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About Kavell SperantaVitals:
HP:45 1: 11 2: 7 3: 7 4: 6 5: 7 6: 7 7: 7 Initiative: +2 Attacks: +6+3=9 (glaive 1d10+2 20x3)
Deathless Leather AC 15(with shield 16) 12/15/16 with shield) CMD: 10+2+2+2=16 Fort: +7+1+3=10
skills:
Perception: +10 +1 Rank +2 Racial +3 Class Skill +3 Wisdom +1 trait (friend of the family) Diplomacy: +10
Heal: +9
Sense Motive: +7
Craft Woodcarving: +8
Knowledge Religion: +6
Spellcraft: +6
Intimidate: +7
Languages: Common, Celestial Wealth : 10 gp [/spoiler] Paladin Class:
The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. 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 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. 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.
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). 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 damage. Aura of Courage - 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 - At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy - 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. Shaken - Shaken: The target is no longer shaken.
Feats & Traits:
Friend of the Family (Campaign Trait)- Made a promise to Niska Mvashti on her deathbed that if her daughter Koya ever went on a long trip that I would go with her and ensure her safety. As long as Koya remains alive gain +1 trait bonus on perception checks, perception is a class skill, and gain a +1 trait bonus on all attack roles against foes that threaten Koya. Sacred Touch (Faith Trait) - Exposed to a potent source of positive energy as a child. As a standard action may automatically stabilize a dying creature merely by touching it. Feat: Extra Lay on Hands + 2 additional times per day. (1/2 level + charisma bonus + 2 times) 6/day 2d6 FEAT - Extra Mercy - Fatigued Fatigued: The target is no longer fatigued.
Cleric Class:
The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks Per Level: 2 + Int modifier.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Domain 1. AIR Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only). Domain 2 - Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
spells:
0 - level :: 3 - create water, create water, Detect magic 1 - level :: 1+1+1(domain) Bless, Magic Weapon, Obscuring Mist [spoiler=Racial] Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Celestial. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Equipment:
wand of cure light wounds (47/50 charges) (750gp) MW Cold Iron morning star+1 glaive (8 gp) 10 pounds Short Bow (30 gp) 2 pounds Arrows (20) (1 gp) 3 pounds Light Mace (5 gp) 5 pounds Dagger (2 gp) 1 pounds Deathless Leather Armor+1 (10 gp) 15 pounds MW HVY SHield (3 gp) 5 pounds Kit, Paladin's: Price 11 gp; Weight 30 lbs. This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Masterwook tools (carving) Acid flask x1, alchemist fire x1 Appearance:
Kvell is a tall well formed man, with an athletic build and a haunting smile. His skin is an almost perfect bronze, his dark hair a tumble of dark loose curls that when pulled back hangs just perfectly about his shoulders. His eyes are the blue of the sky, with no pupils to show for it. He dresses in Deep vibrant reds usually traced in silver linings, his holy Symbol of Shelyn always prominently displayed on his chest. Personality:
Kavell is the epitome of a quiet polite young man. His time spent both in Magnimar and Sandpoint have left him with more than a smattering of young women who vie for his eye but he mostly offers them polite kind words while going about his business. he can be pulled from his shell, mostly if it is talk about art, or the nature of beauty. Backstory:
Kavell was born on the road, his mother a travelling beautiful and exotic harrower, his father a quiet yet deadly warrior of tian descent. His youth was filled with travel and mystery, art and excitment. The others in their small caravan never treated him any different, even if the other children sometimes gave him odd looks. It wasnt until he was six and his family was spending an extended rest in Sandpoint (she was having a rougher go with her second pregnancy) with Grammy Niska that the young man came to realize he was a bit different than the other children... mostly though his introduction to another aasimar whom lived in the church. Like Nualia he was a bit of an outsider in the short summer he stayed in Sandpoint, unlike the other aasimar, however he was big enough and strong enough that the other children left him to his own devices. Which was fine with him. He drew inspiration from the works of one Jervas Stoot, whose fine woodcarving skill with birds was the talk of Sandpoint... up until he madness grew to the point he began a murdering spree. Thankfully his family was already back to their travelling route. When he was a young man in his early teens his parents managed to arrange for him to study art under a relatively famous artist far in distant Korvosa, it was under than man that he learned of Shelyn. He studied the man's holy texts on the goddess just as much as he studied his syle and works. By the time he was 18 he felt a calling to the church of the goddess that he had taken to heart, and it was there he was when the letter about Grammy Nishka's illness reached him. He rushed back to Sandpoint where he made that fateful promise to look out after the much older Koya if she ever took a trip of any length. He has found himself longing for that very trip, now free from his duties at the temple he has made a small living traveling from town to town, defending beauty from that which would spoil it, healing whom he could from the ugliness of disease and sickness, and sharing art and hope to the villages and towns about the land.
paladin tenets:
I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent. I accept surrender if my opponent can be redeemed and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them. I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul. I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint. I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened. I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow. |