holy light) 8/Horizon Walker 3
male Triaxian
Height: 6'7" // Weight: 210lbs
Languages: Triaxian, Draconic
Vision: low-light
==============STATS=============
Str: 9 (-1) // Dex: 14 (+2) // Con: 14 (+2)
Int: 10 (+0) // Wis: 14 (+2) // Cha: 20 (+5)
================================

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
HP: 92 (10)+(1/2HD+1 + Con mod)
BAB: +11
CMB: +10
CMD: 22
Initiative: +2 (+2 dex)
Speed: 30

AC: 19 (17 T / 12 FF) (+7 armor, +2 dex)
Fort: +15 (8 base + 2 con +5 cha)
Ref: +11 (3 base + 2 dex +5 cha +1 trait)
Will: +14 (7 base + 2 wis +5 cha)

Equipment
Coins: 1073gp 0sp 0cp
+1 mithral agile breastplate (12.5 lbs)
+1 seeking darkwood longbow (1.5 lbs)
mithral dagger (0.5 lbs)
hunter's cloak (1 lbs)
heavyload belt (3 lbs)
bracer's of falcon's aim (1 lbs)
boots of levitation (1 lbs)
headband of alluring charisma +2 (1 lbs)
stormlure
scholar's ring

Consumables
slaying arrow (dragon) (0)
tracer arrow (10) (1.5 lbs)
searing arrow (2)
arrow (100) (15 lbs)
adamantine arrow (20) (3 lbs)

Carrying Capacity
Lt: 90 // Med: 180 // Hvy: 270
Current Load: 41 lbs

starting gear:

Starting Gold: 62,000
Spent: 60,927
Remaining: 1,073

+1 mithral agile breastplate ... 5,400 gp
+1 seeking darkwood longbow ... 8,405 gp
mithral dagger ... 502 gp
hunter's cloak ... 7,500 gp
heavyload belt ... 2,000 gp
bracer's of falcon's aim ... 4,000 gp
boots of levitation ... 7,500 gp
headband of alluring charisma +2 ... 4,000 gp
stormlure ... 5,400 gp
scholar's ring ... 8,700 gp

slaying arrow (dragon) (1) ... 2,282 gp
tracer arrow (10) ... 1,001 gp
searing arrow (2) ... 3,032 gp
arrow (100) ... 4 gp
adamantine arrow (20) ... 1,201 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.

  • >> Fatigued: The target is no longer fatigued. <<

  • Shaken: The target is no longer shaken.

  • Sickened: The target is no longer sickened.

    At 6th level, a paladin adds the following mercies to the list of those that can be selected.

  • Dazed: The target is no longer dazed.

  • >> Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level. <<

  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

    At 9th level, a paladin adds the following mercies to the list of those that can be selected.

  • >> Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level. <<

  • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.

  • Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.

  • Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

  • Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

    At 12th level, a paladin adds the following mercies to the list of those that can be selected.

  • Blinded: The target is no longer blinded.

  • Deafened: The target is no longer deafened.

  • Paralyzed: The target is no longer paralyzed.

  • Stunned: The target is no longer stunned.

    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
    Traits: Restless Wayfarer (campaign), Deft Dodger (combat)
    Feats: Precise Shot (Pldn 1), Endurance (Trx 1), Weapon Focus (Lvl 1), Greater Mercy (Lvl 3), Deadly Aim (Lvl 5), Extra Mercy (Lvl 7), Ultimate Mercy (Lvl 9), Gifted Hands (Lvl 11)
    Racial Traits: low-light vision, keen senses

    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
    Low-Light Vision: Triaxians can see twice as far as humans in dim light.
    Keen Senses: Triaxians' unique ear construction grants them a +2 bonus on Perception checks.

    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)
    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.

    Weapon Focus (Longbow) (Prereqs: Proficiency with weapon, BAB +1)
    Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Greater Mercy (Cha 13, lay on hands class feature, mercy class feature.)
    Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

    Deadly Aim (Prereqs: Dex 13, BAB +1)
    Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Extra Mercy (Diseased) (Lay on hands class feature, mercy class feature.)
    Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.

    Ultimate Mercy (Prereqs: Cha 19, Greater Mercy, lay on hands, mercy class feature)
    Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

    Gifted Hands (Prereqs: 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.

    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)
    Appraise: +0 = +0(ranks) +0(int)
    Bluff: +4 = +0(ranks) +4(cha)
    Climb: -1 = +0(ranks) -1(str) -0(ACP)
    Craft (): +0 = +0(ranks) +0(int)
    Diplomacy: +18 = +11(ranks) +3(trained) +4(cha)
    Disable Device: +2 = +0(ranks) +2(dex)
    Disguise: +4 = +0(ranks) +4(cha)
    Escape Artist: +1 = +0(ranks) +2(dex) -1(ACP)
    Fly: +2 = +0(ranks) +2(dex) -0(ACP)
    Handle Animal: +2 = +0(ranks) +2(wis)
    Heal: +2 = +0(ranks) +2(wis)
    Intimidate: +4 = +0(ranks) +4(cha)
    Knowledge (arcana): +0 = +0(ranks) +0(int)
    Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
    Knowledge (engineering): +0 = +0(ranks) +0(int)
    Knowledge (geography): +9 = +6(ranks) +3(trained) +0(int)
    Knowledge (history): +5 = +0(ranks) +0(int) +5(ring)
    Knowledge (local): +4 = +1(ranks) +3(trained) +0(int)
    Knowledge (nature): +0 = +0(ranks) +0(int)
    Knowledge (nobility): +0 = +0(ranks) +0(int)
    Knowledge (planes): +4 = +1(ranks) +3(trained) +0(int)
    Knowledge (religion): +8 = +5(ranks) +3(trained) +0(int)
    Linguistics: +5 = +2(ranks) +3 (trained) +0(int)
    Perception: +21 = +11(ranks) +3(trained) +2(wis) +2(race) +3(bracers)
    Perform (): +4 = +0(ranks) +4(cha)
    Profession: +2 = +0(ranks) +2(wis)
    Ride: +1 = +0(ranks) +2(dex) -1(ACP)
    Sense Motive: +2 = +0(ranks) +2(wis)
    Sleight of Hand: +2 = +0(ranks) +2(dex)
    Spellcraft: +0 = +0(ranks) +0(int)
    Stealth: +1 = +0(ranks) +2(dex) -1(ACP)
    Survival: +10 = +5(ranks) +3(trained) +2(wis)
    Swim: -2 = +0(ranks) -1(str) -1(ACP)
    Use Magic Device: +4 = +0(ranks) +4(cha)

    Background:
    Stalacorr Leo Nuphrides Bett Chalcedarr Dus Daxionnen, or simply Corrleon, is a Triaxian hunter and devout servant of Apsu. Too dogmatic and pushy to fit into the Dragon Legion, his convictions and arrogance led him into considerable conflict with General Pharamol, which eventually led to his expulsion from the Legion. Those fiery convictions did not waver after this, though, so he took up his crusade on his own and in the wilds.

    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, while a hunter who is at home in the wild, still maintains all the nobility and niceness of the storybook knights of old. Gracious and polite even to his foes, he speaks in flowery but heartfelt phrases, using words like 'doth' and 'thine' and 'thee'. He is chivalrous and kind, with an empathetic heart, gentle hands, and a gift for healing.

    Corrleon activates his various holy abilities by calling upon specific celestial spirits to aid him.

    Divine Bonds: Fethris Shivarra (bow), Animus Fane (dagger)
    Power of Faith: Terrazen Zerata
    Stormlure: Maramaz Mett
    Smite: Daxionnen Apsulanti

    Progression:
    Horizon Walker from here on out.
    Notable Feats to pick up: Gifted Hands (Lvl 11), Rapid Shot (Lvl 13)

    Macros:

    [dice=Lay on Hands (mercies: fatigue, disease, cursed)]5d6[/dice]
    [dice=Lay on Hands (no mercies)]6d6[/dice]

    [dice=Longbow]1d20+16[/dice] [dice=for]1d8+1[/dice]

    [spoiler=Status]
    HP: 92/92
    Cold Resist: 20
    AC: 19 (17 T / 12 FF)
    CMD: 22
    F/R/W: +15/+11/+14
    Lay on Hands remaining: 12/12
    Smite Evil remaining: 3/3
    Divine Bond remaining: 1/1
    Stormlure remaining: 1/1
    Hunter's Cloak minutes remaining: 10/10

    Ongoing Effects
    [i]Favored Terrain (cold)[/i]: +4 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
    [i]Favored Terrain (urban)[/i]: +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
    [i]Terrain Dominance (cold)[/i]: +4/+4 vs terrain natives and +1/+1 vs cold subtype
    Aspect of the Falcon: +3 competence perception, +1 to hit, crits = 19-20/x3[/spoiler]

    -----

    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
    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
    Low-Light Vision: Triaxians can see twice as far as humans in dim light.
    Keen Senses: Triaxians' unique ear construction grants them a +2 bonus on Perception checks.

    Other Racial Traits
    Bonus Feat: Triaxians select one extra feat at 1st level.
    Seasoned (Ex): Choose summer or winter. If summer is chosen, the triaxian can exist comfortably in conditions between 90 and 110 degrees Fahrenheit without having to attempt Fortitude saves due to the environment. If winter is chosen, the triaxian can exist comfortably in conditions between 40 and 0 degrees Fahrenheit without having to attempt Fortitude saves. When in conditions of severe cold or heat, Triaxians have to attempt Fortitude saves only once per hour instead of once every 10 minutes. Transitional Triaxians do not have this ability.

    Alternate Racial Traits
    Transitional Lore: Transitional triaxians are often instilled from a young age with the lore they need to prepare for the next winter or summer; they gain a +1 racial bonus on Knowledge (nature) and Survival checks. This racial trait replaces seasoned.

    Dragonkin (possible mount)

    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.