About Kevin HurlyCharacter Sheet:
Size Medium Outsider (Native) Init +2; Senses darkvision 60’; Perception +1 DEFENSE AC 22, touch 12, flat-footed 20 (+6 armor, +2 dex, +2 natural, +2 shield)
OFFENSE
Statistics Str 18, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Skills
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. 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. 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 Native Outsider: Tieflings are outsiders with the native subtype. Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. 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. 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 Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. 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. 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. TRAITS
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). 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:
MW. Breastplate (30#), Heavy Steel Shield 20gp (15#), MW Cold Iron Scimitar 30gp (4#), Morning Star 8gp (6#), MW Mithral Dagger (.5#), 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#
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:
Smite Evil: 1 Used: 0 Lay on Hands: 4 Used: 0
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] |