Magaambya Priest

Kenis's page

3 posts. Alias of caps.


Full Name

Kenis

Race

INACTIVE (was not accepted to campaign)

Classes/Levels

-

Gender

-

Age

30

Deity

Erastil

Location

wilderness around Kenabres

Occupation

Hunting demons

About Kenis

I have a solid, consistent posting history. Most of the time I check in a few times a day to keep up with things and I am usually pretty good about keeping everyone up to date on when things come up in RL that mean a delay for me. I can post from my phone, and do so frequently.

Background:
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Although his family were descended from a long line of native Ioborians, Kenis's parents were devout worshippers of Erastil and helped to watch over the wilds. They came to be valuable allies of Mendev in the crusades. As Kenis grew into a man, he joined them. However, a betrayal by one of the Crusaders when Kenis was in his early 20s lead them into a trap. Due to the sacrifice of his parents Kenis survived, but the experience left him with a distrust of Crusaders he hasn't met before.

Although he still felt a wariness and mistrust of new people, he couldn't keep himself from the border. His natural leadership, tactical skills, and knowledge of the land was a valuable asset to the effort and he found himself leading small raids and aiding in various missions.

His continued efforts in the war lead to a close relationship with a younger Paladin named Eris. Her ferocious devotion to Erastil inspired him and they became a powerful and effective team in the crusades together.

On a return from a failed raid (the demons had abandoned the location by the time Kenis's strike force reached it), Kenis, Eris, and their team were ambushed by force lead by a demon that was much more powerful than either of them. Eris drew its attention while Kenis held back the rest of the demons, allowing the others time to escape. The greater demon smote Eris to the ground. Shouting a prayer to any gods that would come to his aid, Kenis struck the ground between Eris and the demon as it raised its axe to make a killing blow. Kenis's strike split the ground and a crack opened wide, throwing back the demon and knocking Kenis to the ground, unconscious. He awoke in a Crusader hospital with Eris. She was barely alive, but her body was broken--she would never fight again. Kenis was scarred in his own way--his body seems to be in a permanent state of decay in stasis.
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First I had a plan for Kenis to be a frontline combatant that also buffed people, and so had this Crunch put together; except I had planned to use the Flagbearer feat and the Freebooter archetype to give the party +2 to all attack and damage rolls (possibly with a level of Bard down the road, for +3). Without Flagbearer and the Freebooter archetype he still will offer always-on teamwork feats down the road (probably starting with Precise Strike to give everyone 1d6 precision damage while flanking) and his Marshal path abilities (among them, the ability to give everyone 1d6 sneak attack) will boost the party effectively as well. I like him; he's unconventional but should still be effective.

As Ranger/Oracle/Paladin:
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LG Human Ranger 1/Warsighted Oracle (Nature) 1/Holy Tactician 2
Worships Erastil, but keeps an "ear to the ground" for all of the Good Pantheon. He is familiar with Iomedae and often prays to her before a battle.
Dual Path Marshal/Champion

Feats
1: Skill Focus (Disable Device)
1: Power Attack
3: Extra Revelation (Nature's Whispers)
Mythic 1: Dual Path (Champion)

Traits
Vagabond Child (+1 Disable Device and it is a class skill)
Faith's Hunter (extend duration of 1 divine spell by 1 round after confirming a critical hit on a favored enemy)

Future choices:
5: (Ranger lvl 2) Cleave
5: Cleaving Finish
7: Leadership
M3: Mythic Leadership (if prerequisites are met at that point)
M5: Mythic Paragon (or swap with Mythic Leadership if necessary)

Marshal's Order: Rally
Champion's Strike: Sudden Attack
Path Ability: Crusader (level 2 Cohort is a Human (Flagbearer?) Bard -- I will roll him up if I am accepted)

30 years old
+4 STR 18
+0 DEX 10
+1 CON 12
-1 INT 8
+1 WIS 13
+4 CHA 18 (+1 at lvl 4, +2 Headband)

SAVES
+11 Fort (+2 Ranger, +3 Paladin, +1 Con, +4 Cha, +1 Cloak)
+7 Ref (+2 Ranger, +4 Cha, +1 Cloak)
+11 Will (+3 Paladin, +2 Oracle, +1 Wis, +4 Cha, +1 Cloak)

HP 35 (10 base + 2d10 + 1d8 + 4 Con + 4 Martial Tier 1)
AC 19 (10 base + 5 Kikko + 4 Cha)
T 13
FF 17
CMD 21 (10 base + 3 BAB + 4 Str + 4 Cha)
CMB +7 (+3 BAB + 4 STR)
+3 BAB

OFFENSE
MWK Cold Iron Greatsword +7 (2d6+6, 19-20, slashing)
MWK Silvered Lucerne Hammer +7 (1d12+6, x2, reach, bludgeoning or piercing)

Skills = 16 ranks (6 Ranger + 4 Paladin +4 Oracle - 4 Int + 4 Human +2 Favored Class)
+8 Climb (3 class + 1 rank + 4 Str)
+11 Disable Device (3 class + 4 ranks + 3 feat + 1 trait)
+4 Handle Animal (3 class + 1 ranks + 4 Cha - 4 Wasting)
+3 Knowledge (Nature) (3 class + 1 ranks - 1 Int)
+8 Perception (3 class + 4 ranks + 1 Wis)
+5 Profession (Soldier) (3 class + 1 rank + 1 Wis)
+4 Ride (3 class + 1 rank)
+4 Stealth (3 class + 1 ranks)
+6 Survival (3 class + 2 ranks + 1 Wis)
+7 Survival, follow tracks (Survival + 1 Ranger)

SQ
Oracle's Mystery - Nature
Oracle's Curse - Wasting (-4 to all Cha-based skills except Intimidate, +4 competence bonus vs. disease)
Revelation (from feat) - Nature's Whispers
Martial Flexibility 3/day - use a move action to gain 1 combat feat for 1 minute. (down the road I can use this and a swift action to switch out the teamwork feat that I offer the party)
Spells (4/day)
0: Create Water, Detect Magic, Mending, Read Magic
1: Divine Favor, Protection From Evil, Cure Light Wounds (might swap one of the first two out for Obscuring Mist if the party thinks it sounds more useful)

Favored Enemy (Evil Outsider) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Evil Outsiders, and may make identify checks against them untrained.
Track - +1 Survival to follow tracks
Wild Empathy - Roll 1d20+4 to use Diplomacy on wild animals.

Aura of Good
Detect Evil - as a move action
Divine Grace - add Cha to Saving Throws
Lay on Hands - 4/day - 1d6
Weal's Champion - 1/day - As a swift action, gain +4 bonus on attack rolls against evil targets. If he hits, he adds +1 to weapon damage rolls as well. These bonuses last for 1 round. In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to +2 against that creature as well as a +1 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious. (all of these numbers scale with level--I took the details out to make it more succinct)

Intended Path:
Most likely keep Ranger and Paladin levels on equal footing, but I might pick just the Paladin for the most part--or after Ranger level 5.

Combat Gear
MWK Cold Iron Greatsword (400gp)
MWK Silvered Lucerne Hammer (195gp)
Kikko Armor (30gp)

Non-Combat Gear
+1 Cloak of Resistance (1000gp)
Headband of Alluring Charisma (4000gp)
205gp (mostly saving up for magically enhanced mithral breastplate, etc.)
+ misc. adventuring gear--will pick once I see what the party has
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... but looking at the Mythic ranged feats I saw that an archer looked like a lot of fun in a Mythic game. Considering that you guys seemed really determined to have someone who could do Sneak Attack, I put this alternate crunch together. I would have to change some of the details of the background for it, but the overall outline would remain the same. The other one is, ironically, slightly better at Disable Device.

As Slayer:
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NG Human Slayer 4
Marshal

Feats
1: Deadly Aim
1: Power Attack
2: Rapid Shot
3: Point Blank Shot
Mythic 1: Rapid Shot (Mythic)

Traits
Courageous (+2 vs. fear effects)
Focused Disciple (+2 vs. charm and compulsion effects)

Future choices:
5: Precise Shot
6: Manyshot
?: Iron Will?

Mythic 3: Manyshot (Mythic)

Marshal's Order: Rally
Path Ability: Deadly Guidance

30 years old
+5 STR 20 (+2 from belt of strength)
+3 DEX 16(+1 at lvl 4)
+2 CON 14
+1 INT 12
-1 WIS 8
-1 CHA 8

SAVES
+11 Fort (+4 Slayer, +2 Con)
+7 Ref (+4 Slayer, +3 Ref)
+0 Will (+1 Slayer, -1 Wis)
+2 trait bonus vs. charm and compulsion effects; +2 trait bonus vs. fear effects

HP 45 (10 base + 3d10 + 8 Con + 5 Champion Tier 1 + 4 favored class)
AC 19 (10 base + 6 Breastplate + 3 Dex)
T 13
FF 16
CMD 21 (10 base + 4 BAB + 4 Str + 3 Dex)
CMB +8 (+4 BAB + 4 STR)
+4 BAB

OFFENSE
MELEE
(power attack available)
MWK Cold Iron Greatsword +10 (2d6+6, 19-20, slashing)
MWK Silvered Lucerne Hammer +10 (1d12+6, x2, reach, bludgeoning or piercing)

RANGE
(deadly aim, point blank shot also available)
MWK +5 Str Composite Longbow +8 (1d8+5, x3, 100ft.)
Longbow, rapid shot +8/+8 or +6/+6/+6 (1d8+5, x3, 100ft.)

Skills = 32 ranks (24 Ranger + 4 Int + 4 Human)
+10 Acrobatics (3 class + 4 ranks + 3 Dex)
+9 Climb (3 class + 1 rank + 5 Str)
+10 Disable Device (3 class + 4 ranks + 3 Dex)
+6 Knowledge, Geography (3 class + 2 ranks + 1 Int)
+6 Perception (3 class + 4 ranks - 1 Wis)
+10 Ride (3 class + 4 ranks + 3 Dex)
+6 Sense Motive (3 class + 4 ranks - 1 Wis)
+10 Stealth (3 class + 4 ranks + 3 Dex)
+6 Survival (3 class + 4 ranks - 1 Wis)
+8 Survival, tracking (Survival + 2 Track)
+9 Swim (3 class + 1 rank + 5 Str)

SQ
Studied Target - Move action to gain +1 attack, damage, bluff, knowledge, perception, sense motive, and survival, as well as +1 to DC of abilities, vs. studied target. May also study target as an immediate action upon dealing sneak attack damage to a target.
Track
Talent: Ranger Combat Style Feat
1d6 Sneak Attack
Talent: Trapfinding

Intended Path:
Slayer all the way, most likely, unless a dip becomes too tempting

Combat Gear
MWK Cold Iron Greatsword (400gp)
MWK Silvered Lucerne Hammer (195gp)
MWK +5 STR Composite Longbow (900gp)
Breastplate (200gp)

Non-Combat Gear
Belt of Strength (4000gp)
305gp (mostly saving up for magically enhanced mithral breastplate, etc.)
+ misc. adventuring gear--will pick once I see what the party has
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