Fire Giant Lieutenant

Kenji Haru's page

202 posts. Organized Play character for noral.


| Paladin 2, Ninja 1 | HP 20/35 | AC 17 T 8 FF 15 / AC 19 with heavy shield | CMB +7 | CMD 14 | F: +10, R: +4, W: +5 | Init: +2 | Perc: +2


| LoH 4/5 | Reroll 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions: None.


| Male LG follower of Irori | Solar Ifrit | Outsider (Native)

About Kenji Haru

Paladin 2, Ninja 1

Male Solar Ifrit

• TYPE: Outsider (Native)
• SIZE: Medium




-- STATS --
Str: 18, Dex: 7, Con: 16, Int: 7, Wis: 6, Cha: 18


-- COMBAT --

• MW Bardiche +7 (1d10+6; 19-20/×2) To hit: BAB+2, MW +1, Str +4; Damage 2H: +4 +2
• MW Greatsword +7 (2d6+6; 19-20/×2) To hit: BAB+2, MW +1, Str +4 ; Damage 2H: +4 +2
• Longsword +6 (d8+4; 19-20/×2) To hit: BAB+2, Str +4 ; Damage 1H: +4

• Sling +3 (1d4+4, 20/x2)

• AC 17 Touch 8 FF 19 (+9 Armor, -2 Dex) / Armor Check Penalty - 4: MW Full Plate -5 & Armor Expert trait reduces penalty by 1

• CMD 14 (BAB+2, Dex -2, Str +4)

• CMB +6 ( +7 with Greatsword) (BAB+2, Str +4, (MW +1))

• Initiative +2: -2 dexterity + 4 alternative racial Ifrit trait


-- SAVES --
Fortitude: +10 (Con +3, Paladin +3, Ninja +0, Divine Grace +4)
Reflex: +4 (Dex -2, Paladin +0, Ninja +2, Divine Grace +4)
Will: +5 (Wis -2, Paladin +3, Ninja +0, Divine Grace +4)


-- SKILLS --

Climb +4 (Rank 1, Class +3, Cha +4, -4 ACP)
Diplomacy +8 (Rank 1, Class +3, Cha +4)
Intimidate +8 (Rank 1, Class +3, Cha +4)
Knowledge Religion +2 (Rank +1, Int -2, Class +3)
Linguistics +2 (Rank 1, Int -2, Class +3)
Perception +2 (Rank 1, Class +3, Wis -2)
Swim +4 (Rank 1, Class +3, Cha +4, -4 ACP)
Use Magic Device +8 (Rank 1, Class +3, Cha +4)

Lvl 1: 1 Skill Points = Min 1 (2 Paladin - 2 Int)
Lvl 2: 1 Skill Points = Min 1 (2 Paladin - 2 Int)
Lvl 3: 6 Skill Points = 8 Ninja - 2 Int

TOTAL: 8 Skill Points



Racial: Common, Ignan
Linguistics: Tien, Ancient Osiriani




-- GEAR --
MW Bardiche (weapon cord attached)
MW Cold Iron Greatsword (weapon cord attached)
Cold iron dagger
Silver dagger
Cold iron morning star
Heavy Wooden Shield
MW Full Plate
Sling, 40 bulletts
2 x holy water
3 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Rope, 3 lbs. (in bag of holding)
3 x Vermin repellent, 0 lbs.
2 x Holy Symbol of Irori
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Bladeguard, 0 lbs.
2 x Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antipoison, 0 lbs


* Currently: 6 XP / 3 PP / 12 Fame
* Spent: 9 PP (Retraining of 3 Hit Points)


• On 2nd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 1 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 1 Hit Points: 3 PP and 90 gp.


–– GOLD ––
* Currently: 209 gp


Lvl 1 - 14 Hit Points: 10 Paladin + 3 Con + 1 Fav. Class
Lvl 2 - 12 Hit Points: 6 Paladin + 3 Con + 2 Retraining + 1 Fav. Class
Lvl 3 - 9 Hit Points: 5 Ninja + 3 Con + 1 Retraining

TOTAL – 35 Hit Points

-- FEATS --
• Lvl 1: FEY FOUNDLING: Prerequisites: You may only select this feat at 1st level. Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).


-- TRAITS --
• ARMOR EXPERT: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
• MAGICAL KNACK (Magic: Paladin): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.


* CLASS ABILITIES - Paladin (Hospitaler) 2 *
• CLASS SKILLS: 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).
• PALADIN 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: 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 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.

* CLASS ABILITIES - Ninja (Mask of the Living God) 1 *
• NINJA CLASS SKILLS: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
• NINJA WEAPON AND ARMOR PROFICIENCY: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields. In addition to having the ninja’s normal weapon and armor proficiencies, the mask of the Living God is proficient with bolas, saps, and whips.
• SNEAK ATTACK: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
• MASK (Ex): A mask of the Living God has a mask that is a symbol of his faith and the myriad powers invested in him. Abilities granted by this class other than undercover faith function only while the mask of the Living God is wearing his mask. Putting on or removing this mask is a move action.
• UNDERCOVER FAITH (Ex): At 1st level, when not wearing his mask, a mask of the Living God can take on an utterly mundane identity as if he were a vigilante with the many guises social talent. While in a mundane identity, the mask of the Living God cannot wear his mask; putting it on while in a mundane identity immediately ends the mundane identity and its effects. Changing into this mundane identity takes 1 minute and must be done out of sight to preserve the mask of the Living God’s secret. The time it takes the mask of the Living God to change into a mundane identity cannot be decreased. This replaces poison use.

—IFRIT: Sunsoul (Solar Ifrit) RACIAL TRAITS --
• Wis: -2, Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

• Automatic Languages: Common, Ignan


Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel.

An Iroran paladin embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent.

An Iroran paladin avoids entanglements that would distract him from the pursuit of perfection, i.e. he would not incur debts nor give loans to others—though he could be encouraged to give freely to those in need.

Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.