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About Keldor WhisthawkShortcuts!:
[dice=Fly w/Good Maneuverability bonus]1d20 + 5 + 4[/dice] [dice=Perception!]1d20 + 9[/dice] [dice=Knowledge (Engineering)w/Technologist Feat+Trait bonus]1d20 + 15[/dice] [dice=Dagger Attack]1d20 + 9[/dice]
[dice= MW Silversheen Elven Curve Blade]1d20 + 10[/dice]
[dice= Smite Evil! w/MW Silversheen Elven Curve Blade]1d20 + 10 + 3[/dice]
[spoiler=Smite Evil (Notes)]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. [//spoiler] [spoiler=Divine Bond (Notes)]Upon reaching 5th level, a paladin forms a divine bond with her god. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. [//spoiler] [dice=Acid Splash RTA]1d20 + 9[/dice]
[dice=Lay on Hands(Healing+Fatigue/Disease Mercy)]3d6[/dice]
[dice=Pellet Blast: Piercing Damage(Ref1/2)]3d8[/dice]
[dice=Ring of the Ram Attack]1d20 + 9[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@1 Charge]1d20 + 17[/dice]
[spoiler=Ring of the Ram!]
Pellet Blast Ammo:
Current Pellet Blast spell Ammo: 5x Adamantine (100 gp ea) 2x Cold Iron (50gp ea) ?x Silver (20gp ea) Expanded Summon Monster:
1st Level Baboon* (primate) Vulture* 2nd Level Giant weasel* Ram* (herd animal) 3rd Level Arbiter (inevitable) Velociraptor (dinosaur) 4th Level Crysmal Foo lion 5th Level Emperor cobra* (snake) Styracosaurus (dinosaur) 6th Level Allosaurus* (dinosaur) Axiomite 7th Level Avoral (agathion) Movanic deva (angel) 8th Level Kolyarut (inevitable) Leonal (agathion) 9th Level Couatl Storm giant Desc:
Keldor is a good looking young man with blond-brown hair, fair skin, and freckles. He has both a stern gaze and a gentle smile. His Eidolon looks like a steampunk golem or suit of full armor made of mithril and with elven features. His summoner's symbol is the Whisthawk family symbol which glows a light green on his "helmet's" forehead. The whisthawk family symbol is two crossed arrows over a compass rose. New GAME TREASURE CARRYING:
Stats:
Keldor Whisthawk
LG 1/2 Elf Unchained Summoner (Synthesist)/Paladin (Gestalt 7th Level) Init +2; Senses: Low-Light Vision Statistics
Defense
Saving Throws:
Offense
Ranged :
Special Attacks:
Other Class Abilities:
*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 Charisma 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. *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 (Su): 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 (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. *Mercy (Su): 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.
*Divine Bond (Sp):Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. *Summon Monster I - IX (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. *Bond Senses (Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Summoner Spellcasting (Spontaneous):
Paladin Spellcasting (Memorized) Effective Caster Level = '-3'
Skills:4/lvl
Background Skills: (+2/lvl)
Languages: Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Celestial, Infernal, Giant Feats:
Traits:
SQ:
Starting Money: 70gp (35gp left)
Ion Tape (2 rolls)
Ring of Protection +1 (wearing)
Cloak of the Hedge Wizard
+1 composite Longbow (+2 Str)
+1 Chainsaw (10 Charges Max) Potion of cure moderate wounds x2
Keldor's Background:
Keldor was born into the ancient Whisthawk family, a 1/2 elf clan with history that goes all the way back to the re- founding of of Kyonin. One of the few groups to step up and welcome the elves back to Golarion with open arms, the family was thanked by being declared official ambassadors and defenders of Kyonin and one of the first non-elves to be offered citizenship. Despite the obvious elven pity for the family's heritage, the Whisthawks have taken to the role as ambassadors and soldiers with enthusiasm, using their worship of Erastil as the foundation of their family's values. Keldor himself was trained to be a soldier originally, until his
Unfortunately for Keldor, Gauntlet appears to have taken on a
It is in Omesta where he encounters his first Numerian artifact.
Keldor has arrived in Torch by caravan now, his training complete,
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