Korvosa Guard

Lyrica Strom's page

459 posts. Alias of GM Harpwizard.


Classes/Levels

(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

About Lyrica Strom

TRACKING

7/7 Lay on Hands (Heals 1d6 points of damage for every 2 paladin levels.)
1/1 Smite Evil (1/day): ( +4 Cha Attack, +3 Lvl Damage, +4 Cha AC )
1/∞ Detect Evil
1/1 Second Wind (see below)
2 Heroe Point remaining

NAME: Lyrica Strom

RACE: Female Human (Good)
Lang: Common, Celestial, Draconic, Abyssal
Move: 30 ft. (20 ft in armor)

CLASS: Paladin 2 <- Favored (Skill Pts:0 / HP:3)

STATS:
STR 16
DEX 13
CON 12
INT 14
WIS 16
CHA 18
Senses: Perception +3

DEFENSE:
AC 17, Touch 11, FF 16 (+1 Dex, +5 Armor, +1 Shield)
CMD 17, (+3 BAB, +3 Str, +1 Dex. +0 Size, +10)
CMB+6 (+3 BAB, +3 Str, +0 Size)

HP: 38 (3HD: 10+10 +9+ 3 Con + 3 Toughness +3 Favored Class)

SAVES:

Fort +8 (+3 base, +1 Con, +4 Divine Grace)
Ref +6 (+1 base, +1 Dex, +4 Divine Grace)
Will +10 (+3 base, +3 Wis, +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)
Composite Shortbow +4 (1d6) (20/x3) (+3 BAB, +1 Dex)

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)
Trait: Illuminator
Trait:Scholar Of The Great Beyond
Weapon Focus: Scimitar (Human)
Toughness (Level 1)
Extra Lay on Hands (Level 3)

Possible Feats in the Future

Extra Channel Energy (Level 5)
Power Attack (Level 7)
Cleave (Level 9)

SKILLS:

+1* Acrobatics (Dex +1)
+2 Appraise (Int +2),
+4 Bluff (Cha +4)
+3* Climb (Str +3)
+12 Diplomacy (Cha +4, Ranks 3 , Class +3, Trait +2)
+4 Disguise (Cha +4)
+4 Handle Animal (Cha +4)
+7 Heal (Wis +3, Ranks 1 Class Skill +3)
+4 Intimidate (Cha +4)
+4 Knowledge, History (Int +2, Ranks 1, Trait +1)
+6 Knowledge, Nobility (Int +2, Ranks 1, Class Skill +3)
+8 Knowledge, Planes (Int +2, Ranks 2, Class Skill +3, Trait +1)
+8 Knowledge, Religion (Int +2, Ranks 3, Class Skill +3)
+3 Linguistics (Int +2, Ranks 1)
+6 Perception (Wis +3, Ranks 3)
+9 Perform, Dancing (Cha +4, Ranks 1. Class Skill +3, +1 Trait)
+7 Profession, Farming (Wis +3, Ranks 1, Class Skill +3)
+5* Ride (Dex +1, Ranks 1, Class Skill +3)
+8 Sense Motive (Wis +3, Ranks 2, Class Skill +3)
+6 Spellcraft (Int +2, Ranks 1, Class Skill +3)
+1* Stealth (Dex +1)
+3 Survival (Wis +3)
+3* Swim (Str +3)

* indicates Armor Class Penalty - 5(Scale Mail -4, Shield -1)
Skill Points/Level = 5+Int(2) = 7 points

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.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a 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).
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.

EQUIPMENT:

Arms and Armor

Scale Mail Armor, 30 lbs. (50 gold)
Shield, Light Steel, 6 lbs. (9 gold)
Scimitar +1, 4 lbs. (15 gold)
Composite Shortbow
Quiver with 30 arrows

40 lbs (74 gold)

Backpack

Backpack, 2 lbs
Lantern, Hooded 2 lbs.
Flint and Steel
Rope, Hemp (50 ft.) 10 lbs.
Blanket, Winter 3 lbs.
Bedroll, 5 lbs.
5 Torches
5 pints of Lantern oil
3 Empty Sacks
5 days of Iron Rations

22 lbs

Belt Pouch
Holy Symbol, Wooden (1 gold)
13 gold pieces
4 silver pieces

CARRYING CAPACITY :

Carrying Capacity

Current Weight: 62 lbs

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 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
Time: 20 minutes

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
DC:25 = Heal (1+WIS Bonus) 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"
1. Heal those that ask for it regardless of if they can pay.
2. Mercy must be granted to those that ask for it or request asylum
3. Help those that can't help themselves. Tithe 15% (money earned only. Gear not counted)

"Only respond to violence in kind with swift metal and scorching light"
4. Don't initiate combat if another path seems open
5. Actively seek out and destroy any cult of Rovagug.
6. Destroy any mindless undead, Demons, Daemons, and any irredemable fiend as they are beyond redemption.

"Each new day brings hope and renewed opportunity. One must not let darkness into your life"
7. Can't knowingly tell a lie
8. Can't knowingly use poison
9. Must never own a slave, and must do your best to free those in bondage.

"May the strength of the sun guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter is corrupted or unknown.

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)
Height: 5'3"
Weight: 135 lbs.

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)
L02 - Paladin 2: Hp: 10, Favored Class: hp+1,