| Paladin 2, Ninja 2, Oracle 1 | HP 54/54 | AC 17 T 8 FF 17 / AC 19 with heavy shield | CMB +8 | CMD 15 | F: +12, R: +7, W: +9 | Init: +2 | Perc: +2, SM: -2, Dipl: +8
Classes/Levels
| Ki Pool 3/6 | Oracle 1st 5/5 | LoH 6/6 | Smite 1/1 | Reroll 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Gender
| Male LG follower of Irori | Wolfscarred Ifrit | Outsider (Native)
Age
| Paladin 2, Ninja 2, Oracle 1 | HP 54/54 | AC 17 T 8 FF 17 / AC 19 with heavy shield | CMB +8 | CMD 15 | F: +12, R: +7, W: +9 | Init: +2 | Perc: +2, SM: -2, Dipl: +8
Special Abilities
| Ki Pool 6/6 | Oracle 1st 5/5 | LoH 6/6 | Smite 1/1 | Reroll 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Languages
Resources used: 12 clw charges
About Kenji Haru
-- BACKGROUND --:
Born into slavery and sacrifice in the church of Asmodeus in Egorian
Kenji was born in the capital of Cheliax, the City of Thorns Egorian, as the unfortunate child of a Tian slave that was raped again and again by beings from the elemental plane of fire. His mother and many, many other predominantly human and Halfling women were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding his tortured slaves with the planar creatures that the sorceress summoned to the material plane.
Kenji’s mother was a broken woman and although she gave him his name and tried to secretly teach him about her roots in Tian Xia, she died too soon to prevent the Asmodean indoctrination that Kenji and his “sisters and brothers” faced day to day.
As Egorian is the heart of the faith of Asmodeus, and the largest concentration of his worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and thus this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian.
Kenji can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of his siblings had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves were made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened.
Although Kenji was once clearly a worshiper of Asmodeus, seeing his ‘family members’ die week after week made him slowly lose the only faith he knew. Being asked to give up something dear as a sacrifice, the life of a newly born or older brother or sister, was too much to bear.
Freedom and purpose within the Sacred Order of Archivists in Kintargo
Maybe it was fate or maybe it was the Master of Masters plans but one day a concerted strike on the evil sorceress’ hideout by the Pathfinder Society and the Bellflower Network led to the freedom of all slaves! The Halflings and humans were liberated and Kenji was able to see the world outside of the hell that he called life.
The Pathfinder and Bellflower network agents had a hard time to convince all of Kenji’s ‘family members’ to reclaim their freedom because they had simply never met anyone who opened their eyes and showed them the truth—that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. After this event, Kenji and many in his family aided the Pathfinders and the Bellflower network, and as a result, his family was hunted down and all that were found were punished and even executed. Ever since, Kenji has vowed to get justice against the church.
During this time Kenji and some of his siblings received a more formal education by a human Pathfinder agent from Kintargo that was allied with the Bellflower network and as a Paladin of Irori, the God of history, knowledge and self-perfection, saw the need to guide the former slaves. The story of a mortal man who ascended to godhood by attaining pure physical and mental perfection was so intriguing that Kenji and some of his siblings followed the Paladin.
Although no official Iroran temple existed in Kintargo, the semi-secret Many-Steps Monastery worked against House Thrune’s constant redactions and rewriting of history. Hidden under Hocum’s Fantasmagorum in Kintargo’s Redroof district, the Many-Steps Monastery was home to the Iroran Sacred Order of Archivists, and it was here that Kenji found a true home and started to learn more about the world, about himself and about the beliefs that he wants to focus on.
Training to become a Paladin in Absalom and life in the Pathfinder Society
While not interested in direct confrontation, the Iroran scholars taught Kenji to seek out documents and relics crucial to maintaining an accurate picture of the past, and safeguarding them for those who might legitimately seek out their secrets. During this time the Archivists expanded beyond Cheliax, establishing cells wherever corrupt governments, extreme nationalism, or prejudice might cause people to sweep inconvenient truths under the rug.
Because of that Kenji accompanied the Paladin that originally introduced him to the faith of Irori to Absalom where he helped Kenji to get accepted to the Tempering Hall, a Iomedaen combat school that traditionally trains paladins of Iomedae as well as those Paladins called by Abadar, Irori, and Shelyn, as well as those dedicated to fighting evil! The three-year course of study and training was a valuable preparation against powerful foes.
Wanting to follow in the footsteps of his Iroran Mentor and former Pathfinder, Kenji also joined the Pathfinder Society to gain and protect the knowledge of the past across the Inner Sea and beyond! Although Kenji gained significant experience in the Society, he soon realized that his goals as an Iroran of the Sacred Order of Archivists sometimes put him at odds with the Pathfinder Society, as his superiors all too often were interested more in locking away knowledge and securing power than in careful stewardship as well as proliferation of knowledge.
------
Paladin 2 (Hospitaler), Ninja 2, Oracle 1 (Dual Cursed, Lore Mystery)
Male Solar Ifrit
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
-- GEAR --
+1 Adamantine Greatsword (weapon cord attached)
MW Cold Iron Bardiche (weapon cord attached)
Cloak of Resistance +1
Headband of Charisma +2
Longsword
Cold iron dagger
Silver dagger
Cold iron morning star
CWL wand, 16 charges
Heavy Wooden Shield
MW Full Plate
Sling, 40 bullets
2 x holy water
Crowbar
Rope
8 x Tea of Transference
3 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Backpack
Weapon cord, 0 lbs.
Smoked Goggles
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Rope, 3 lbs. (in bag of holding)
Smoked Goggled, 0 lbs. (in bag of holding)
Smelling Salts, 0 lbs. (in bag of holding)
Vermin repellent, 0 lbs(in bag of holding)
Scroll of 'Mirror Image'
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Potion of ‘Unwelcome Halo’
5 x Alchemical Grease
Scroll of ‘Endure Elements’
Scroll of ‘Detect Alignment’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Scroll of ‘Shield Speech’
Scroll of ‘Hide from Undead’
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
–– RETRAINING ––
• 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 2 Hit Points; each HP costs 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
-- 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).
• Lvl 3: POWER ATTACK
• Lvl 5: Extra Revelation: LORE KEEPER
-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• 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 -- * 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.
CURSES:
- Legalistic: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
- Wolfscarred Face: Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.
-
REVELATIONs:
- 1st level revelation: MISFORTUNE (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
- via feat: Extra Revelation: LORE KEEPER (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
* CLASS ABILITIES - NINJA 2 *
Ninja Class Abilities
• NINJA TRICK: Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
• KI POOL (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
—IFRIT: Sunsoul (Solar Ifrit) RACIAL TRAITS --
• Wis: -2, Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• 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.
-- IRORI's PALADIN CODE --
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.
___________
Using MISFORTUNE:
So team, I need to inform you all about mechanical stuff related to Kenji that affects all of you!
MISFORTUNE revelation - REROLLING ANY d20 ROLL BEFORE KNOWING THE RESULT
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
The trickiest thing for everyone to keep track of in a PbP format is his Misfortune revelation. Basically, Kenji can require anyone (including allies) to reroll a d20 once/day.
Caveats: it uses his immediate action (so it's not available when he's still flatfooted) and it has a 30' range limitation.
This means that
a) I can use it on you once/day per person;
b) but I can only use it once/round (since it uses my immediate);
c) so as an ally try to stay within 30' of Kenji if possible.
To my fellow players: In a PbP format, I think one good way to handle this is for you each to decide for yourselves if you want to use the ability and just be sure that someone else hasn't already used my immediate previously that round.
To the GM: With regard to foes, I'm fine with the GM reflecting the misfortune hex against a foe, using the following priorities:
- Enemy attack rolls: If a foe threatens a crit against an player that has only 20 hp left then Kenji will immediate action misfortune the initial attack roll.
- Enemy saving throws: When they have to make a save and have rolled 13 or better on the d20 roll then Kenji will immediate action misfortune the reroll the saving throw.
I hope this was understandable! :-)
Thanks to GM Abraham from whom I copied major portions of the text above as he is also using Misfortune with one of his characters.