Pugnan Longwater

Krolmnite the Brave's page

213 posts. Alias of Gerald.


Full Name

Krolmnite the Double Blessed of Smiad and Iomedae, and Dragon Slayer Extraordinaire

Race

Paladin 6 | AC 18/10/18 | HP 56/74 |

Classes/Levels

F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

About Krolmnite the Brave

Male Gnome Paladin of Smiad 6
Oath against the Wyrm
LG Small Humanoid
79 years old
3' 6" tall, 43 lbs.
Init. +0; Perception +2
Low Light Vision
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Defense
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AC 18 (+6 armor, + 1 NA, +1 size), touch 10 flat footed 18
HP: 74/74 (6d10 + 18 Con. + 6 Favored Class)
Fort: +12 (Base +5 + 3 Con + 3 Cha + 1 Trait)
Ref: +5 (Base +2, +0 Dex + 3 Cha)
Will +8 (Base +5, + 0 Wis + 3 Cha)
*+2 vs. Illusion spells and Effects
*+1 vs. Compulsion effects/spells
Evasion against Evil Dragon's Breath Weapons
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Offense
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Speed 20' (15' in armor)

Melee
+11/+6 +1 Cold Iron Greatsword, 1d10+4 (19-20/x2), 8 lbs.
+8/+3 Scimitar, 1d4+3 (18-20/x2), 4 lbs.
+8/+3 Morningstar, 1d6+3/x2, 6 lbs.

Ranged
+6 Javelin, 1d4+2/x2, (5 total) 10 lbs.
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Statistics
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STR14, DEX11, CON16, INT10, WIS10, CHA17

BAB: +6; CMB +8 CMD 18

Feats:

Spoiler:
1.Power Attack, 3. Extra Lay on Hands, 5. Weapon Focus Greatsword.

Skills: (12 ranks)

Spoiler:

Diplomacy +11 (5 ranks + 3 Cha + 3 Class)
Heal +4 (1 ranks + 0 Wis + 3 Class)
Know. (Religion) +4 (1 ranks + 0 Int + 3 Class)
Perception +2 (0 ranks + 0 Wis + 2 Racial)
Sense Motive +8 (5 ranks + 0 Wis + 3 Class)
Stealth +4 (0 ranks + 0 Dex + 4 Size)

Traits:

Spoiler:

Demon Smiter--Once per day, +4 on a single attack vs. a demon.
Boarded in the Shackles--+1 to Fort.

Languages: Common, Gnome, and Sylvan

Paladin Special Abilities:

Spoiler:

*Aura of Good
*Detect Evil
*Smite Evil 2/day. +3 to attack, +4 damage. +8 damage to evil, undead or dragon. Also gains +3 to AC vs. that creature.
*Divine Grace
*Lay on Hands 7/day. Heal or harm for 3d6 damage. Swift action if healing self.
*Aura of Courage. Immune to fear. Allies within 10' receive a +4 on saves versus fear.
*Divine Health. Immune to all diseases.
*Mercy. Added to a LOH when healing another. Removes sickened condition for one hour.
*Evasion vs. Breath Weapons of Evil Dragons
*Spells. First Level Spells Known--Heroic Defiance, Lesser Restoration. 2/day.
*Divine Bond--Weapon.
*Mercy: Added to a LOH when healing another. Removes diseased condition for one hour.

Oath Against the Wyrm:

Spoiler:

*Few dragons see the smaller races of the world as their equals—to most, humanoids are either food or an annoyance. Some paladins swear to protect others against the predation of dragonkind. Some include dragon-blooded creatures (such as half-dragons or even sorcerers with the draconic bloodline) in their oath and team up with inquisitors to root out those whose ancestry carries the taint of dragon magic. Many paladins with this oath are thrill-seekers for the cause of good, channeling their divine power in ways that allow them to take on their powerful foes head on.
*Breath Evasion (Su): At 4th level, a paladin with this oath gains evasion, but only against the breath weapons of creatures with the dragon type. This ability replaces channel positive energy.
*Divine Bond (Sp): This works like the paladin’s normal divine bond ability, except as follows. If the paladin’s bond is with a weapon, she cannot use that ability to add the brilliant energy, disruption, or merciful weapon properties, but she can add the bane weapon property (but only against dragons). If the paladin’s bond is with her steed, the steed gains the paladin’s aura-based immunities and her aura does not affect allies. This replaces the standard divine bond ability.
*Dragon-Slaying Strike (Su): At 20th level, an oathbound paladin becomes a conduit of holy power. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes a dragon, the dragon is also subject to a single-target holy word, using her paladin level + 10 as the caster level. After the banishment effect and the damage from the attack are resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount. This ability replaces holy champion.
*Code of Conduct: Slay evil dragons, as well as other dangerous dragons whether or not they are evil. Prevent the bloodlines of other creatures from being corrupted with draconic power. Protect the innocent against the predation of dragons.
*Oath Spells: 1st—enlarge person; 2nd—bear’s endurance; 3rd—fly; 4th—stoneskin.

Gnome Racial Characteristics:

Spoiler:

*Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
*Type: Gnomes are Humanoid creatures with the gnome subtype.
*Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
*Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.
*Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
*Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
*Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
*Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
*Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
*Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
*Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
*Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Load: lbs. Light load: 58 lbs.
Money: 90 gold plus 873 gold

Gear:

Spoiler:

Amulet of Natural Armor +1
+1 Cold Iron Greatsword, 8 lbs., 3400 gp.
Wand of Endure Elements, (x50), 750 gp
Aegis of Recovery,: An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust, 1500 gp.
Potion of Cure Light Wounds, 50 gp.

Morningstar, 6 lbs., 8 gp.
Scimitar, 4 lbs., 15 gp.
Javelin (x5), 10 lbs., 5 gp

Breastplate, 30 lbs., 200 gp.

Everyday Worn Items:
Monk's Outfit, --
Wooden holy symbol of Smiad,
Backpack,
*Waterskin,
*empty sack,
*50' silk rope,
*Grappling Hook,
*5 days rations,
*Bedroll,
Signal Whistle
Belt Pouch,
*5 tindertwigs
*mapcase,
*Flint & Steel,
*Fish hook.

NPC Relations:

Spoiler:

*Gelik Aberwhinge (male gnome bard) - Gelik has shared several secrets of comedy and speech with you - these techniques grant a permanent +1 bonus to the save DC of any charm or language-dependent effect you use.
*Aerys Mavato (female half-elven fighter) - Aerys has allowed you to peruse her unfinished epic, the Abendego Cantos. The poems are very well written and contain compelling themes of the strength of personality against incalculable odds. You gain a permanent +1 bonus on all Will saving throws against compulsion effects.

Appearance:

Spoiler:

Krolmnite is a slightly bigger than average sized male gnome. He has dark hair and a beard, resembling much a smaller dwarf. He keeps his arms and armor shined and polished as well as psssible. He has a holy symbol of Smiad hanging from a cord on his neck.

Background:

Spoiler:

Krolmnite had a boring, for a gnome, childhood. He was raised on his father's radish farm. He always dreamed of bigger things, as most active minded young gnomes often do. His path changed one day, when he saw what would become his singular obsession in life, a dragon, flying far overhead. He had heard rumors about such creatures, but seeing a glimpse of one changed his thinking forever.

He began learning everything he could about the strange creatures, finding out about the immense evil that the bad dragons could release on the world. Not long after that, he found out about the worship of Smiad, the Dragonslayer. With a hug for his parents, Krolmnite took all his possessions and set out to learn more about Smiad.

He found a helpful temple that agreed to take him in, knowing this his racial obsessiveness would make him a strong asset to the service of the Dragon Slayer. He has had a few experiences, and has grown into a fairly capable holy warrior, but still hasn't encountered a dragon.

His travels have led him to Eleder, knowing that this close to the Mwangi Expanse, there simply has to be a dragon out there, closeby. He aims to meet it, and if it's evil, destroy it.