Baron Hannis Drelev

Kurik's page

348 posts. Organized Play character for kaervek78.


Classes/Levels

Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Gender

Redelia's PFS1 1-35 Voice in the Void

About Kurik

Scenario Notes: NA

shopping:

Bought (#8):
- Wand of Protection from Evil 50/50 (2 PP)

Bought (#9): adamantine Nodachi (3.060g, 8lb); MW silver heavy flail (495g, 10lb); cold iron dagger (4g, 1lb); Wand of Fallback Strategy 50/50 (2 PP)

Bought (#10): Wand of ??? 50/50 (2 PP)

To Buy/Do:
- Headband of Charisma +2 (4.000g, 1lb)
- Circlet of Persuasion (4.500g, 0lb)
- Cloak of Resistance +1 (1.000g, 1lb);
- Pearl of Power 1st (1.000g, 1lb);
- Belt of Giant Strength +2 (4.000g, 1lb)
- wand of Lucky Number ?
- Wand of Endure Elements 50/50 (2 PP)
- MW darkwood bow (+3 STR) 2PP(?)
- MW darkwood bow (+5 STR) gold(?)

Kurik is... now LEVEL 4!
DONE: BAB, CMD, CMB, HP, Saves, Class Features, ASI (STR), Skills, Feat
TO DO: Shopping (with PP)

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 19
AC 19, touch 10, flat-footed 19
hp 36
Fort +9, Ref +4, Will +5
Energy Resistances Fire 3, Cold 3, Acid 3, Electricity 3, Sonic 3

DEFENSE (ENLARGED):

CMD 18
AC 17, touch 8, flat-footed 17
hp 36
Fort +9, Ref +3, Will +5
Energy Resistances Fire 3, Cold 3, Acid 3, Electricity 3, Sonic 3

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OFFENSE
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CMB +9
Speed 30 ft. (20 ft. in heavy armor)
Ranged
Sling +4 (1d4+5/20/x2) Range 50 ft
[dice=Sling]1d20+4[/dice] for [dice=Bludgeoning]1d4+5[/dice]

cold iron Dagger +4 (1d4+5/19-20/x2) Range 10 ft
[dice=cold iron Dagger]1d20+4[/dice] for [dice=Piercing OR Slashing, cold iron]1d4+5[/dice]

Melee
Greatsword +9 (2d6+7/19-20/x2)
[dice=Greatsword]1d20+9[/dice] for [dice=Slashing]2d6+7[/dice]
[dice=Greatsword, Power Attack, Furious Focus]1d20+9-2+2[/dice] for [dice=Slashing]2d6+7+6[/dice]
[dice=Greatsword, Power Attack]1d20+9-2[/dice] for [dice=Slashing]2d6+7+6[/dice]

MW silver Heavy Flail +10 (1d10+7/19-20/x2)
[dice=MW silver Heavy Flail]1d20+10[/dice] for [dice=Bludgeoning, silver]1d10+7[/dice]
[dice=MW silver Heavy Flail, Power Attack, Furious Focus]1d20+10-2+2[/dice] for [dice=Bludgeoning, silver]1d10+7+6[/dice][/s]
[dice=MW silver Heavy Flail, Power Attack]1d20+10-2[/dice] for [dice=Bludgeoning, silver]1d10+7+6[/dice]

adamantine Nodachi +10 (1d10+7/18-20/x2)
[dice=adamantine Nodachi]1d20+10[/dice] for [dice=Piercing OR Slashing, adamantine]1d10+7[/dice]
[dice=adamantine Nodachi, Power Attack, Furious Focus]1d20+10-2+2[/dice] for [dice=Piercing OR Slashing, adamantine]1d10+7+6[/dice][/s]
[dice=adamantine Nodachi, Power Attack]1d20+10-2[/dice] for [dice=Piercing OR Slashing, adamantine]1d10+7+6[/dice]

cold iron Dagger +9 (1d4+5/19-20/x2)
[dice=cold iron Dagger]1d20+9[/dice] for [dice=Piercing OR Slashing, cold iron]1d4+5[/dice]

Unarmed Strike +9 (1d3+5/20/x2)
[dice=Unarmed Strike]1d20+9[/dice] for [dice=Bludgeoning non-lethal]1d3+5[/dice]

OFFENSE (ENLARGED):

CMB +9
Speed 30 ft. (20 ft. in heavy armor)
Ranged
enlarged Sling +2 (1d4+5/20/x2) Range 50 ft
[dice=enlarged Sling]1d20+2[/dice] for [dice=Bludgeoning]1d4+5[/dice]

enlarged cold iron Dagger +2 (1d4+5/19-20/x2) Range 10 ft
[dice=enlarged cold iron Dagger]1d20+2[/dice] for [dice=Piercing OR Slashing, cold iron]1d4+5[/dice]

Melee
enlarged Greatsword +9 (3d6+9/19-20/x2)
[dice=enlarged Greatsword]1d20+9[/dice] for [dice=Slashing]3d6+9[/dice]
[dice=enlarged Greatsword, Power Attack, Furious Focus]1d20+9-2+2[/dice] for [dice=Slashing]3d6+9+6[/dice]
[dice=enlarged Greatsword, Power Attack]1d20+9-2[/dice] for [dice=Slashing]3d6+9+6[/dice]

enlarged MW silver Heavy Flail +10 (2d8+9/19-20/x2)
[dice=enlarged MW silver Heavy Flail]1d20+10[/dice] for [dice=Bludgeoning, silver]2d8+9[/dice]
[dice=enlarged MW silver Heavy Flail, Power Attack, Furious Focus]1d20+10-2+2[/dice] for [dice=Bludgeoning, silver]2d8+9+6[/dice][/s]
[dice=enlarged MW silver Heavy Flail, Power Attack]1d20+10-2[/dice] for [dice=Bludgeoning, silver]2d8+9+6[/dice]

enlarged adamantine Nodachi +10 (2d8+9/18-20/x2)
[dice=enlarged adamantine Nodachi]1d20+10[/dice] for [dice=Piercing OR Slashing, adamantine]2d8+9[/dice]
[dice=enlarged adamantine Nodachi, Power Attack, Furious Focus]1d20+10-2+2[/dice] for [dice=Piercing OR Slashing, adamantine]2d8+9+6[/dice][/s]
[dice=enlarged adamantine Nodachi, Power Attack]1d20+10-2[/dice] for [dice=Piercing OR Slashing, adamantine]2d8+9+6[/dice]

enlarged cold iron Dagger +9 (1d6+6/19-20/x2)
[dice=enlarged cold iron Dagger]1d20+9[/dice] for [dice=Piercing OR Slashing, cold iron]1d6+6[/dice]

enlarged Unarmed Strike +9 (1d4+6/20/x2)
[dice=enlarged Unarmed Strike]1d20+9[/dice] for [dice=Bludgeoning non-lethal]1d4+6[/dice]

SPELLS (actual):
Paladin Spells prepared (CL 1st; Concentration +4)
. . 1st(1): Hero’s Defiance (DC 14)

SPELLS (actual):

. . 1st(1): (DC 14)

SPELLS (list of many good paladin spells):
TBD
. . 1st: Wrath; Comprehend Languages; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 17)

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STATISTICS
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Str 20, Dex 10, Con 14, Int 7, Wis 7, Cha 16
BAB +4; CMB +9; CMD 19
AC Calc 9 Armor
HP Calc 1) 10, 2-4) 18, Con 8
Save Calc Base +4/+1/+4, Ability +2/+0/-2, Divine Grace +3/+3/+3
Feats Power Attack, Additional Traits, Furious Focus
Traits Unscathed (Magic), Anatomist (Combat), Omen (Faith), Illuminator (Religion)
Languages Common
Favored Class Paladin 1) Fire 1, 2) Cold 1, 3) Acid 1, 4) Electricity 1, 5) Sonic 1, 6-7) Skill Point(?)
Alternate Favored Class Bonus (Human) Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).

SKILLS:

[dice=Acrobatics - ACP]1d20+0-5[/dice]
[dice=Appraise]1d20-2[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb - ACP]1d20+4-5[/dice]
[dice=Craft: Anything]1d20-2[/dice]
[dice=Diplomacy]1d20+11[/dice] <3 ranks, +2 trait>
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist - ACP]1d20+0-5[/dice]
[dice=Fly - ACP]1d20+0-5[/dice]
[dice=Handle Animal t]1d20+7[/dice] <1 rank>
[dice=Heal]1d20-2[/dice]
[dice=Intimidate]1d20+11[/dice] <4 ranks, +1 trait>
[dice=Knowledge: Nobility t]NA[/dice]
[dice=Knowledge: Religion t]NA[/dice]
[dice=Perception]1d20-2[/dice]
[dice=Perform: Any]1d20+3[/dice]
[dice=Ride - ACP]1d20+0-5[/dice]
[dice=Sense Motive]1d20-2[/dice]
[dice=Stealth - ACP]1d20+0-5[/dice]
[dice=Survival]1d20-2[/dice]
[dice=Swim - ACP]1d20+4-5[/dice]

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EQUIPMENT AND GOLD
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On person
Sling (0g, 0lb); 1x10 Bullets (1s, 5lb); Adamantine Nodachi (3.060g, 8lb); MW silver heavy flail (495g, 10lb); cold iron dagger (4g, 1lb); MW Full Plate (1650g, 50lb)
Explorer's Outfit (0g, 8lb); Backpack (2g, 4lb); Bedroll (1s, 5lb); 2x Torches (1c, 1lb); Tindertwig (1g, 0lb); 1x Waterskin (1g, 4lb); 4x Trail Rations (5s, 1lb); 2x Rope (Silk) 50 ft. (10g, 5lb); 2x Holy Symbol, wooden (1g, 0lb)
2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb); 2x Sunrod (2g, 1lb)
Wand of CLW (33/50) (2 PP), Wand of Bless (48/50) (2 PP), Wand of Bless Weapon (49/50) (2 PP), Wand of Enlarge Person (46/50) (2 PP), Wand of Protection from Evil (50/50) (2 PP), Wand of Fallback Strategy (50/50) (2 PP)
Left at Lodge 7x Torches (1c, 1lb); 1x10 Bullets (1s, 5lb); Greatsword (50g, 8lb); Dagger (2g, 1lb)
Starting GP 714.55 gold + 400 + 25 (rebuild) - 50 (shopping) = 1079.55 + 500 = 1579.55 + 775 = 2354.55 + 507 - 4 (shopping) = 2857.55 gold
Starting GP 2857.55 gold + 1198 - 1550 (shopping) = 2505.55 + 1187 = 3692.55
Starting GP 3692.55 gold - 3559 (shopping) = 133.55 + 876 = 1009.55 gold
Weight Carried 116 lbs (incl. clothing)
Carrying Capacity Light (116 lb), Medium (233 lb), Heavy (350 lb), LoH (350 lb), Lift (700 lb), Drag/Push (1750 lb)
Carrying Capacity Light (133 lb), Medium (266 lb), Heavy (400 lb), LoH (400 lb), Lift (800 lb), Drag/Push (2000 lb)

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APPEARANCE
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Height 6'3"
Weight 190 lb
Age 21
Eye Color brown
Hair Color brown
Skin Tone light
Region of Origin ??
Deity Sarenrae
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SPECIAL ABILITIES
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Class Features (Paladin):

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 Cha 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.
===> 2/day
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.
===> 5/day
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.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
===> Shaken
Spells (Su) 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) 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.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil.

Class Features (Oathbound Paladin):

While all paladins have their own codes of conduct, either taught by an order, handed down from the gods, or inspired by personal conviction, an oathbound paladin devotes herself to a singular cause, which grants her additional powers but also gives further edicts she must follow. An oathbound paladin swears an oath to eradicate a certain kind of evil. This powerful oath gives her access to new spells and adds to or alters typical paladin abilities.
An oathbound paladin can take multiple oaths, but none of the other oaths can replace or alter the same class feature from the paladin class as another alternate class feature. For example, a paladin cannot take the Oath against Corruption and the Oath against the Wyrm because they both replace the aura of courage class feature.
Paladins who take up an oath may make a sacred promise to their god or temple to perform some specific and grand action associated with the oath. For example, an oathbound paladin who takes the Oath of Vengeance may be tasked with killing the orc warlord who razed her home city, while a paladin with the Oath against the Wyrm may be asked to secure a nonaggression pact with a family of dragons. When a paladin completes the sacred promise, the oath is fulfilled, and she may abandon the oath if she so chooses; she may then select another oath or become a standard paladin or a different paladin archetype.
If a paladin violates the code of her oath, she loses the class abilities associated with that oath until she atones. If she violates her paladin's code, she loses her oath abilities as well as her other paladin abilities.
An oathbound paladin has the following class features.
Deity: Some oaths are especially compatible with the faiths of certain deities; these deities are listed here. Other deities may allow these oaths as well, though only rarely do deities allow oaths conflicting with their teachings.
Code of Conduct: The oathbound paladin must abide by the listed tenets of her oath in addition to the specifics of her god's code of conduct. In some cases, a deity's or paladin order's code may conflict with the oath's tenets; in most cases, these conflicts mean the oath is unsuitable for a paladin of that deity or order (such as the Oath against the Wyrm with respect to a good dragon deity or a dragon-riding order of paladins) and cannot be selected by the paladin.
Oath Spells: A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.
If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).
Oath of Vengeance:
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.
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.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR. This ability replaces aura of justice.
Code of Conduct Never let lesser evils distract you from your pursuit of just vengeance.
Oath Spells 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.

Faction Rewards: none so far
Feats:

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Furious Focus When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Improved Critical When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.


Traits:

Unscathed (Magic) You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
Omen (Faith) You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Once per day, you may attempt to demoralize an opponent as a swift action.
Anatomist (Combat) You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Illuminator (Religion) When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Racial Traits:

Base Speed Humans have a base speed of 30 feet.
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Kurik has ranks in the following skills: Intimidate, Diplomacy, Handle Animal
*He is also not bad at Bluff, Disguise and Perform
Skill Checks are all preformatted in the Skills section

Combat
*Kurik tries to be first in and last out of combat, trying to get the attention of the bad guys.
*Before he charges wielding his Greatsword - using Power Attack and Furious Focus as he sees fit - he will use the Intimidate skill to demoralize a foe (1/day possible as a swift action instead of a standard action).
Before using Smite Evil, he will use Detect Evil (move action) to make sure it will hit.
*If an enemy is not reachable with a melee weapon, Kurik uses his Sling.
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) The Silverhex Chronicles: 1 XP, 2 PP, 500 gold
2) #06-10 The Wounded Wisp: 1 XP, 2 PP, 430 gold
3) #10-16 What The Helms Hide: 1 XP, 2 PP, 400 gold
4) Blood under Absalom: 1 XP, 2 PP, 500 gold
5) #00-24 Decline of Glory: 1 XP, 2 PP, 775 gold
6) #02-11 The Penumbral Accords: 1 XP, 2 PP, 507 gold
7) #06-05 Slave Ships of Absalom: 1 XP, 2 PP, 1198 gold
8) #09-08 Birthright Betrayed: 1 XP, 2 PP, 1187 gold
9) #01-35 Voice in the Void: 1 XP, 2 PP, 876 gold
9) #01-35 Voice in the Void: 1 XP, 2 PP, ???? gold
Total XP: 9
Total Fame: 18 (5,250 gold cap / next level at Fame 22: 8,000 gold)
Current Prestige: 6 (- 2 shopping #9 = 4 + 2 #9 = 6)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Kurik
PFS #: 331079-3
Faction: Silver Crusade
Day Job: none
Normal Progression

TEST:

Level 8: Fighter (ev. Weapon Master?)
Items: Bracers of The Merciful Knight (!) 15,600g
Spells:
L1 Hero’s Defiance, Compel Hostility, Knight’s Calling (maybe)
L2 Fire of Entanglement, Paladin’s Sacrifice, Righteous Vigor
L3 Deadly Juggernaut,
Mercies planned:
L3 Shaken
L6 Diseased
L9 Sickened
L12 Blinded