Alain

Kandoo Krom's page

169 posts. Alias of adsapiens.


Full Name

Kandoo Krom

Race

Tiefling Paladin (Soul Sentinel) 1 | HP 5/12 | AC 20 TO 12 FF 18 | F +4 (+5 Cold Weather) R +2 W +2; +1 Sp SLA Su from Evil Arcane; +2 Death | CMD 16 | Init +2 | Perc +2 DV | Cold 7 Elec 7 Fire 7 |

Classes/Levels

Smite 1/1 | Corruption Resist 1/1 | Hero 1/3

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Sarenrae

Location

Heldren

Languages

Common, Infernal, Sylvan

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

About Kandoo Krom

Concept:

Kandoo is a tiefling paladin of Sarenrae, with the Soul Sentinel archetype. He was born in the woods near Heldren: the Border Wood between Taldor and Qadira, a land of evil fey, ghosts and horrors beyond imagination. His parents were merchants traveling from Qadira, ambushed in the road to Demgazi. While the small caravan survived the attack, they were all taken by a mysterious evergrowing madness. The few survivors ended up locked in different asylums across Taldan and Qadira, including him and his mother. She managed to hold to her sanity as far as she could - enough to nurse the baby infant - but then finally lost herself.

The child was separated from the mother as her night screams wouldn't let him sleep (the deprivation was killing him), and he never saw her again. Yet, he started to show signs of insanity while still young, and was raised in a monastery dedicated to worship Sarenrae. His insanity escalated as the years passed, alternating with moments of normality, until he reached a similar state as his mother. The clerics and priests prayed and prayed, and finally the goddess intervened: the child stopped screaming, in the middle of the night, and from that moment on wasn't afflicted again. Instead, he grew stronger, absolutely compelled by his faith, and started traveling the lands, asylum to asylum, monastery to monastery, to help treat other people afflicted by the horrors of the woods. He became a Paladin of Sarenrae, a Soul Sentinel for the sick and suffering ones.

In truth, he still has the nightmares - however, he found comfort in the warmth of the Sun, the rays of light, and in such comfort he became strong to fight as he sleeps. Other words, he is still very much insane to some degree, but became conscious of this fact and by the goddess blessing became able to surpass it by creating a "reality bubble" of his own. He constantly feels the presence of doves, the sacred animals of Sarenrae but doesn't disclose it, and by times seems to stare at nothing and smile. Even in the coldest days and nights, he feels the warmth of the Sun on his skin, and thrives on his own fragile hold to sanity. His faith in Sarenrae is profound, and his code is that of Redemption and Healing; helping the people in need in a practical way. As other Sarenites, his biggest interest is the greater good, and he is the beacon of warm light no matter how cold the road to reach the ends would be.

With the current happenings in Heldren, it became natural for him to head to the city and offer the "heart of the Dawnflower".

As a side note: his father had the outsider blood running in his veins, although thin enough not to be even known by him. His birth, by other hands, was somewhat impacted by the fey of the wood, and that might have been the only reason his mother was able to still keep her sanity for the months she nursed him.

In His Words:

It is a pleasure to be here. Don't let appearances mislead you; there is nothing special about me. I am but an instrument; I am like the torch in the cold night, while the true power is in the Fire. I am here to help guide the willing souls to the warm Sun. Don't fear the horrors of the night; trust the Dawn will come. I'll be your Sentinel. Now... Please, please tell me more. Tell me everything you know.

Character Sheet:

Kandoo Krom
Male demon-spawn tiefling paladin (soul sentinel) 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder RPG Horror Adventures 65)
LG Medium outsider (native)
Hero Points 2
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +2, Will +2; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. death
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy shield bash +4 (1d4+3) or
. . longsword +4 (1d8+3/19-20) or
. . scimitar +4 (1d6+3/18-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged sling +3 (1d4+3)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 15)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
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Statistics
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Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Fey Foundling[ISWG]
Traits blessed touch, unscathed, warded against witchery
Skills Acrobatics -3 (-7 to jump), Handle Animal +7, Linguistics +0, Perception +2; Racial Modifiers +2 Perception
Languages Common, Infernal, Sylvan
SQ hero points, light from darkness, prehensile tail[ARG], tiefling paladin
Other Gear breastplate, heavy wooden shield, longsword, scimitar, sling, bedroll, belt pouch, cold weather outfit, flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], masterwork backpack[APG], mess kit[UE], trail rations (5), waterskin, weapon cord[APG], wooden holy symbol of Sarenrae, 4 gp, 8 sp, 1 cp
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Tracked Resources
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Corruption Resistance (vs evil, 1 hr/lvl on self, 1) - 0/1
Detect Evil (At will) (Sp) - 0/0
Smite Evil (1/day) (Su) - 0/1
Trail rations - 0/5
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Special Abilities
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+1 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
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Blessed Touch Heal 1 additional HP when casting cure spells, channeling or using lay on hands.

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Some Planned Feats: Armor of the Pit, Word of Healing, Sunblade, Smite Evil Magic

Other Loot/Loan:

Cold Iron Shortsword