Paracount Julistar

Kaladin Stormblessed's page

210 posts. Alias of FangDragon.


Full Name

Kaladin Stormblessed

Race

Kellid

Classes/Levels

Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Gender

M

Size

5' 8"

Age

35

Alignment

CG

Deity

Pulura

Languages

Common, Dwarven, Hallit

Occupation

Shamanic rituals for hire, no air daemon too big, no healing gig too small

Strength 8
Dexterity 12
Constitution 16
Intelligence 13
Wisdom 23
Charisma 14

About Kaladin Stormblessed

Background:

From humble beginnings sometimes a legend grows. A legend from the frigid spine of the world where a simple shepherd was caught out by a sudden storm. A tempest so violent that the thunder split the rock he was cowering under, and the winds so fierce they ripped the clothes off his back. A legend of a man who should have died, but by some quirk of fate survived to witness strange and vast entities in the sky acting out some unfathomable cosmic drama. A man who saw all of the aurora and understood when it spoke to him.

Nobody could have such an experience and remain unscathed. The legend has it, the man Kaladin woke up changed, his senses were awakened. Spirits of the land and stranger beings talked to him. They warned him that his village was in danger, that strange alien presences were prowling the steppes. He ran back to his tiny village only to find it ransacked, the people slaughtered. All but his brother Jacob, who was alive but in a piteous state, impaled on a barbed spear. The spirits whispered that he could save him, if only he had the courage to share his pain. Trembling Kaladin linked the essence of his life to guttering candle that was his brother and breathed new life into his battered body and was rewarded with pain.

Together they laboured in the first light of the morning to bury the dead and to track the otherworldly beings who had lain waste to their nameless village. Across months and in and out of years they tracked the demons. One by one they slaughtered them until only the most powerful was left. Kaladin’s resistance to pain had multiplied and his brother fought with a berserker frenzy, heedless of the terrible wounds he received. Wounds that would have killed any normal man despite the Kaladin sharing the pain. High up in a lonely mountain, the brothers and the demon fought themselves to an exhausted stalemate. They had given everything, it wasn’t enough.

Jacob had a plan, they would lead the demon further up the mountain, to a precipice. Jacob would grapple the demon and throw it and himself off the void. To fall three thousand feet to their doom. Kaladin protested, he wouldn’t see his brother throw his life away. In the end bad luck prevented the plan. Jacob twisted his ankle and fell badly on some rocks and broke his thigh mere yards from the edge. The demon laughed evilly and with renewed strength moved to slay it’s tormentor. In a fit of grief, Kaladin poured out his anger and the spirits answered. A wall of wind, like the hand of god swatted them clean off the mountain.

The legend says that rather than fall, Kaladin floated gently down to the boreal forest far below. As he floated he dreamed of stars and faces in the sky and of a brilliant aurora. He awoke to a sacred dell lit by dancing fireflies with the name Pulura on his lips. One of the fireflies turned out to be something stranger still, a tiny woman with wings and a musical laugh, named Auri. Perhaps it was Pulura’s will that bound their fates together. It was certainly Pulura’s will that unlocked strange abilites in his mind and drove them onwards, with a new mission. A mission that would become legend. A mission to track down a daemon and save a band of heroes and perhaps the very world itself...

Description:

At first glance Kaladin looks unremarkable, save the strange shamanistic feather tokens woven into his hair an clothing. He carries no armor or weapons of any kind. Yet there is an intensity to his presence that hints of strange and unknowable powers. A susurration in the very air that seemingly bound to his will...

He's 5' 8", short brown windswept hair, brown eyes, pale skin in simple shepherds robes.

Kaladin Stormblessed Crunch:

Kaladin Stormblessed
Male human (Kellid) shaman 8/Hierophant 2 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +3; Senses Perception +16
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Defense
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AC 21, touch 13, flat-footed 20 (+6 armor, +1 Dex, +2 luck, +2 natural)
hp 80 (8d8+32)
Fort +6, Ref +4, Will +13
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Special Attacks channel positive energy 3/day (DC 16, 4d6), hexes (healing, life link, misfortune), mythic power (7/day, surge +1d6), wandering hex (air barrier)
Shaman Spells Prepared (CL 8th; concentration +14)
. . 4th—ball lightning[APG] (DC 22), cure critical wounds[M], holy smite (DC 22); restoration[S] or river of wind[S,APG] (DC 22)
. . 3rd—chain of perdition[UC], cure serious wounds, dispel magic, magic circle against evil; cloak of winds[S,APG] (DC 19) or neutralize poison[S]
. . 2nd—barkskin, cure moderate wounds, spear of purity[UM] (3, DC 20); gust of wind[S] (DC 20) or lesser restoration[S]
. . 1st—cure light wounds (3), heightened awareness[ACG], obscuring mist, shield of faith; alter winds[S,APG] (DC 17) or detect undead[S]
. . 0 (at will)—guidance, light, resistance, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Wind
. . M mythic spell
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Statistics
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Str 8, Dex 12, Con 16, Int 13, Wis 23, Cha 14
Base Atk +6; CMB +5; CMD 19
Feats Alertness, Improved Familiar, Spell Focus[M], Spell Specialization[UM], Spirit Talker[ACG], Unsanctioned Knowledge[UM], Unsanctioned Knowledge[UM]
Traits fate's favored, touched by divinity
Skills Acrobatics +4, Diplomacy +13, Heal +10, Knowledge (religion) +12, Perception +16, Sense Motive +8, Spellcraft +12, Survival +17, Use Magic Device +10
Languages Common, Dwarven, Hallit
SQ amazing initiative, healer's touch, shocking touch, spirit animal (azata, lyrakien named Navi)
Combat Gear jingasa of the fortunate soldier, wand of cure light wounds; Other Gear amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +1, headband of inspired wisdom +2, 150 gp
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Special Abilities
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Air Barrier +6 (8 hours/day) (Ex) As a standard action, gain +6 armor bonus to AC.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Increase luck bonuses by 1.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Life Link (8 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Shaman Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shocking Touch (5/day) (Su) As a standard action, melee touch deals electricity damage.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Holy Smite) Pick one spell and cast it as if you were higher level
Spirit Talker (1/day) Gain hex from shaman spirt for 24 hours.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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Navi Crunch:

Navi
Lyrakien azata (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 40 (3d10+3); fast healing 1
Fort +3, Ref +7, Will +9
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +5 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 5, Dex 19, Con 12, Int 21, Wis 17, Cha 20
Base Atk +6; CMB +8; CMD 15
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Appraise +6, Bluff +11, Diplomacy +16, Fly +16, Knowledge (Planes) +11, Perception +14, Perform (Alchemy) +11, Sense Motive +9, Spellcraft +13, Stealth +18, Survival +11, Use Magic Device +13
Languages Auran, Celestial, Draconic, Dwarven, Elven, Infernal; truespeech
SQ improved evasion, traveler's friend
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

House Rules:

1. Shaman has the oracle version of life link
2. Shaman can pick unsanctioned knowledge