Lieutentant Pavo Voc

Kael Cullen's page

160 posts. Alias of Torvald Torvaldson.

Full Name

Kael Cullen


Greatsword +9/2d6+7; PA: +7; 2d6+13


+10FORT; +5REF; +7WILL


AC-22; HP 38 INIT +1; PERCEPTION +10

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Kael Cullen

Kael Cullen
Male Aasimar Paladin (Hospitaler) 4
LG Medium Outsider
Deity Iomedae
Initiative +1 (1 DEX) Senses Darkvision 60’
Perception +10 (4ranks/3 trained/2 racial/1 trait)

6’ 190; broad handsome features with an air of purpose


AC 22 (10armor/1DEX/1deflection) Touch AC 12 (1deflection/1DEX) Flat-Footed AC 21 (10 armor/1deflection)
HP 38 (30/8CON)
Fort +10 (4class/3CON/3CHA) Ref +5 (1class/1DEX/3CHA) Will +7 (4class/3CHA)

Spd 30ft; 20ft in armor
Melee Greatsword +9 (4STR/4 BAB/1Weapon); 2d6+7; PA +7/2d6+13
Ranged +5 (1DEX/4BAB)

Str 18 (+4/16base/2racial) Dex 12 (+1/12base) Con 14 (+2/12base/2racial) Int 10 (10base) Wis 10 (10base) Cha 16 (+3/14base/2racial)
Base Atk +4 CMB +8 (4BAB/4STR) CMD 19 (4BAB/4STR/1DEX)


Shadow Toched:

Once a day for 1 minute any weapon you wield has ghost touch property (swift action)

Blessed Touch:

You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

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.


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):
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 = Fatigued

Channel Positive Energy (Su):
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.


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.



Ranks: 12 (8class/4favorite class)
• Acrobatics
• Appraise
• Bluff
• Climb
• Craft*
• Diplomacy* +12 (3CHA/4ranks/3trained2/race)
• Disable Device
• Disguise
• Escape Artist
• Fly
• Handle Animal*
• Heal*
• 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* +10 (4rank/3trained/2racial/1trait)
• Perform
• Profession*
• Ride*
• Sense Motive* +4 (1rank/3trained)
• Sleight of Hand
• Spellcraft*
• Stealth
• Survival
• Swim
• Use Magic Device
*Class Skill


Celestial; Common


Lv1-Hero’s Defiance



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.)



Combat Gear
+1 greatsword
+1 full plate
+1 ring of protecton
Short bow

Other Gear
50’ silk rope

Magic Items
Wand CLW 28
Pearl of power-level 1
Scroll contains divine spell: Lesser Restoration
Phylactery of positive channeling


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.


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.



1-fey foundling
3-power attack
4+1 STR
5-extra channel (4 more LOH)
7-greater mercy (+1d6 w/LOH)
8+1 STR
9-reward of life (CHA bonus when you LOH others)
12+1 STR

Green coin token same substance as Spire

Loot: 300 GP; 350GP; 650GP; 500GP; 150GP; 1,050GP; 36GP
large book, a wand, and a gold ring
Spells Cast: