Joran Vhane

Kikinnin Rouradont's page

1,952 posts. Alias of Governayle.

Full Name

Kikinnin Rouradont


Dwarven Ratcatcher 14


HP 172 l AC 33, T 13, FF 32l CMD 30 l F +24, R +17, W +22; +2 vs poison, spells/spell-like abilities l Init +1 l Senses: Perception +1, Darkvision






Lawful Good






Common, Dwarven, Terran, Celestial



Strength 16
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 10
Charisma 22

About Kikinnin Rouradont


Potion of CMW
Potion of CSW (6/21/18)
Wand of CLW (25 charges)


0 COPPER STARS Updated 10/8/20

50 GOLD SUNS (Church Donation)
690 SILVER MOONS (Silvered Light Mace, Silvered Dagger)
90 GOLD SUNS (2 Holy Waters, 2 Alchemist's Fires)
1 GOLD SUN (Entry Fee for Flood Festival Drinking)
150 GOLD SUNS (Paid to Artus for information leading to the wands)
4460 GOLD SUNS (Ring of Feather Falling, Rope of Climbing, CLW Wand(25)
2000 GOLD SUNS (+1 to Axe)
1000 GOLD SUNS (+1 to Armor)
5 PLATINUM RINGS (Adventurer's Tax 2/2018)
500 GOLD SUNS (Jenya, Commune Spell)
1500 GOLD SUNS (+1 to Armor, now +2 Total)
500 GOLD SUNS (+1 to Shield)
3000 GOLD SUNS (+1 to Axe, now +2 Total)
16000 GOLD SUNS (Belt of Mighty Constitution +4)
16000 GOLD SUNS (Headband of Alluring Charisma +4)
1500 GOLD SUNS (+1 to Shield)
2500 GOLD SUNS (+1 to Armor)
5000 GOLD SUNS (+1 to Axe)
+21000 GOLD SUNS (Upgrade Cloak to +5)
+26000 GOLD SUNS (Upgrade Amulet of Natural Armor to +4)

Creation Guidelines, GM Rutseg:

Setting: Golarion (the Greyhawk deities will be alternate names of the Golarion ones in the region as per the Player’s Guide)
Starting level: Level 1
Starting wealth: Average for the chosen class.
Ability generation system: 20 point buy
Hit point generation system: PFS-style (maximum at level 1, half the hit dice plus one afterwards).
Alignment restrictions: Only neutral and good characters allowed. Lawful Evil might be acceptable if character motivations ensure cooperation with the party and the city.
Race restrictions: Only 1 character per party will be allowed a race outside of the Core in order to keep those races rare (if more than one person is interested, it is up to you on how to deal with the situation)
Number / type of traits allowed: 2 traits allowed, one of which should be a community campaign trait from the Shackled City Player’s Guide. Drawbacks will be not allowed, but a character might choose one Shackled City original campaign trait with its correspondent drawback without that extra trait counting to the trait limit (this might end up providing you two campaign traits, one from the original AP and another community provided trait).
Animal companions: No companions allowed. You have to pick an alternate option for this kind of class features, every player will be allowed control of only one character.
Summoning: No feats or other options that improve summoning are allowed.
Reach builds: You are warned I do not like these builds on PbP due to the difficulties of immediate feedback and extra complexity of turn interruptions.
Spells: Only access to Core spells is granted at the start of the game.
Hero points: The hero points subsystem will be used. You will begin play with 1 hero point and another one will be granted at each level. Remember you cannot have more than 3 at any time. Due to forum dice mechanics the pre-roll bonus will be not applicable (only after die bonus will be legal). Hero points spells and items will not be available. Hero points feats are legal though.
Background skills: Players are allowed 2 extra skill ranks per level as per the background skills option from Unchained. You are allowed to use those rules.
Source material restrictions: Core + Advanced Player’s Guide + Advanced Race Guide + Bestiaries + Ultimate Magic + Ultimate Combat + Ultimate Campaign + Inner Sea Guide. Unchained variant classes are allowed as if they were an archetype.

Level 14, HeroLab:

Kikinnin Rouradont, Black Shuck
Dwarf Paladin 14
LG Medium humanoid (dwarf)
Init: +1; Senses: darkvision 60 ft.; Perception: +1 (Wyrm-Blooded), +3 to notice unusual stonework
AC 33, touch 13, flat-footed 32 (+12 armor, +1 Dex, +4 shield, +2 Deflection/Ring, +4 Natural Armor)
AC 37, touch 17, flat-footed 36 (+4 dodge v Giant subtype)
HP: 172 (1d10+6, 6+2+1FC, +4 Con Belt)
Fort +24, Ref +17, Will +22; +2 vs. poison, spells, and spell-like abilities, +4 Saves against Acid(Wyrm-Blooded), Cloak of Resistance +5, Headband of Alluring Charisma +4, Belt of Mighty Constitution +4
Defensive Abilities: Defensive Training (+4 AC v Giant Subtype)
Speed: 20 ft.

Melee: Eldgammel, +3 dwarven waraxe +20/+15/+10 (1d10+6/19-20 ×3), Sap +16/+11/+6 (1d6+3 non-lethal)
Ranged: light crossbow +15 (1d8/19-20), composite longbow +15 (1d8/19-20)
Special Attacks: Hatred, Smite Evil 6/day (+6 attack and AC, +18 damage, Silver Smite Bracelet)
Paladin Spell-Like Abilities (CL 10; concentration +16, DC 17 to Cast Defensively):
At will—Detect Evil

Str 16, Dex 12, Con 18, Int 10, Wis 10, Cha 22

Base Atk +13/+8/+3; CMB: +16; CMD: 29 (33 vs. bull rush, 33 vs. trip)

Feats: Toughness, Weapon Focus(Dwarven Waraxe), Power Attack, Improved Critical, Iron Will, Greater Mercy, Critical Focus

Traits: Beast Hunter(Campaign- +1 Attack, +1 Damage, +1 DC v Undead, Knowledge(Undead) Untrained), Deft Dodger(+1 on Reflex Saves), Wyrm Blooded(Original- +4 to Saves v Acid, +2 Swim, +1 Perception, -1 Reflex)


Current Armor Class Penalty(ACP): -6

Acrobatics: -5 (-9 to jump)
Appraise: 0
Bluff: +6
Climb: -3
Diplomacy: +17 (8 ranks)
Disguise: +6
Escape Artist: -5
Fly: -5
Heal: +4 (1 rank)
Intimidate: +6
Knowledge(Dungeoneering): +2 (2 Ranks)
Knowledge(Religion): +8 (5 ranks)
Linguistics: +2 (2 ranks)
Lore(Malachite Fortress): +15 (12 ranks, background)
Lore(Jzaridune): +5 (2 ranks, background)
Perception: +1 (Wyrm-Blooded, +2 racial bonus to notice unusual stonework)
Profession(Ratcatcher): +15 (12 ranks, background)
Ride: -5
Sense Motive: +10 (7 ranks)
Spellcraft: +4 (1 rank)
Stealth: -5
Survival: 0
Swim: -1 (+2 Wyrm-Blooded)

Racial Modifiers: Lorekeeper, +2 Perception to notice unusual stonework

Languages: Common, Dwarven, Terran, Celestial

Other Gear: +3 full plate, +2 heavy steel shield, blunted bolts (20), crossbow bolts (20), Eldgammel(+3 dwarven waraxe), light crossbow, backpack, bedroll, belt pouch, cage, diminutive/fine[APG], chalk (10), crowbar, flint and steel, hemp rope (50 ft.), hip flask[UE], holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin (3), wooden holy symbol of Abadar, 9 gp, 9 sp, Silvered Light Mace, Silvered Dagger
Cloak of Resistance +5, Ring of Feather Falling, Rope of Climbing, Wand of CLW (25 charges), Gauntlets of Ogre Power +2, Ring of Protection +2, Headband of Alluring Charisma +4, Belt of Mighty Constitution +4, Amulet of Natural Armor +4, Silver Smite Bracelet
Special Abilities
Aura of Courage(Su)- Immune to Fear, Allies within 10' receive +4 morale bonus to Saves v Fear.
Aura of Resolve(Su)- Immune to Charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on Saves v Charm effects.
Aura of Justice(Su)- Use of 2 Smite Evils provides Allies within 10' to also Smite Evil for one minute.
Channel Positive Energy- 6d6 (6x/day, DC 22)
Darkvision (60 feet)- You can see in the dark (black and white only).
Defensive Training- +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Divine Grace(Su)- Cha Bonus (+6) to all Saves.
Divine Health(Ex)- Immune to Disease.
Detect Evil (At will) (Sp)- You can use detect evil at will (as the spell).
Hatred- +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lay on Hands(Su)- 6d6 healing, 12x/day
Lorekeeper- +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mercy(Su)- (Fatigued) Included with Lay on Hands Ability.
Mercy(Su)- (Diseased) Included with Lay on Hands Ability.
Mercy(Su)- (Cursed) Included with Lay on Hands Ability.
Mercy(Su)- (Paralyzed) Included with Lay on Hands Ability.
Smite Evil (6/day) (Su)- +6 to hit, +18 to damage, +6 deflection bonus to AC when used.
Stonecunning +2- +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Divine Bond- +3 to Weapon, 13 minutes, 3x/day

Melee Touch +16
Ranged Touch +14
Concentration Check +16

5x/day Level 1 Spells (CL 10, DC 17)

4x/day Level 2 Spells (CL 10, DC 18)

2x/day Level 3 Spells (CL 10, DC 19)

1x/day Level 4 Spells (CL 10, DC 20)

Hero Points: 1/3 (9/25/20)