Chaleb Sazomal

Kaeldron's page

698 posts. Alias of Grumbaki.


Race

W (6) HP (134) Saves (15/10/15) AC (30/11/28) LoH 4d6 (8/9) Ch4d6 (0/7) Ch1d6 (0/5) 10ft (4/5) Acid/Cold/Elect Resist (5) Initiative (+3)

Classes/Levels

Divine Bond (0/1) Smite (1/2) Liberating Command (3/3) Windy Escape (3/3) DR/5 (Mythic)

Gender

Guardian Paladin (9-3) Mythic (5/9) Current Buffs (Divine Bond: +2 enchantment)

Special Abilities

Stabilize 3x day

Deity

Lythertida (The voiceless tragedy: Goddess of idealism, potential, young death)

Languages

Common, Celestial, Abyssal, Infernal, Protean, Sylvan, Dwarven, Undercommon, Terran, Ignan

Occupation

Elven, Draconic, Aquan, Auran, Nekril, Aklo

Strength 25
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 14
Charisma 18

About Kaeldron

Combat
Heavy Shield with attached spear
* To Hit: +10/+10 (BaB) +7 (Str) +1 (WF) +1 (MW) +1 (Enchantment) -0/3 (PA) = +19/+16
* Damage: 1d8 (B or P) + 10 (Str) + 9 (MPA) +1 (Trait) +1 (Enchantment) +2 (WS) = 3d6+23

[dice=Hit]1d20+20[/dice]
[dice=Good Aligned Damage]1d8+23[/dice]
[dice=Holy Damage]2d6[/dice]

[dice=Hit]1d20+17[/dice]
[dice=Good Aligned Damage]1d8+23[/dice]
[dice=Holy Damage]2d6[/dice]

Stats and Defenses:

Stats

Str: 16 + 2 (race) + 2 (alternate SLA) +2 (Devotion) +2 (Mythic) +1 (Lvl8) = 25
Dex: 12
Con: 14
Int: 7
Wis: 14
Cha: 15+2 (race) +1 (Lvl4) = 18

Race and Traits:

Race: Angel Blooded Aasimar
* Stats: +2 Str (Alternate SLA) +2 Dex +2 Cha
* Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
* Alternate SLA: +2 Str, 3x stabilize per day
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Darkvision: 60ft

Traits
* Shield Bearer: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
* Exposed to Awfulness (The PC gains +3 hit points per level. When he is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one use of mythic power to heal damage equal to 2d6 + twice his mythic tier. This healing occurs after the damage is done—if the damage is enough to kill the PC, he cannot activate this ability.)
* Drawback Naive (You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.)
* Lessor Nobility (You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.)

Feats, Skills, Equipment:

Feats
Bonus: Mythic Power Attack
Lvl 1: Improved Shield Bash
Lvl 3: VMC: Persistence Inquisition (Step Up feat, Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).)
Lvl 4: Weapon Focus Heavy Shield
Lvl 5: Furious Focus
Lvl 7: VMC Channel
Lvl 8: Weapon Specialization
Lvl 9: Shield Focus

Skills 1 (class) + 1 (FCB)
* Diplomacy: 4 SP (+11)
* Sense Motive: 4 SP (+11)
* Perception: 10 SP (+15)
* Knowledge Religion: 2 SP (+3)

Background Skills
* Linguistics: 7 SP (+6)
* Knowledge Nobility: 7 SP (+8)

Skills Explanation
* Diplomacy: Kaeldron is a paladin, and the son of a nobleman (albeit a very minor one). Proper etiquette has been drilled into him from a young age. Given his easy smile and calm demeanor, this comes easy to him.
* Knowledge Religion: For several years, Kaeldron's family unsuccessfully tried to mold him into being a cleric. While the religion stuck, the learning did not. While he knows more than a layman, that is only because he was forced to.
* Knowledge Nobility: He was expected to have a proper education, growing up. To be a proper heir to his family name. Despite his love for his family, there are few things as boring to him as reciting lineages and family crests. Still, he at least knows enough to not embarrass himself.
* Linguistics: He can read and write! Though, not very well. Still, what he lacks in book smarts he makes up for it with celestial blood. Planar languages come naturally to him...literally.

Legendary Item: Shield of Lythertida
* Spiked Heavy Shield +2 / +1 Holy
* Sorcerer spell list
* Tier 1 and 2: 10 points of spell casting:
1x Keep Watch (No sleep for the righteous)
1x Swift Girding (Frederic & Davok wear Plate Armor. If the party is woken up, as a standard action I can get us fully ready)
3x Windy Escape (Instant Action to make a Critical Hit/sneak attack into a regular attack)
3x Liberating Command
1x Glitterdust
1x See Invisibility

Equipment
* Amulet of Natural Armor +2
* Cloak of Resistance +2
* Cold Iron Longsword
* Heavy Crossbow, 20 Cold Iron bolts
* Spiked Plate +3 with Comfort
* Masterwork Backpack
* Fighter’s Kit
* Silver Signet Ring
* 10 cold iron chakrams
* Potion CLW
* Knight’s Pennon of Battle (Heroism 1/day)
* 1122 gold
* Wardstone Fragment (When the final fragment of the Kenabres wardstone shatters, a few tiny shards of the stone remain behind. The magic remaining in these fragments is fleeting, usable only once before the shard becomes an inert sliver of stone. As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day.
Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated as being made of cold iron and as a good weapon for the purposes of overcoming a demon’s damage reduction. The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fres ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fried.
Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17. A nonmagical suit of armor also gains a +1 enhancement bonus as well.)
* Righteous Medal of Clarity: As a swift action, the wearer can gain a +2 sacred bonus to the medal’s associated ability score for 1 minute. This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.

Tempered Champion Hospitaler Oath of the Crusade Paladin VMC Cleric of Lythertida:

Smite Evil
* 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 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.)

Aura of Good
* The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil
* 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.

Aura of Courage
* At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead.

Divine Health
* At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay on Hands
* Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, 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.
* Mercy: Sickened, Enfeebled, Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy

Channel
* As Cleric at lvl-3

Anchoring Aura (Su)
* At 8th level, a paladin’s aura hampers extra-dimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
* Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.

Channeling:

VMC Cleric
1+Cha each day
Lvl 7: 1d6
Lvl 9: 2d6
Lvl 11: 4d6
Lvl 13: 5d6
Lvl 15: 6d6
Lvl 17: 7d6
Lvl 19: 9d6

Hospitaler
3+Cha each day
Lvl 4: 1d6
Lvl 6: 2d6
Lvl 8: 3d6
Lvl 10: 4d6
Lvl 12: 5d6
Lvl 14: 6d6
Lvl 16: 7d6
Lvl 18: 8d6
Lvl 20: 9d6

Mythic:

Mythic 1
Mythic Trait: +18 HP
Mythic Guardian: +5 HP
Mythic Ability: Sudden Block (As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.)
Mythic Feat: Dual Path Champion (Fleet Charge (As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.)

Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (+tier to Initiative)

Level Plan:

Feats
Lvl 1: Improved Shield Bash
Lvl 3: VMC: Persistence Inquisition (Step Up feat, Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).)
Lvl 4: Weapon Focus
Lvl 5: Furious Focus
Lvl 7:VMC (channel)
Lvl 8: Weapon Specialization
Lvl 9: Dodge
Lvl 11: VMC (channel)
Lvl 12: Greater Weapon Focus
Lvl 13: Restorative Mastery
Lvl 15: VMC (Inner Strength (Su): Once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.)
Lvl 17: Shield Focus
Lvl 19: VMC (channel)
Lvl 20: Penetrating Strike

Stats
Lvls 4: +1 Cha
Lvls 8/12/16/20: +1 Str

@ lvl 20 with +6 str belt, +2 str ioun and +6 cha headband:: Str (38) Dex (12) Con (14) Int (7) Wis (14) Cha (26)

Mythic
Tier 1 Ability: Guardian (+3HP per level, +5HP per tier.) (Absorb Blow), Extra Feat Mythic Power Attack (When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.)
Tier 1 Feat: Dual Path Champion (Fleet Charge)

Tier 2 Ability: Legendary Item
Tier 2 Stat: +2 Strength

Tier 3 Ability: Precision
Tier 3 Feat: Extra Ability Legendary Item Upgradeable

Tier 4 Ability: Extra Mythic Feat: Improved Shield Bash
Tier 4 Stat: +2 Strength

Tier 5 Ability: Impervious Body (DR/5)
Tier 5 Feat: Mythic Weapon Focus

Tier 6 Ability: Armored Might
Tier 6 Stat: +2 Cha

Tier 7 Ability: Legendary Item
Tier 7 Feat: Mythic Weapon Specialization

Tier 8 Ability: Impervious Body (DR10)
Tier 8 Stat: +2 Cha

Tier 9 Ability: Impervious Body (DR15)
Tier 9 Feat:

Tier 10 Ability: Precision
Tier 10 Stat: +2 Str

Oath of the Crusade:

A paladin who takes an oath against demons, devils, daemons, and other evil outsiders is constantly on the lookout for malicious fiendish insurgence into the world, and faces it with swift and unwavering defiance. Often she works closely with inquisitors, searching for signs of outsider manipulation and possession.

Divine Bond (Su)
* At 5th level, the paladin adds evil outsider bane to the list of weapon special abilities that can be added to her weapon and removes f laming from the list.
* This ability alters divine bond.

Anchoring Aura (Su)
* At 8th level, a paladin’s aura hampers extra-dimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
* Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.
* This ability replaces aura of resolve.

Holy Vessel (Su)
* At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property’s cost (see Tables 15–4 and 15–5 in the Core Rulebook). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount.
* This ability replaces the mercy gained at 9th level.

Mercy (Su)
* At 12th level, the paladin can choose the following mercy.
* Possessed: If the subject is affected by dominate person, possessed, or otherwise magically controlled by an evil outsider, this mercy grants the victim a new saving throw against the effect to end the effect at once.

Code of Conduct

Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends

Background:

Kaeldron is a son of the crusade in every sense of the word. His mother was a Chelaxian merchant, and a follower of Asmodeus. She plied the coasts of the Inner Sea, always looking for an ever increasing profit, often fleeing when her methods were discovered. This continued until her luck ran out, leaving her in debt to people who made examples out of those who could not pay. She fled from these creditors, all the way to the World Wound. There, she planned to earn forgiveness for her actions, and to live under the protection of the crusades. She planned to simply bunker down until the heat died down.

Kaeldron's father, on the other hand, was a paladin. He had grown up as the youngest son of a minor noble, inheriting little more than his sword, his armor, and his name. Looking to earn himself a place in the world, he joined the crusades. He came seeking fortune and glory. Instead, he found Lythertida. When one looks into the Abyss, a man rarely stays the same. For Kaeldron's father, he found faith when his sanity was most tested. He met his wife within Defender's Heart. The two seemed like they would have little in common. A paladin from Absalom and a merchant on the run, making her way selling supplies to the crusades. But, it is said, that opposites attract. In this case, the attraction was evident. It was not long until Kaeldron was born.

Being born into the crusade, Kaeldron’s father was a larger than life figure to him. A shining paladin, who rode out to meet the demonic hordes time and time again. For most of his life, he wanted nothing but to be like his father. His mother though, she had seen what became of far too many crusaders. She tried to steer him towards the priesthood, hoping that the teachings of Iomodae might turn her only child away from the path of the young heroic death. She insisted on this path when on one fateful day a demon managed to get through the wards of the city. Young Kaeldron froze in fear as it leapt upon him, savagely mauling the child. Luckily, his father was near, and the paladin cut down the creature before it could kill. While his physical wounds were healed, the mental scars were not so easily washed away. His mother, seeing a demon for the first time herself, stated that she would never allow her son to fight such creatures. She demanded that her son be groomed for an all together safer profession: that of the priesthood. This was, in nearly every way, a poor choice for him. Kaeldron had always been large, headstrong, and completely unimaginative. Learning his letters was such a chore that his family burnt through two tutors. His father, always proud of his heritage, nearly had to beat the most basics of lineage and etiquette into the lad. Truly, if it were not for the esteem that Kaeldron held his father in, he likely would not have gone anywhere. Kaeldron had always been the kind of child who would hide from his tutors to run through the town, pretending to be a crusader. After the incident with the demon, it only got worse.

But a mother's will is not something that is easily undone. Only after spending several years in study, learning the ways of the clerics, Kaeldron was finally allowed to follow his passion: as his father’s squire. This was in large part due to his complete and utter inability to conform to the life of a priest, or to get through the rigorous course work. But just as much, it was because his heart wasn’t in to it. The incident with the demon had led to him hero-worshiping his father, and through him his father's salvation: Lythertida. At the end of the day, his path was set.

As a squire, he saw to his father's arms and armor, and gained valuable experience that would prepare him to face the demons of the world wound. Now, Kaeldron has finally been granted the recognition of being a paladin in his own right. For the first time, he is the master of his own destiny, expected to fight and earn glory under his own name.

Eager to leave the shadows of his parents behind, Kaeldron has come to the city square to hear the announcement. Armed and armored, he wants nothing more than to join the front lines against the incursion.

Family

Kaeldron's Father is Sir Isgor Darahan, minor son of House Darahan. The Taldorian house are known as famed monster hunters and have won fame in the Shining Crusade. Sir Isgor, being the fourth son of his family, inherited little more than his armor and horse. He joined the Mendevian Crusade to earn fame and fortune like his forefathers before him. He became a paladin after joining the crusade. He is a devout follower of Lythertida He is immensely proud of his son.

Kaeldron's Mother is Tereia Pullus, a chelaxian merchant on the run from her creditors. While she tolerates the ideas of Lythertida, she tends to take a much more practical view of the world. She worries constantly that she will become another widow, like so many others in Kenabres. Now that Kaeldron has followed in his father's footsteps, she worries that she will outlive him as well. It is her fervent prayer that her husband and son win enough glory that she can convince them to retire to a safer land.