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486 posts. Alias of trawets71.


Full Name

Kevin Hurly

Race

Demon-Spawn Tiefling

Classes/Levels

Paladin 1/Sorceror 1| AC 20 T 11 FF 19 | HP 28/28| F+9 R+6 W +5| Init +1 | Perc +6

Gender

Male

Size

6' 6", 220#

Age

89

Alignment

Lawful Good

Deity

Sarenrae

Languages

Abyssal, Celestial, Common

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Kevin Hurly

Character Sheet:

Size Medium Outsider (Native)
Init +1; Senses darkvision 60’; Perception +6

DEFENSE

AC 20, touch 11, flat-footed 19 (+6 armor, +1 dex, +2 natural, +1 shield)
hp 28 (3d10+6)
Cold resistance 5, Electricity resistance 5, Fire resistance 10; Immune: Diseases, Fear,
Fort +9, Ref +6, Will +5

OFFENSE
Speed 50 ft.
Ranged: Cold Iron Chakram +4 (1d8+3) range 30'
Ranged: Composite Longbow +4 (1d8/x3)
Melee: Mwk. Cold Iron Scimitar +8 (1d6+3/18-20/X2)
Melee: Cold Iron Heavy Mace +6 (1d8+3)
Melee: Bite +6 (1d6+3) or Bite +1 (1d6+1)

Statistics

Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Languages: Abyssal, Celestial, Common
Base Atk +3; CMB +6; CMD 17

Skills
Craft (Woodcarving) +6 (B3), Kn: History +5 (B2), Kn: Planes +6 (3), Kn: Religion +6 (3), Linguistics +4 (B1), Perception +6 (3), Total: 9 B: 6

Favored Class: Paladin +1 skill point per level.

Stat Inc:
4th:

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.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Sickened: The target is no longer sickened

[spoiler=Crossblooded Sorcerer]
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

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

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Abyssal Bloodline

Class Skill: Knowledge (planes).

Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Solar Bloodline

Class Skill: Perception

Bonus Spells: searing light (3rd), fury of the sunARG (5th), daylight (7th), shield of dawnISG (9th), flame strike (11th), true seeing (13th), sunbeam (15th), sunburst (17th), overwhelming presenceUM (19th).

Bonus Feats: Alertness, Combat Casting, Empower Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Spell Focus, Spell Penetration.

Bloodline Arcana: Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled.

Bloodline Powers:

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Friend of Fire (Su): At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20. At 20th level, you gain immunity to fire.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Feats and Traits:

FEATS
1-Armor of the Pit: You gain a +2 natural armor bonus
1-Eschew Materials (Class Bonus)
3-Weapon Focus: Scimitar

PITBORN TIEFLING RACIAL TRAITS

+2 Strength, +2 Charisma, –2 Intelligence

Native Outsider: Pit Born 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 Crusades: Your parents were members of the crusades. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence.
Benefit 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:

Mwk Cold Iron Scimitar 330gp (4#), Cold Iron Heavy Mace 24gp (8#), Cold Iron Dagger 4 gp (1#), 3 Cold Iron Chakram 6gp (3#), Composite Longbow 100gp (3#), 20 Cold Iron Arrows 2gp (3#), Breastplate 200gp (30#), Light Steel Shield 9gp (6#), Bedroll .1gp (5#), Cheap Holy Text 1gp, Flint and Steel 1gp, Mess Kit .2gp (1#), 50' Rope 1gp (10#), Soap .01gp(.5#), 5 Trail Rations 2.5gp (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,

Cloak of Resistance +1 1000 GP (1#)
Potion of Cure Light Wounds 50 gp
Wand of Cure Light Wounds (50) 750 gp

Total: 74.5#

58#/116#/175#

512 gp, 0 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. They weren’t kind to him and he tended to avoid them.

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 the wounded from the crusades about history and the planar beings. 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. As he spent more time in Kenabres the demonic taint in him grew more prominent but also he could feel his Goddess in ways he didn’t before. There is a war between good and evil going on in his body.

Spells Known:

Cantrips (4)
Detect Poison
Disrupt Undead
Flare
Light

First Level (2)
Feather Fall
Searing Light
True Strike

Daily Resources:

Smite: 1/day Used: 0

Lay on Hands: 4/day Used: 0

Claws: 6 rnd/day Used: 0

Spells
1st Level (6)

Dice:

[dice=Initiative]1d20+1[/dice]
[dice=+2 Cold Iron Scimitar 1st Attack] 1d20+12[/dice] [dice=Damage]1d6+4[/dice]
[dice=+2 Cold Iron Scimitar 2nd Attack] 1d20+7[/dice] [dice=Damage]1d6+4[/dice]
[dice=+2 Cold Iron Scimitar w/PA 1st Attack]1d20+12-3[/dice] [dice=Damage]1d6+4+9[/dice]
[dice=+2 Cold Iron Scimitar w/PA 2nd Attack]1d20+7-3[/dice] [dice=Damage]1d6+4+9[/dice]
[dice=Mwk. Cold Iron Heavy Mace]1d20+11[/dice] [dice=Damage]1d8+2[/dice]
[dice=Dagger]1d20+10[/dice] [dice=Damage]1d4+2[/dice]
[dice=Mwk Composite Longbow (Str +2)]1d20+11[/dice] [dice=Damage]1d8+2[/dice]
[dice=Cold Iron Chakram]1d20+10[/dice] [dice=Damage]1d8+2[/dice]
[dice=Bite (secondary)]1d20+5[/dice] [dice=Damage]1d6+1[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Craft: Woodcarving]1d20+7[/dice]
[dice=Diplomacy]1d20+12[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Kn: History]1d20+5[/dice]
[dice=Kn: Nobility]1d20+7[/dice]
[dice=Kn: Planes]1d20+16[/dice]
[dice=Kn: Religion]1d20+12[/dice]
[dice=Profession: Soldier]1d20+11[/dice]
[dice=Sense Motive]1d20+11[/dice]
[dice=Fort Save]1d20+10[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+10[/dice]