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Kevin Hurly's page

486 posts. Alias of trawets71.


Full Name

Kevin Hurly

Race

Demon-Spawn Tiefling

Classes/Levels

Paladin 1/C1| AC 22 T 12 FF 20 | HP 12/12| F+4 R+2 W +6| Init +2 | Perc +4

Gender

Male

Size

6' 6", 220#

Age

89

Alignment

Lawful Good

Deity

Sarenrae

Languages

Abyssal, Common

Strength 16
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 18
Charisma 16

About Kevin Hurly

Character Sheet:

Size Medium Outsider (Native)
Init +2; Senses darkvision 60’; Perception +4

DEFENSE

AC 22, touch 12, flat-footed 20 (+6 armor, +2 dex, +2 natural, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +6
Resist: cold 7, electricity 7, fire 7

OFFENSE
Speed 20 ft.
Ranged: Cold Iron Chakram +3 (1d8+3) range 30'
Melee: Cold Iron Scimitar +4 (1d6+3/18-20/X2)
Melee: Morningstar +4 (1d8+3)
Melee: Bite +4 (1d6+4) or Bite -1 (1d6+1)

Statistics

Str 16, Dex 14, Con 12, Int 11, Wis 18, Cha 16
Languages: Abyssal, Common
Base Atk +1; CMB +4; CMD 16

Skills
Craft (Woodcarving) +4 (B1), Diplomacy +7 (1), Kn: History +5 (B1), Kn: Planes +4 (1), Kn: Religion +4 (1), Total: 3 B: 2

Favored Class: Paladin +1 skill point per level.

Tempered Champion Paladin Abilities:

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 (Ex):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.

Cleric Abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

A full list of Cleric Domains can be found here.

Heroism (Glory)
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.

Sun

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Feats and Traits:

FEATS
1-Armor of the Pit: You gain a +2 natural armor bonus

Demon-Spawn Tiefling Racial Traits

+2 Strength, +2 Charisma , –2 Intelligence 0 RP

Native Outsider: Tieflings are outsiders with the native subtype. 3 RP

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. 0 RP

Normal Speed: Tieflings have a base speed of 30 feet. 0 RP

Darkvision: Tieflings see in the dark for up to 60 feet. - RP

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled. 1 RP

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Bite 2 RP

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. 3 RP

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. 2 RP

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. 0 RP

Additional Race Traits (11 Base)

Advanced Wisdom 4 RP

TRAITS
Scholar of the Great Beyond: Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Planes) is always a class skill for you.

Envoy of Healing You strive to spread the Dawnflower’s message of kindness and compassion throughout the land, no matter how dangerous the road may be. Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result).

UnscathedYou are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Child of the Crusade Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Gear:

Breastplate 200gp (30#), Heavy Steel Shield 20gp (15#), Cold Iron Scimitar 30gp (4#), Morning Star 8gp (6#), Dagger 2gp (1#), 3 Cold Iron Chakram 6gp (3#), Backpack 2gp (2#), Bedroll .1gp (5#), Cheap Holy Text 1gp, Flint and Steel 1gp, Iron Pot .8gp (4#), Mess Kit .2gp (1#), 50' Silk Rope 10gp (5#), Soap .(01gp(.5#), Woodworking tools 5 gp (5#), 5 Trail Rations 2.5gp (2.5#), Coffee .08gp (1#), Coffee Pot 3gp (4#), Silver Coffee Cup 1gp (.5#), Whetstone .02gp (1#), Belt Pouch 1gp (.5#), Waterskin 1gp (4#), Wooden Holy Symbol of Sarenrae 1gp

Total: 107# 58#/116#/175#
4 gp, 2 sp, 9 cp

Backstory:

Kevin’s human parents were crusaders in the 1st Crusade. His father, John, was a cleric of Sarenrae serving in the crusade when he met Martha, a paladin of Iomadae. The two fought together and fell in love and got married. They continued to fight the demons side by side until Martha became pregnant. When Kevin was born they saw the corrupting touch the Worldwound had on him as he was born with hard shiny green skin, cloven feet, a tail no hair and tiny horn bumps on his head. They knew their crusades were over at that point and moved to Martha's home of Absalom.

While Absalom is an accepting city he was still looked down upon by the local children. He spent most of his time at his parents' two temples, meeting many of the crusaders from both religions. He would spend hours talking to whomever would listen, frequently talking to the wounded from the crusades about history and the planar beings. Kevin picked up wood carving from one of the wounded, he always has a small item in the process of being carved. Kevin's two younger brothers and his younger sister all served in the crusades long before him. Kevin ended up choosing his father's religion and his mother's profession. The burning light of the redemption Sarenrae offered must be shared with all and the holy abilities of the paladin would enhance his ability to remove those who would not be redeemed.

When both of Kevin's parents passed within hours of each other he knew it was time for him to confront the demons that shaped his life. He said goodbye to his brothers and sister and his nieces and nephews and started the long journey back to Kenabres where his life began. He arrived on the morning of Armasse and headed into the festivities.

Daily Resources:

Dice:

[dice= Cold Iron Scimitar]1d20+7[/dice] [dice=Damage]1d6+4[/dice]
[dice=Morningstar ]1d20+6[/dice] [dice=Damage]1d8+4/dice]
[dice=Dagger ]1d20+6[/dice] [dice=Damage]1d4+4[/dice]
[dice=Chakram]1d20+4[/dice] [dice=Damage]1d8+4[/dice]
[dice=Bite (secondary)]1d20+1[/dice] [dice=Damage]1d6+2[/dice]
[dice=Perception]1d20+1[/dice]
[dice=Craft: Woodcarving]1d20+4[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Kn: History]1d20+3[/dice]
[dice=Kn: Planes]1d20+6[/dice]
[dice=Kn: Religion]1d20+5[/dice]
[dice=Fort Save]1d20+10[/dice]
[dice=Reflex Save]1d20+6[/dice]
[dice=Will Save]1d20+8[/dice]