Sir Holton

Kuras Narvel's page

141 posts. Alias of Void Dragon.


Full Name

Kuras Narvel

Race

Human

Classes/Levels

Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Gender

Male

Alignment

LG

About Kuras Narvel

Name Kuras Narvel
Gender Male Race Human Class Paladin 7 (Oath of Vengeance)
Alignment LG Size Medium Type Humaniod (Human)
Init +2; Perception +11

Defense
AC 20, touch 10, flat-footed 20 (+0 Dex, +10 Armor)
HP 60 (7d10+14)
Fort +12, Ref +7, Will +10
Immune Fear, Disease

Offense
Speed 30 ft. (20 ft. in armor)

Melee
Adamantine Lance Attack + 12 Damage 1d8+6 (x3) Type P
Masterwork Greatsword Attack +12 Damage 2d6+6 (19-20/x2) Type S

Ranged
+1 Adaptive Longbow Attack +8 Damage 1d8+5 (x3) Type P Ammunition Arrows (20)

Special Attacks
Smite: +4 Attack, +7 Damage, +4 AC, Ignore any DR target might have

Stats
Str 19, Dex 10, Con 14, Int 10, Wis 10, Cha 18
BaB +7/2; CMB +11; CMD 21

Spells per Day

Cater level 4

1st: Protection from Evil [], Grace []; Oath: Wrath [] (1 class +1 Cha +1 Oath)

2nd: Resist Energy []; Oath: Confess [] (0 class +1 Cha +1 Oath)

Skills: (7) Diplomacy* +13, (7) Ride* +5 (7) Perception* +11, (7)Sense Motive* +10
Languages: Common
Traits: Seeker, Exile
Feats: Mounted Combat, Power Attack, Extra Lay on Hands, Ride By Attack, Spirited Charge

Tracked Resources

Smite 3/day [], [], []
Lay on Hands 3d6 9/day [], [], [], [], [], [], [], [], []

Class 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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.

• Shaken: The target is no longer shaken.

• Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

• Dazed: The target is no longer dazed.

• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

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 presented in Spell Lists. 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.

Divine Bond (Sp) (Weapon): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Equipment

+1 Full Plate (2,650 GP)
+1 Adamantine Lance (5,010 GP)
Masterwork Greatsword (350 GP)
+1 Adaptive Longbow (3,375 GP)
Headband of Charisma +2 (4,000 GP)
Belt of Strength +2 (4,000 GP)
Handy Haversack (2,000 GP)
Cloak of Resistance +1 (1,000 GP)
Arrows (20) (1 GP)
Heavy, Horse Combat Trained (300 GP)
Military Saddle (20 GP)
Paladin's Kit (11 GP) This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

783 GP 0 SP 0 CP 0 PP

Description: Kuras is 5'6'' tall with a heavily muscled frame that speaks of fighting most days without stopping. His face has several scars including a scar on the right side of his face that almost took his eye. This man wears a kit of polished steel with a dark green adamatine lance poking up from over his shoulder. The word "Faith and Honor" can be seen inscribed across the length of the lance and small pictures of angels can be seen carved into the very surface of the lance itself.

Personality: Kuras is a cheerful fellow always willing to lend and ear or a hand to those around him. He doesn't care too much on how he helps people just that people are better off once they have met him. He is currently trying to prove himself worthy of his legacy but he knows that he cannot endanger his fellows with his own quest.

Background: Kuras grew up in a simple farming village where the only excitement to be had was a yearly festival and maybe a wedding or two. He lived in a nice home with his father and mother and four brothers and five sisters. Kuras was the middle of the bunch so he was quite often ignore by his parents. Kuras didn't mind because with his parents not looking as closely at him he could head out into town whenever he felt like it and he wouldn't be missed. It was during one of these outings that Kuras saw a group of priests and paladins of the Order of Knights Griffon who were going out to fight some undead that had been recently spotted in a cairn. Kuras followed the warriors wide eye with wonder when one of the paladins smiled at him and handed him her helm. Kuras couldn't say anything because he was so overwhelmed by the paladins aura that he just stared as they went into the forest. Five days later the warriors returned exhausted and weakened but victorious. The undead who had been rising were back safely in their graves and the group was heading back to the order for rest. Kuras asked the paladin if he could follow and the woman smiled. She told him how the Order of Knights Griffon accepted anyone who would be willing to sacrifice themselves for others and Kuras readily agreed.

The woman introduced herself as Zariana and she became his mentor as they traveled to the order's headquarters. When they got there Kuras's life became one of training as a squire. He woke up every day and prayed to the gods, and all of the beings of light. Then Kuras had to train with every single weapon that he could find until he could at least hold it properly. Finally he would go back into the temple area and listen to sermons about righteous anger and how to use it against the foes such as undead, demons, and dragons. During his time training Kuras found that he excelled at the art of jousting. He was able to guide his mount even when using some of the heaviest practice armors and he almost always hit his mark. Kuras was so good that the order awarded him the lance of Saint David. The lance had been anointed in sacred oils and it helped save Saint David's life countless times. The final story of the lance and saint David was of the paladin riding into battle against a great and terrible red dragon that burned the warrior alive in his armor, but even as he died David struck with his lance and his point struck true piercing the dragon's heart and slaying the great terror. The only thing that could be recovered from Saint David's charred corpse was the lance and it had been a relic in the order for years before they decided to give it to Kuras. At that time Kuras had passed the final tests and become a paladin. The new paladin was unsure of what to do but Zariana smiled and told him that he should seek out adventure and that he should destroy evil wherever he found it.

Kuras taking the words of Zariana to heart first traveled to Magnimar where he began a long campaign against some of the darker criminal elements in the town. He was able to lead the guard to and help destroy several gang hideouts and Kuras even slew one of the gang leaders in combat. After a while Kuras heard about the troubles in Sandpoint and about the goblins and the murders. Kuras wanted to go over and help, but he had also heard about the heroes who had already solved the problems so he stayed in Magnimar. Recently something seems to have stopped the gangs from causing as much trouble and Kuras seeks some other cause to lend his aid to. He has heard rumors of something brewing but can't find out exactly what or where it is currently happening.