Hayden River's page

26 posts. Alias of Darren Ehlers.


Changeling Paladin 3rd Init +2; Senses: Darkvision 60 ft.; Perception +7 sense motive +9 I Aura of courage (10 ft.) AC 19, touch 12, flat-footed 17 I HP 39 Fort +7, Ref +6, Will +8; +2 vs. enchantments Immunities: Disease, fear, sleep +2 vs enchant

About Hayden River

Changeling wyrm gm paladin 3
LG Medium humanoid
Init +2; Senses darkvision 60 ft.; Perception +7 sense motive +8
Aura courage (10 ft.)
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 39 (3d10+6+3)
Fort +7, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities immunities; Immune disease, fear, +2 vs enchantment and sleep
Speed 30 ft. (20 ft. in armor)
Cestus +5 (1d4+2/19-20) B/P
Gladius (short sword) +5 (1d6+2/19-20) S/P
Mwk Greatsword +6 (2d6+3/19-20) S
Wave blade +5 (1d8+2/18-20) S

Composite longbow +5 (1d8+2/×3) Str adj +2

Special Attacks
smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect evil
Str 14, Dex 14, Con 12, Int 13, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Combat Expertise, Cosmopolitan[APG], Power Attack, Quick Draw, Taught By The Liberator
Traits armor expert, eyes and ears of the city, sacred touch

Acrobatics +3 (-1 to jump)
Bluff +9
Craft (mapmaking) +3
Climb +3
Diplomacy +7
Disguise +14,
Heal +6
Intimidate +9
Knowledge (nature) +5
Knowledge (nobility) +5
Knowledge (religion) +5
Perception +7,
Profession (scribe) +6
Ride +6
Sense Motive +8
Spellcraft +5
Survival +3

Languages: Elven, Imperial, Kolshet (Language of dragons and the ancient shapeshifters ancestors), Ravennan (Common)

SQ change shape, lesser, lay on hands 4/day (1d6), mercy (sickened)

Combat Gear:
potion of cure light wounds (2); Other Gear armored kilt, mwk agile breastplate with armored skirt[APG], cestus[APG], composite longbow (+2 Str), kris blade[UC], mwk flambard, Wave blade[UC], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], ink (2), inkpen (2), journal[UE] (2), masterwork backpack[APG], measuring cord (10 ft.) (2), mess kit[UE], paper (10), pot, powder[APG] (2), scroll case, soap, torch (10), trail rations (5), waterskin, wooden holy symbol
31 gp
Special Abilities
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Change Shape, Lesser (Su) Assume form of specific small/medium humanoid.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Lay on Hands (1d6 hit points, 4/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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
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Notes from Wyrm:
Changelings do have an innate gender when born; they can shift between them, reproduce in either gender, but one feels more natural. While I do encourage you playing as either gender or both, understand that by using the quotation marks (smoothing "her" hair) you are indicating that the character is naturally male.
You also do not lose shape when you go unconscious; changing form is a deliberate act, which remains until you either change it again, or die. I would presume you'd know what shape you were wearing when you fell asleep, unless you want it to be a habit that you change shape inyour sleep ...
I picked a story feat for you, which suggested both an additional trait and a linked drawback: theLiberator story feat, the Mark of Slavery drawback, and a variant on the 'Legacy of Fire' campaign trait Finding Haleen.
For the latter:
Taught By The Liberator:

You grew up as a slave, and though you may have known your parents at one point, you can no longer remember much (if anything) about them - a warm feeling, a vague scent, a certain color of hair, the sound of a voice. Perhaps they died; perhaps you were taken from them at a very young age, to be raised elsewhere, for other purposes. Burdened by that yoke, you never thought much beyond that day, perhaps dreaming of what you might do when your masters finally let you rest for the evening, your belly half-full of thin gruel and a bean or three.
That was when the Liberator entered your life. You do not know who he - or she - truly was, only that they were a changeling, someone who could be something one moment, and something else in the next. They moved through the slave pits seemingly at will, murmuring encouragement, passing out pieces of fruit or meat to bolster flagging energy. Every once in a while, a slave would vanish, and the slaves murmured that they must have been brought out of bondage by the Liberator.
You knew that that wasn't true - because you spoke to the Liberator every time they came through. She (or he) seemed to have taken an interest in you, and quietly taught you what it was to be a changeling - something you did not even know you were, having been taught very early to clutch at a form and not let it go, so much so that you'd always thought you were the race you had been concealing yourself as. But with that knowledge unlocked, you realized that the Liberator was more than just a person - it was an idea. And when you suggested this to him (or her), he smiled slowly.
The Liberator always told you that you had to find your own way - to make your own decisions, to think and act and judge for yourself. That the Gods were all well and good, but they decided things for souls, that you needed to decide what you would accept, and not accept, where you would draw the line. That the Liberator {i}was{/i} an idea, an ideal, and that though it didn't have to be yours, that you knew ... helped.
Through clever use of your abilities, one night you escaped your shackles and left the life of a slave behind, knowing in your heart that the lessons taught to you by the Liberator would be with you the rest of your life.
Benefit: The teachings of the Liberator - to decide for yourself informed your calling to your 1st-level class. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Restriction: This feat can be taken only by changelings.
If this is of interest to you, you would have grown in your formative years as a halfling, perhaps with your mother (or both parents) having been born on the Ravennan continent, but captured by slavers while in the form(s) of halflings. You would have been a slave in one (or several) of the five colony-cities on the west coast of the continent, which were established by, and are a part of, the Phoenix Empire (real-world equivalent being China, PF equivalent Tian-Shu) - where all 'smallfolk', meaning gnomes and halflings, are by law slaves.
(As changelings are extremely rare outside of the Ravennan continent, it's best to avoid actually having been in the Empire itself.)
Escaping, you would then have been able to assume the form of a tallfolk individual and headed away from the colonies; with slavery and liberation as your impetus, and with a calling from the Gods, you would have grown, trained, learned ... become a paladin. The language of Imperial comes from your childhood; the language of Ravennan is standard. Kolshet is the language of dragons and the ancient shapeshifters that are your ancestors; it is also highly unchanging, so it is the preferred languages of the world's scholars and (most of its) philosophers. She learned the language of the elves because they intrigue Hayden.