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About Lyrica StromTRACKING 7/7 Lay on Hands (Heals 1d6 points of damage for every 2 paladin levels.)
NAME: Lyrica Strom RACE: Female Human (Good)
CLASS: Paladin 2 <- Favored (Skill Pts:0 / HP:3) STATS:
DEFENSE:
HP: 38 (3HD: 10+10 +9+ 3 Con + 3 Toughness +3 Favored Class) SAVES: Fort +8 (+3 base, +1 Con, +4 Divine Grace)
OFFENSE: INIT: +1 Hand +6 1d3+3 (20/x2) Scimitar +8 (1d6+3)(18-20/x2) (+3 BAB, +3 Str, +1 Weapon Focus, +1 Magic)
BAB: +3 CMB: +6 (+3 BAB, +3 Str, +0 Size) FEATS AND TRAITS:
Trait: Gifted Dancer (+1 Perform (Dancing) and Performance is a Class Skill)
Possible Feats in the Future Extra Channel Energy (Level 5)
SKILLS:
+1* Acrobatics (Dex +1)
* indicates Armor Class Penalty - 5(Scale Mail -4, Shield -1)
HUMAN RACIAL CHARACTERISTICS:
Standard Racial Traits Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Feat and Skill Racial Traits Bonus Feat: Humans select one extra feat at 1st level.
PALADIN CLASS FEATURES:
Class Features
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).
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
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.
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.
EQUIPMENT:
Arms and Armor Scale Mail Armor, 30 lbs. (50 gold)
40 lbs (74 gold) Backpack Backpack, 2 lbs
22 lbs Belt Pouch
CARRYING CAPACITY :
Current Weight: 62 lbs Light Load: x < 76 lbs.
Second Wind:
1/Day (per 2 levels - so 2/Day at 3rd and 3/Day at 5th), every character gets a 'Second Wind' - a chance to recuperate and rally themselves to fight on despite injury, fatigue, and despair. Second Wind is a several minute out of combat action. When you use your Second Wind, you immediately gain back (1d8 + your HD + your CON bonus) HPs. Treat Deadly Wounds:
Treat Deadly Wounds - Heal DC:20
Note: You must expend one use from a healer's kit to perform this task. You take a –2 penalty on your check if you don't have a healer's kit. When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per battle and twice per day. DC:20 = Heal 1 HP/Level
PALADINS OF SARENRAE:
The paladins of Sarenrae are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include: • 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. PALADIN CODE OF CONDUCT This code replaces the Paladin Code of Conduct for paladins of Sarenrae. "Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands"
"Only respond to violence in kind with swift metal and scorching light"
"Each new day brings hope and renewed opportunity. One must not let darkness into your life"
"May the strength of the sun guide you through the fog of mortal words."
BACKGROUND & STORY:
In the forested foothills of one of the innumerable mountain ranges that cross the Demense in the land of Mylaven, there lives a happy family who lives in a small thorp in called Dies Drear. The Strom family are a kind hard working family that are always helping other families in need. They gladly open their doors to visitors and often act as caretakers when others are ill or in need. The patriarch of the family, Harmon Strom, is farmer and former priest of the Dawnflower. With his wife, Delanor and three daughters, Allegra, Lyrica, and Melodica, he works long and hard hours on the land. Lyrica, the middle child, spends countless hours dutifully doing her chores and working in both the field and the kitchen helping her family however she can. She loves her parents dearly, but particularly loves to work at her father's side and listen to him tell stories of the Dawnflower and her servants. Although, she keeps her faith very private (almost secretive) to people outside of her family, she spends a great deal of time in prayer and meditation seeking to hear the call of the Dawnflower. When not in prayer, Lyrica loves to spend her time dancing in the fields. One day, on 10th of Sarenith, just after her eighteenth birthday, her father took her aside and presented to her his old scimitar. Explaining that this was the chosen weapon of the Dawnflower, her father soon began teaching his middle daughter the art of wielding a scimitar. With Lyrica's natural talent for dancing and whirling about, she was able to quickly develop a graceful technique and and a beautiful style with the curved blade. Although she hopes to never need to use such a blade as a weapon, she incorporates her practice with the scimitar into a devotional time for the Dawnflower.
APPEARANCE AND PERSONALITY:
Age: 18 years old (Birthday, Sarenith, 4th)
Hardworking, Strong and Diligent. With her long braids of sandy blond hair flying behind her, Lyrica Strom works hard at everything she does. She eagerly helps with chores and does not mind getting her hands dirty, especially in the service of others. Always eager to please her parents, Lyrica looks for ways to make the lives of people around her easier. Social, Charming, and Graceful. Lyrica loves to dance with a great passion. Whenever possible, the young lady loves to spin and twirl around in circles like a whirling dervish. If her friends are not careful, she loves to grab ahold of one of them with hands held tightly and spin them around as well, using the momentum to generate great speed and delight. Compassionate, Faithful, and Patient. Lyrica is a devout follower of Sarenrae, the Dawnflower and she spends every morning in a daily discipline of meditation and prayer. She always look within to purify her heart and she looks to others with patience and compassion, eager to find the light within them. However, on the rare occasion where she sees an injustice, Lyrica turns rather serious and can be rather stern with regards to an issue, until matters are set aright. ADVANCEMENT:
L01 - Paladin 1: Hp: 10, Favored Class: hp+1, Weapon Focus (Human), Toughness (Level 1)
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