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About Kelian_Falchenstat block:
Kelian Falchen CR 5
XP 1,600 Versatile human paladin (hospitaler) 6 (Pathfinder RPG Advanced Player's Guide 116) LG Medium humanoid (human) Init +4; Senses Perception +1 Aura courage (10 ft.) -------------------- Defense -------------------- AC 24, touch 10, flat-footed 24 (+10 armor, +4 shield) hp 55 (6d10+18) Fort +9, Ref +4, Will +8 Immune disease, fear -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cyrus lem's heavy mace +9/+4 (1d8+3) or . . mwk longsword +11/+6 (1d8+3/19-20) Ranged mwk composite longbow +7/+2 (1d8+2/×3) Special Attacks channel positive energy 5/day (DC 13, 2d6), smite evil 1/day (+2 attack and AC, +6 damage) Paladin Spell-Like Abilities (CL 6th; concentration +8) . . At will—detect evil Paladin (Hospitaler) Spells Prepared (CL 3rd; concentration +5) . . 1st—litany of duty, weapons against evil -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 15 Base Atk +6; CMB +9; CMD 19 Feats Improved Initiative, Power Attack, Weapon Focus (longsword) SkillsAcrobatics -5 (-9 to jump), Climb +0, Diplomacy +7, Handle Animal +10, Heal +5, Knowledge (nature) +1, Knowledge (religion) +4, Profession (farmer) +10, Profession (soldier) +5, Ride -1, Sense Motive +6, Swim +0 Languages Common SQdivine bond (weapon +1, 1/day), lay on hands 5/day (3d6), mercies (fatigued, shaken), versatile human[ARG] Other Gear +1 full plate, mwk breastplate, darkwood heavy wooden shield, lion's shield, arrows (10), cyrus lem's heavy mace, mwk composite longbow (+2 Str), mwk longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 67 gp, 5 sp --------------------
build notes:
Race: human.
Alternate racial trait: Versatile Human. Loses bonus feat, skilled, and usual stat boost in favor of two floating stat boosts. Started with standard heroic NPC stat array (15,14,13,12,10,8), assigned thus: STR 15 + 1 level bump = 16
The level bump might be more mechanically beneficial in CHA, but I went with Strength because it suited his farmboy background. Alignment: Lawful Good Deity: Erastil Class: Paladin 6 Archetype: Hospitaler (gains Channel Positive Energy like a cleric of his level -3, currently 2d6 usable 5/day; does not use Lay on Hands charges for this. Replaces the standard paladin channel positive energy ability.) Divine Bond: Weapon, since we haven't had any mysteriously friendly mounts appearing out of nowhere. Standard action to give his weapon a +1 enhancement bonus for 6 minutes, and it shines like a torch. If the weapon is already magical, it stacks up to +5, or he can spend it on any of these properties: defending, flaming, keen, merciful. Detect Evil: when he uses this, Kelian experiences it as a stinging sensation on his palms, like grabbing a handful of nettles. Lay on Hands: 3d6 healing, 5/day. His hands don't glow when he does this, but the subject feels very warm for a second. Removes the conditions Shaken and Fatigued as well. Spells: he has 2 level 1 spell slots. He may not know about this yet, but soon he will discover them. After that happens he'll keep Weapons Against Evil and Litany of Duty prepped. Skills: 12 regular skill points, spent thus: +2 Climb (+5)
As an active child running around a village with a river and plenty of trees, he knows how to climb, swim, and the basics of riding. He picked up a little Knowledge (nature) from the same experience. At home, he was taught to be polite (Diplomacy) and given basic religious instruction in the faith of Erastil (Knowledge [religion]). He has lately discovered that it's important to be able to administer first aid to people (Heal), and that not everyone is always trustworthy (Sense Motive). 12 background skill points, spent thus: +5 Handle Animal (+10)
He grew up listening to his father's stories about life as a soldier and dreaming about fighting in some grand battle, but he has a lot more practical experience dealing with the day to day work of running a farm, including the animals kept there. He's immune to disease and fear, grants a +4 bonus on saves versus fear to allies within 10 feet, and can Smite Evil once per day (adds +2 attack, +6 damage, or +12 damage on the first hit vs undead, evil dragons or evil outsiders). Feats: Weapon Focus (longsword) because he fought with one during the battle of Brookside, Power Attack because no sane martial goes without, and Improved Initiative because his DEX sucks. Also because it's listed as a feat Vors gave him, on the spreadsheet of Brookside NPC inhabitants linked under the Campaign Info tab. I spent his 1K on gear thus: 315 gp - mwk longsword
That leaves 68 gp remaining. I'm assuming that's the gear he's been using up to this point. I'd like to kit him out with the +1 full plate, the STR belt once it's identified assuming that's what it is, the mwk composite longbow (STR+2), and just 10 arrows for now -- if he's doing ranged attacks we're in trouble. |