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About Magnitofera SkellerMagnitofera Skeller
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Battlefield Presence (Su) At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action. This ability replaces aura of courage. Channel Positive Energy
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. Distracting Charge (Combat, Teamwork) When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost. Divine Grace: She gains a +3 to all Saving Throws Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Lookout Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round. Lay On Hands Can heal wounds by touch. 4 / day. Heals 1d6 HP. Standard action, unless the paladin targets herself, in which case it is a swift action. Or can damage undead. 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. Fatigued Pioneer (Ride) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Tactical Acumen (Ex) At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level. This ability replaces divine health and divine bond. Distracting Charge Weal's Champion (Su) Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician's allies must be able to see or hear her, and she must be conscious. At 4th level, and every three levels thereafter, the holy tactician may use weal's champion one additional time per day (to a maximum of seven times per day at 19th level). This ability replaces smite evil. 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). Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Character Background:
Magnitofera's family always wanted for her to become one of Torag's chosen, a virgin shieldmaiden devoted to the community of Brunderton in eastern Rostland. All her life she was groomed and prepared for it.
The problem was her childhood friend, Krieger. The handsome and charismatic Krieger (Magna - as she is called - don' t realize she is even more charismatic than he is) has always caused feelings and ideas in her that are not adequate or correct for her, and she has always fought to have those feelings in check, trying to quell the flame that can destroy her predestined future... So her family has asked for her to go away, into the Stolen Lands, as a way to preserve her honor. She took the chastity vows, got her equipment, mount her new horse given to her by her family, and left her home to start anew in the Stolen Lands. Character Personality:
She has, as a good dwarven daughter, always look for exceed the hopes of her family, clan and community. She was grommed to lead, to guide, to be a reference for her people. A Mother and protector.
But, inside, she has a broken heart. She has left the love of her life behind, and she has to grow to become what is expected from her. So he goes to the forge, and start hammering away, building items for the community. She knows every hit of the hammer makes the metal take shape. Every hit purifies it. Every hit makes it better, more useful, more perfect. She will take her heart and hit it once and again, until it is perfect. Even if it pains as much is it is now. Character Appearance:
The first time people, specially Dwarves, see Magnitofera, they know this is one of the most beautiful Dwarven girl they have ever seen. And when she starts to talk to them, they can't believe she can be so charming too. Her hair crop short (not good idea to have it long in the forge), normally dressed in a long well-used blacksmith apron. A simple ring hangs from her ear lobe. No one knows it was given to her by Krieger. A last remembrance of the life she will not live. Sample Roleplay (In-character):
"I hope the heat doesn't bother you. A forge should always be hot. I will finish these horseshoes in a minute. What? Why I am doing this? This is the better way to worship Torag. To help build a better world, one horseshoe at a time. A life well lived is a life spend making a better tomorrow. Build better horseshoes, better families, better communities and better kingdoms. A better world. And there will be need for a lot of hammering for that..."
She puts the last horseshoe in a barrel of water, and after taking it out she puts it away and dives her own head in the water. She takes it out a second after, dipping water around, smiling, her hair soaking wet and her face glowing with the forge fires reflected on the water on her face. She looks beautiful, in a rough dwarven kind of way. "It is warm. I love to feel it warm on my face. So my mission on the Stolen Lands is to make a better tomorrow." She takes her hand to her only earring, an iron simple circle. No one notices the tears masked by the smile on her lips and the water already on her face. LOOT
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