Halfling

Kas Havenheart's page

2 posts. Organized Play character for Ythiel.


Full Name

Kas Havenheart

Race

Halfling

Classes/Levels

LG Paladin (Virtuous Bravo) 1/ HP 12/12/ AC 19/ T 16/ FF 15/ Saves: Fort +4/ Ref +3 (+1 with Penalties)/ Will +2 (+4 vs Fear)/ Perception +2/ Ini +3/ Adaptable Luck 0/3/ Second Chance 0/1/ Smite Evil 0/1

Gender

M

Size

S (3'1 ft, 35 lbs)

Age

27

Alignment

LG

Deity

Chaldira Zuzaristan

Languages

Common, Halfling

Strength 13
Dexterity 17
Constitution 14
Intelligence 9
Wisdom 10
Charisma 14

About Kas Havenheart

Kas Havenheart
LG Halfling Paladin (Virtuous Bravo) 1
Age: 27
Hair: Brown
Eyes: Black
Height: 3 ft 1 inch
Weight: 35 lbs
Deity: Chaldira Zuzaristan
Init: +3 Perception: +2 (+2 Racial Bonus)
Favored Class: Paladin (+1 Skill)
Languages: Common, Halfling
Special Abilities:

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. 

Adaptable Luck:  Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.

Fleet of Foot: : Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. 

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Aura of Good (lvl 1): 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.

Bravo's Finesse: A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo's Smite Evil (0/1): 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.

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.

When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.

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Statistics:
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Str 13 Dex 17 Con 14 Int 9 Wis 10 Cha 14
Base Attack: +1; CMB : +1; CMD: 14

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DEFENSE
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AC 19, touch 16, flat-footed 15 (+ 4 Armor, + 3 Dex, +1 Size, +1 Dodge)
HP: 12
Fort: + 4
Ref + 3
Will: + 2 (+4 against fear)
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OFFENSE
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Spd: 30 feet
Melee:
Rapier (+4/ 1d4/ 18-20x2)
Light Mace (+4/1d4/x2)

Ranged:
Shortbow (+5/ 1d4/ x3/ 70 ft)
20 Arrows
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Equipment and Money
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Starting Money: 300 GP

Combat gear:
Defense: Studded Leather
Buckler
Offense: Rapier
Light Mace
Shortbow (20 Arrows)

Other possessions:
Backpack
Bedroll
Cards
Common Survival Kit (Flint and Steel, a mess kit, 2 Waterskins, Basic Maps, Utilility Knife; +2 Survival Checks  to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather )
Healer's Kit
Dice
Holy Water (2)
Potion of Cure Light Wounds (1)
Silk Roap
Soap
Torches (3)
Trail Rations (3)
Wooden Holy Symbol

Spare Money:
PP: 0
GP: 21
SP: 1
CP: 6
Other valuable:
Carried Weight: 43
Encumbrance:
0-50 () lbs: Light Load
51 ()-100 () lbs: Medium Load
101 ()-150 (): Heavy Load

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Feats:
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Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (only bucklers)
Simple Weapons Proficiency
Martial Weapons Proficiency
Dodge ( You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. )

Skills: (2)
Diplomacy +6
Heal +4

Background Skills:

Level 1:
Knowledge (geography) +3
Knowledge (engineering) +3

Traits:
Militia Veteran (Regional):Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life.: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Second Chance (Religion, Chaldira Zuzaristan): Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Code of Honor:

Spoiler:

_ I know that mischief brings joy to those who partake in it, but mischief must never come at the expense of another’s well-being. Theft is not inherently wrong, but theft must not be employed when it furthers suffering.
_ I will not hesitate to fight against those who oppress or attack the innocent.
_ I will never fail to help a friend in need.
_ I will acknowledge whenever I, or others, have benefited from a lucky turn of events.
_ It is my sacred duty to learn and explore.
_ I freely serve my community and share my worldly goods with others, so I might demonstrate charity by example.
_ I will defend children in particular from abuse and evil, so their unwritten future can remain bright.

Background:

Spoiler:
For many middle-class halfling families of the River Kingdoms, still haunted by the trauma of slavery, having a child being accepted in a Chaldira Zuzaristan temple is a great honor. The Havenhearts were no exception. Shortly before his twentieth birthday, Kas left his childhood home with the help of an aunt with connections to try his luck at the admission test of one of the few temple of Chaldira Zuzaristan still standing in the Kingdoms. He was accepted as a paladin recruit.

Life at the temple was almost nothing like he imagined. The building was small and in a state of some disrepair, barely holding together thanks to the local halfling community's yearly donations. There were a little under thirty young recruits taught by half a dozen instructors, all except one over sixty years old. Most were missing bits, eyes, fingers, a limb. Two were immensely respected though they had lost the Faith, and were still teaching classes to speak passionately about the paladin's Impregnable Duty: to serve and protect mankind. All spoke at length of Luck. The one that got paladins exactly at the right place, at the right time. The one that stopped an arrow aimed at an unarmed civilian. The one that had got so many of the temple's paladins to bleed, to break bones, to be captured, and yet not die. For even frequent, city-mandated suicide missions to kingdoms torn by political turmoil, banditism, and attacks from evil creatures had not completely exterminated the Goddess of Luck's champions.

After the young recruits took Oath, their instructors warned them that a final test was awaiting them. They asked them to pick somewhere to go to spend three months. Upon their return to the temple, they would officially join their ranks as paladins.

Some chose the south River Kingdoms. Others, Galt. A few dared to go to even further, more dangerous places. Kas was the only one to stutter that he would like to go back to his family, near Mormouth. To each, the veterans nodded gravely, and wished them luck.

As Kas watched their small figures grow fainter and fainter on the horizon, he was hit with the terrifying thought that the choice of the destination didn't matter at all, at least not in the way his comrades-in-arm thought it did, and that their mettle would be tested and proved in ways even their tutors, in all their wisdom, were unable to anticipate.

After a few uneventful days on the Sellen river, the ship sank.

Appearance and Personality

Spoiler:
"Yesterday, I saw a group of Hellknights lead a man to the gallows. I do not know if he had committed the crimes he was accused of, only that he claimed his innocence while the crowd cheered. If I had intervened, I might have get arrested. I did not stand a chance in a fight against the Hellknights. What would the Code have expected of me?"
"Nothing in the Code could have dictated your conduct on that day. You made the choice for yourself. Is fighting oppression always taking up arms? Was there no other way to act?"

- A debate class at the Chaldira Zuzaristan temple

While some Churches consider the paladin's Code to be rigid and unilateral, followers of Chaldira Zuzaristan are more inclined to think that the inherent part of chaos in the universe means that no moral dilemma can ever be solved with vague guidelines found in a book. They are more tolerant of Gray Paladins who either lost their faith or were forced to lie or cheat to do good, aware of the difficulties and traumas that paladins typically meet during their career.

Such teachings have rendered Kas thoughtful and often non-judgmental of other people's beliefs, as he considers that to be a force of good in the world is to show, above all, adaptability. While he does not regret being oriented towards the position of paladin, he already has the weary, worried look of someone who has seen and heard too much for their young age, and his greatest fear is to become a disillusioned infirm like so many of his former professors. In spite of his melancholy, he makes an effort to treat everyone he meets humanely.

He prefers a simple attire to a showy armor, and can easily pass for a regular soldier or a cleric on pilgrimage, if it weren't for the impressive amount of weapons he carries with ease. The only obvious sign of his religious affiliation is a symbol of Chaldira Zuzaristan plainly carved in the wood of his buckler. In reminiscence of his time spent at the temple, he always keep a set of dice and a deck of cards in his backpack. The future paladins of Chaldira loved games of chance, though few people outside of their ranks dared to play against them.