About Khepri of the Dawn
Khepri of the Dawn
HP 36 (28+8Con+0FC) Current HP 36
AC 24 (+10 Armor, +3 Shield, +1 Dex) FF23 T11
Fort 10 Ref 6 Will 8
BAB 4 CMB 7 CMD 18
Fire Resistance 4 (From Favored Class Option in APG)
Melee +1 Scimitar +8 (1d6+4/18-20) [+1 Confirm Crit, +2 Fire Damage]
Languages Common, Dwarven, Kelish
2 Skill Points/Level +1 Racial (12 Total)
Diplomacy 11 (4+3CS+4Cha)
Feats and Traits:
Trait Flame of the Dawnflower (+2 Fire Damage when scimitar Criticals)[Qadira Page 23]
Feats Power Attack (H), Cleave (1st), Improved Bull Rush (3rd)
Paladin Spells (Caster Level 1, Cast Defensively +5)
1 (4/day)(DC 15) heroes defiance
Weapon and Armor Proficiency: Khepri has Simple and Martial proficiency with all weapons. Khepri has proficiency with all types of armor (heavy, medium, and light), and with shields (except tower shields)
Aura of Good (Ex): The power of Khepri's aura of good is equal to his paladin level.
Detect Evil (Sp): At will, Khepri can use detect evil, as the spell. He 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, Khepri does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, Khepri can call out to Sarenrae to aid her in his struggle against evil. As a swift action, Khepri chooses one target within sight to smite. If this target is evil, he adds his Charisma bonus to his attack rolls and adds his paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an undead creature, the bonus to damage on all attacks increases to 2 points of damage per Paladin level Khepri possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, Khepri gains a deflection bonus equal to his Charisma modifier (+4) to his AC against attacks made by the target of the smite. If Khepri 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 Khepri rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, Khepri may smite evil one additional time per day.
Divine Grace (Su): Khepri gains a bonus equal to his Charisma bonus (+3) on all saving throws.
Lay On Hands (Su): Khepri can heal wounds by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier.(6/Day) With one use of this ability, Khepri can heal 1d6 hit points of damage for every two paladin levels he possesses. (2d6) Using this ability is a standard action, unless Khepri targets himself, in which case it is a swift action.
Alternatively, Khepri can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels Khepri possesses. (2d6) 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): Khepri is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while Khepri is conscious, not if he is unconscious or dead.
Divine Health (Ex): Khepri is immune to all diseases, including supernatural and magical diseases.
Mercy (Su): Khepri can choose a mercy at 3rd level, and every three levels thereafter. Each mercy adds an effect to Khepri's lay on hands ability. Whenever Khepri uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by him. 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.
3rd Level Mercy: Sickened
Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Money 0 pp 1 gp 2 sp 7 cp
Comp Longbow (+3 Str)
20 Arrows (Red)+ 10 Cold Iron Arrows (Black) + 10 Silver (White)
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
2 Iron Spikes
2 Weapon Cords (One in use)
5 Flask Holy Water
4 Alchemist's Fire
2 Tanglefoot bags
+1 Plate Mail
+1 Heavy Shield
wand of cure light wounds (1d8+1)
Potion of enlarge person (1 Min)
Sarenrae Paladin Codes:
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
• I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that which I need to survive.
• The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
• I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
• Each day is another step toward perfection. I will not turn back into the dark.
Khepri is a man in his prime, with good looks and confident air about him. He has dark skin, short brown hair, and deep brown eyes. He genuinely cares about others and goes out of his way to help another when he can.
He wears highly polished and well made dwarven crafted plate mail with a sunburst of Sarenrae on it. His shield, as well made as his armor, has the image of an angel with fiery hair on it. His scimitar has holy words etched up and down the blade that contain prayers to Sarenrae. He also wears a red and white cloak with gold trim that has the Sarenrae sunburst on it.
Khepri grew up in Solku an orphan of the war against the gnolls in the region. The Lambent Citadel took him in for training and soon realized he had a special future ahead of him.
Trained in fighting with the scimitar as well as the use of his words to convince other of his cause, Khepri set out and fought with the Sand Dwarves of southern Osirion. There he learned much about the savage, yet noble sand dwarves. Investigating long forgotten tombs, Khepri had a knaack for destroying undead and was a valuable asset.
After a couple years however he returned to the Lambent citadel in Solku. Recently an expedition arrived in Solku heading to Zolurket. Asking for help, the expedition was given Khepri for aid. Though not his only mission for heading to Zolkuret, Khepri was eager to help the dwarves recover their home and begin to expand his powers granted from Sarenrae.
After establishing a base for the dwarves, and clearing out the closest areas to the surface, Khepri felt a pull towards home and decided it was time to return to Solkut and let the dwarves continue to clear out their home.
Khepri came back to Solkut with some of the riches of Zolurket, mainly in his dwarven crafted arms and armor. He has returned to the Lambert Citadel to rest and recover after his time away.
Combat (Smite Evil adds +4 to hit, +4 Damage [+8 vs Undead], +4 AC)
[ooc]Attack with +1 Scimitar[ooc] [dice]1d20+8[/dice]
[ooc]Power Attack with +1 Scimitar[ooc] [dice]1d20+6[/dice]
[ooc]Ranged Attack with Comp. Longbow[ooc] [dice]1d20+5[/dice]
[ooc]Attack with Silver Warhammer[ooc] [dice]1d20+8[/dice]
[ooc]Power Attack with Silver Warhammer[ooc] [dice]1d20+5[/dice]
Skill Checks (-6 ACP)
[ooc]Lay on Hands (Sickened Mercy)[ooc] [dice]2d6[/dice]