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About Kael CullenKael Cullen
6’ 190; broad handsome features with an air of purpose. A nasty series of red-black scars in the image of small skull-decorated flies circle his brow in the form of a perverse headband. If you look long enough they seem almost to shift in a smoky-shadowy pattern. ==DEFENSE== AC 22 (10armor/1DEX/1deflection) Touch AC 12 (1deflection/1DEX) Flat-Footed AC 21 (10 armor/1deflection)
==OFFENSE==
==STATISTICS==
==TRAITS & FEATS==
Shadow Toched:
Once a day for 1 minute any weapon you wield has ghost touch property (swift action) Magical Knack:
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fey Foundling:
Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort) Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points 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 Channel:
You can channel energy two additional times per day. Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy. As a Hospitaler, each day you can choose to LOH or channel a total of 2 extra times total. Greater Mercy:
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. ==PALADIN ABILITIES==
Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). 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 Cha 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 DRthe 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 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four 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):
3d6(5)
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. 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. Level 3 = Sickened; Enfeebled Channel Positive Energy (Su):
2d6(6)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. Angelic Bond:
As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
Spells:
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. ==SKILLS & LANGUAGES== Skills:
Ranks: 20 (14class/6favorite class) • Acrobatics • Appraise • Bluff • Climb • Craft* • Diplomacy* +15 (3CHA/7ranks/3trained2/race) • Disable Device • Disguise • Escape Artist • Fly • Handle Animal* • Heal* +4 (1rank/3trained) • Intimidate* +7 (3CHA/1rank/3trained) • Knowledge (arcana) • Knowledge (dungeoneering) • Knowledge (engineering) • Knowledge (geography) • Knowledge (history) • Knowledge (local) • Knowledge (nature) • Knowledge (nobility)* +4 (1rank/3trained) • Knowledge (planes) • Knowledge (religion)* +4 (1rank/3trained) • Linguistics • Perception* +13 (7rank/3trained/2racial/1trait) • Perform • Profession* • Ride* • Sense Motive* +4 (1rank/3trained) • Sleight of Hand • Spellcraft* +4 (1rank/3trained) • Stealth • Survival • Swim • Use Magic Device *Class Skill Languages:
Celestial; Common Spells:
Lv1-Hero’s Defiance; Keep Watch Lv2-Paladin’s Sacrifice ==RACIAL ABILITIES==
Spoiler:
Aasimars are outsiders with the native subtype. Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Aasimars have a base speed of 30 feet. Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability Variant: You gain an additional +2 racial bonus to your Strength score. Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) ==EQUIPMENT== Spoiler:
Combat Gear +1 greatsword +1 full plate +1 ring of protection Short bow Other Gear
Magic Items
361GP
Iomedae’s Oath:
- I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died. -I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions. -I am the first into battle, and the last to leave it. -I will not be taken prisoner by my free will. -I will not surrender those under my command. -I will never abandon a companion, though I will honor sacrifice freely given. -I will guard the honor of my fellows, both thought and deed, and I will have faith in them. -When in doubt, I may force my enemies to surrender, but I am responsible for their lives. -I will never refuse a challenge from an equal. -I will give honor to worthy enemies, and contempt to the rest. -I will suffer death before dishonor. -I will be temperate in my actions and moderate in my behavior. -I will strive to emulate Iomedae's perfection. Background:
Kael's parents fell victim to a plague that passed through the area when he was a child. He was raised by his father's brother Cerwin Cullen (human). When he came of age Kael sought out Fort Riverwatch to join the Paladins. Kael has just received a letter from his Uncle Cerwin that Cerwin's son Jharun (Kael's cousin) has gone missing in the Emerald Spire. When Kael was about 12 years old, cousin Jharun went off to apprentice with the Goldenfire Order in the notorious Thornkeep. His Uncle's letter asks him to go rescue Jharun from the Spire or at least bring back his remains for proper burial. At Riverwatch, Kael has risen to become Captain of the Gates, basically in charge of the town's two gates and defense of the town. Kael has asked and received permission to leave and seek his missing cousin. However, he knows he needs to find some help if his mission is going to have any chance of success. ==PROGRESSION==
Spoiler:
1-fey foundling 3-power attack 4+1 CHA 5-extra channel (2 more LOH or channel) 7-greater mercy (+1d6 w/LOH) 8+1 CHA 9-toughness 11-reward of life (CHA bonus when you LOH others) 12+1 CHA Green coin token same substance as Spire Spells Cast: 2 extra/day either LOH or Pulse; mix and match OK
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