Cayden Cailean

Michael the Bastard's page

95 posts. Alias of All DMs are evil.


About Michael the Bastard

This is a character for the DM Sothal's Kingmaker PBP.

Spoilers are there only to save space, feel free to go clicking.

RP personality key words:
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Male, Human, Paladin 1
Lawful Good
Medium Humaniod
Speed – 20ft
6'0”, 215lbs
Age: 18
Religion: Erastil

Ability Attributes

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Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 13 (+1)
Wisdom: 11 (+0)
Charisma: 15 (+2)

Saves

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Fort: +2(class) +2(con) = +4
Ref: +0(class) +1(dex) = +1
Will: +2(class) +0(wis) +1 (Trait)= +3

Armour Class & Hit Points

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AC 18, touch 11, flat-footed 17
(+6 Armour, +1 Dex, +2 Shield)

HD: 1d10 (10 +2cont)
HP: 12
Current HP: 12

Combat

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Base Attack: +1
CMB: +5
CMD: +16
Initiative: +1

Melee
To Hit = (BAB++Strength-power attack)
Damage = (Strength+power attack)
Battleaxe +4 (1d8+6 *3) or
or Battleaxe +4 (1d8+9 *3) (USING one sword two handed)
Ranged
Short Spear + 2 (1d6+4 *2)

Special Attacks
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and adds +1 to all damage rolls made against the target of your 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 increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.

Skills

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* Denotes class skill
Skill points per level: 4 (+1 Human, +1 Int, +2 Class, +1 Favoured Class)

Acrobatics -5 (+1 Dex, -6 Armour Check)
Bluff + 2 (+2 Cha)
Climb -2 (+4 Str, -6 Armour Check)
*Diplomacy +6* (+2 Cha,+1 Rank, +3 Class Skill) #max out *-1 vs Nobility
*Handle Animal +6 (+2 Cha, +1 Rank, +3 Class Skill) #max out
Heal +0
Intimidate +2 (+1 Cha)
*Knowledge-Religion +6 (+1 Int, +1 Rank, +3 Class Skill, +1 Trait) #max out
*Knowledge-Nobility +6 (+1 Int, +1 Rank, +3 Class Skill, +1 Trait) #max out
Perception +0
*Ride +5 (+1 Dex, +1 Rank, +3 Class Skill, -6 Armour Check) #max out
*Sense motive +0 (+0 Wis)
Swim -2 (+4 Str, -6 Armour Check)
Languages Common and Fey

Racial, Class and Feats

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Racial
+2 to one ability score
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal 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.
Favoured Class: Paladin - skill points choosen
Languages: Common and Fey

Class
2 Skill Points per Level
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): 1/Day 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 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.

Traits
Child of the Temple (SOURCE: Character Traits Web Enhancement) You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Bastard: (SOURCE: Kingmaker Player's Guide) One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Feats:
Human Bonus: Mounted Combat
Level 1: Power Attack

Equipment

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Armour
Chainmail AC: 6, Max Dex: 2, AC Check: -5
Shield (Heavy/Wooden) AC: 2, AC Check: -2

Weapons
Battleaxe
Dagger
Longbow and 2 dozen arrows
Short Spear
Short Spear
Short Spear

Normal Gear

Holy Symbol (Wooden)
Explorer's Outfit

Backpack
Bedroll
Blanket (Winter)
Flint and Steel B
Rations (Trail/Per Day) *7
Rope (Hemp/50 ft.)
Watersk in Backpack
Waterskin Backpack
Whetstone

Cart
Ox
Hireling (Trained)
Hireling (Trained)
Saddle (Military) (+2 circumstance bonus on Ride checks related to staying in the saddle)
Tent
Wine (Common/Pitcher)

Magic

Wealth stored safely
PP
GP
SP
CP

Wealth Carried in Belt Pouch
PP
GP 36
SP
CP 8

Loot

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Experience

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EXP-0

CONTACTS:

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History (or how I got here)

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Michael grew up in a remote Erastil monastery, part of a small farming community. His mother died while he was but a child and he remembers nothing of her but brief fleeting images and unformed memories hinted at by the smell of roses and lavender. His mentor and father figure in his life has always been Hobson, his mothers faithful elderly half elven majordomo, who has raised Michael in the ways of nobility and privilege, a stark contrast to his young life working for his keep on the monastery grounds. On his 15th birthday Hobson dropped the bomb shell that would change Michaels life, Michael is the bastard son of a prince of House Rogarvia, the fallen ruling family of Brevoy. Michael's mother was sent away to hide her lovers indiscretion and received a handsome monthly stripped to buy her silence. With the mysterious disappearance of House Rogarvia, this money dried up and when his mother died shortly afterwards, the responsibility of raising Michael was passed to Hobson, who swore to care and guide the boy to adult hood.
Hobson has been slowly sculpting Michael into a Knight and recently brought the orphan boy, Kay, into their household to serve as the young knights squire. Kay has taken to the work with enthusiasm despite being worked almost constantly.

Personality and appearance (or who am I)

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Michael is tall, broad shouldered and tanned from many days spent out in the sunshine, while intelligent, literate and educated, it is some what difficult to find those charms under the gruff homespun exterior. Michael has recently discovered women, alcohol and swearing and is fond of all three. Almost perpetually grubby from his travels, Michael dresses for function and form over style. His brown hair roughly chopped by his inexpert hand, is often held out of his eyes by a strip of cloth, giving him a lop sided top knot.
He speaks with a broad accent that adds even less credence to his claims of noble blood.

Michael had his lack of a father figure shoved in his face many times by the local youths as he grew up and had many a resulting fist fight with them, things only got worse when he turned 15 and tried to use his new found "royal" lineage to impress them. Michael could easily of become a brooding, angry young man if it was not for the kind, but stern guidance of Hobson and the Monks, which have given him the faith to rise above his bitter resentment of his lot in life. Michael has returned their guidance by dedicate his sword arm to Erastil, working to forward his gods teaching through his prowess of arms. Recently Michael has been hearing voices in his head, voices that whisper Erastil's guidance, it is these voices that have led him south towards the Stolen Lands where the voices promise he will fulfil his destiny.