Kel the Guardsman's page

706 posts. Alias of Doomed Hero.


HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8


Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5


Spells: Oracle 1st 5/5



Special Abilities

Darkvision 60', Cold, Fire and Electricity resistance 5, DR2/Silver


Lawful Good


Desna and Asara


Varisian, Infernal, Celestial,


Caravan Guard

Strength 20
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Kel the Guardsman

Demon-Spawn Tiefling
Gestalt Paladin 2/ Branded Seeker Oracle of the Outer Rifts 2
Oath of Vengeance


Life as a Teifling is hard. Nobody trusts you. It's hard to stay in one place before someone starts blaming any kind of bad luck on your presence.

I wasn't any different.

Really, my life isn't worth talking about. My parents were good enough people even though they both had a grandpa from hell somewhere down the line. They tried to do right by me, struggled for it, and eventually died before their time. The one thing they gave me was keen sense that you should never judge someone by their ancestry or their looks. Goodness can come in an ugly package, and evil can be very pretty.

I was on my own too young. I fought. I stole. I ran. I did things I'm not proud of, but I survived. Eventually I was hired on as a guard for a company that ran caravans back and forth through the Wastes. It wasn't exactly a dream job, but the company was used to all kinds of freaks and outcasts so at least I wasn't being run out anymore. The caravans we guarded were like small rolling castles. Whatever was in them was worth a lot to someone.

Raiders were a problem. Mana storms were a bigger problem.

The job that set me on the road to Kenabres started out weird and ended up terrible. We had just picked up a cargo load from inside the mana wastes. Some big, ugly tower. I never found out who. They guy who passed us the cargo was hooded. I only caught a glimpse of his face, but it looked like it was made of maggots. It wasn't my place to ask who he was, and frankly I didn't really want to know.

Near the end of the first day we were attacked by a bunch of zealots. Folks in golden armor carrying flags of Iomedae. Whatever we were transporting, they didn't like it. I can guess why now, but at the time they were just the folks trying to take what I was paid to protect. Not my finest hour, I admit. I didn't want to fight them, but I didn't want to die either, and surrender wasn't an option if I wanted to be able to keep myself fed. I just put my back to the wagon and tried to fend them off.

During the battle a Mana Storm rolled in. These Iomedean zealots were too stupid or too crazed to know when to break it off, so I ended up trying to fight them off and survive a mana storm. I don't recommend it.

At some point the caravan caught fire, along with the ground and the air and pretty much everything else.

I ain't never been bothered much by flames, so I grabbed the keys off the captain while he was trying to put himself out and I opened the caravan to see if I could salvage the cargo. It was a big chest, but it was also on fire and wasn't looking like it was going to last long, so I used the only useful thing that's ever come from being demon-bloded, and I broke it. Guess I wasn't supposed to do that.

The chest wasn't a chest. It was more like a prison. There was something inside that latched onto me like it was dying of thirst and I was made of water.

It was a demon. Or an angel.

At least I think so. Maybe it used to be an angel? I only get glimpses. Whatever it was, it was treated bad for a long, long time. It was so crammed full of sadness and hate that I can't even describe it. It wasn't really like a demon. I know all about them. This was different. It was like an angel that someone broke. I'm not sure what they were planning on doing with it, but I'm pretty sure it wasn't anything like what ended up happening.

The darkness in it wound around the darkness in me. It felt like someone poured burning oil into my soul. Based on what it did to me, that was probably how it was intended to work all along. It made me stronger, tougher, and gave me all kinds of weird magic that I don't really understand. It could have been used to make a bad person a whole lot worse.

Thing is, I'm not really a bad person.

There was still some light in it, just a little, and that latched onto me too.

The whole thing could have been caused by the storm. I'm pretty sure the things that happened weren't supposed to happen, but at this point I think the angel being bound to me was a sort of best case scenario for her. Maybe for me too. I don't know. It's certainly changed my priorities. I didn't used to think about good and evil or right and wrong much. Now its all I do.

I don't really remember the rest of that fight. I'm pretty sure I killed some people. Not sure if they were my company or the Iomedaens, or both. I wandered out of the waste a few days later covered in ash and dried blood.

I'm different now. I have a pissed off angel inside me. I have all these strange abilities I don't really understand, but underneath it all I'm still just me. I'm still not sure what to do with myself. I'm not sure I even matter anymore. The only thing that seems important now is helping her, but I don't really have a clue where to even start.

I hear the Riftwardens of the Worldwound know more about demonic possession than anyone in the world. This is kinda like that. I guess I should start there. Hopefully they don't burn people like me at the stake anymore.

Guess I'll find out when I get there.

Initiative: +0
Senses: darkvision 60'
Speed: 30 ft (20 in armor)


22 HP

16 AC: (+6 Breastplate)
…17 if using buckler (before an attack has been made with a 2 handed weapon)
10 Touch
16 Flat-footed

16 CMD

+9 Fort (+3 Paladin, +2 con, +4 cha)

+4 Ref (+0 dex, +4 cha)

+8 Will ( +1 wis, +3 Oracle, +4 cha)


BaB +2
CMB +2

Base +7

+1 Morningstar, +8, 1d8+6, 20/x2 crit, B/S
Chain (flail) +7, 1d8+5 damage, 20/x2 crit, 10 reach, trip, disarm
Longsword +7, 1d8+5 damage, 19-20/x2 crit
Spiked Gauntlet

Base +2

Javelins +2, 1d6+3, x2 crit, P
Pilum +2, 1d8+3, x2 crit, P
Net -2, touch attack, Entangle, 10' lead rope

Feats and Traits:

Suicidal (tiefling): Once per day, re-target an attack against an adjacent ally to yourself.
Fate's Favored: Whenever you gain a Luck bonus, that bonus increases by 1.
Exposed to Awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action.
Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Combat Reflexes (1st level)
Bodyguard (1st level bonus)


Skill Points per level:
8 oracle, +1 Favored Class
Total: 5
-4 ACP

+6 Sense Motive (2 rank, +1 wis, +3 class)
+9 Diplomacy (2 rank, +4 cha, +3 class)
+8 Disable Device (2 rank, +3 class, +2 race, +1 oracle)
+6 Bluff (2 rank, +4 cha)
+5 Perception (2 rank, +1 wis, +2 race)

Class Abilities:


Aura: Kel has an aura of Good from being a Paladin of Desna and an aura of Evil from being an Oracle of Asara.

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.

Smite 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.

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.


Tinkering (Ex) Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.
This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.

Branding Touch As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

Unearthly Terrain (Su): Unearthly Terrain (Su): You can twist the material world into the harsh, jagged edges and uneven angles of the outer planes. As a standard action, you can turn one 20-foot square into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.

Race Abilities:

Shatter x1 per day

Cold, Fire, Electricity resistance 5

DR 2/Silver

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Scion of Humanity: Some teifling's infernal ancestry is extremely distant. A teifling` with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Infernal language and alters the native subtype.

Oracle Spells:

DC 10+wis mod + spell level
Spells Known:

Orisons: at will
Detect Poison

1st level: x5 per day
Divine Favor
Compel Hostility
Inflict Light Wounds
Endure Elements
Protection From Evil




Armor: Breastplate


-Belt and Pouches-
Lockpicks and tools
Signal Horn
Signal whistle
Small silver mirror
Silverblanch x2
50 twine
5 small bells
10 fish hooks
10 tinder twigs
a vial of lamp oil
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal


Extra clothing
3 bars of soap
2 weeks rations
Winter Blanket

Holy Symbols of Iomedae x2

Scale of Terendelev: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.



12 gp