Maidrayne Vox

Mr Kincaid's page

222 posts. Alias of FangDragon.


Full Name

Mr Kincaid

Race

Drow Rakshasa-spawn Tiefling HP (28/32)

Classes/Levels

Stats:
AC23/T13/FF20 | CMB + 7 CMD 20 | F+10/R+9/W+8 | Init +3
Skills:
Diplomacy +12 Kn:Religion +9 Perception +7 Sense Motive +8 Kn:Nobility +9 Prof:Soldier +6

Gender

M

Age

30 something

Deity

Sithana Nehandris

Strength 16
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 9
Charisma 20

About Mr Kincaid

Mr Kincaid
paladin (oath of vengeance) 4
Lawful Good Medium Outsider (Native)
Deity Sithana Nehandris
Init +3 = +3 (Dexterity); Senses Darkvision (60 feet); Perception 7 = (4 ranks +3 class -1 wis)
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Defense
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AC 23, touch 13, flat-footed 20 (10 base +10 armor +3 dexterity)
hp 32 (4d10+4)
Fortitude Save +10 (base 4 +5 misc +1 attr)
Reflex Save +9 (base 1 +5 misc +3 attr)
Will Save +8 (base 4 +5 misc -1 attr)

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Offense
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Speed 30 feet (20 feet in armor)
Space 5 feet; Reach 5 feet
Melee +7
+1 greatsword Melee Weapon S +8 19-20/×2 2d6+5
Ranged +7
Composite longbow Projectile Weapon P +7 ×3 1d8+3
Special Attacks Smite Evil (2/day) (Su)

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Statistics
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Str 16, Dex 16, Con 12, Int 14, Wis 9, Cha 20
BAB +4; CMB +7, CMD +20
Languages Common, Elven, Infernal, Orc
Encumberance Light Load (light 76, medium 153, heavy 230, carried 49.92)

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Skills
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Acrobatics = 0 (0 ranks -3 acp +3 dex Speed greater/less than 30 ft.: -4 to jump)
Appraise = 2 (0 ranks +2 int)
Bluff = 5 (0 ranks +5 cha)
Climb = 0 (0 ranks -3 acp +3 str)
Diplomacy = 12 (4 ranks +3 class +5 cha)
Disable Device = -2 (0 ranks -3 acp +3 dex)
Disguise = 7 (0 ranks +5 cha)
Escape Artist = 0 (0 ranks -3 acp +3 dex)
Fly = 0 (0 ranks -3 acp +3 dex)
Handle Animal = 5 (0 ranks +5 cha)
Heal = -1 (0 ranks -1 wis)
Intimidate = 5 (0 ranks +5 cha)
Knowledge (nobility) = 9 (4 ranks +3 class +2 int)
Knowledge (religion) = 9 (4 ranks +3 class +2 int)
Linguistics = 2 (0 ranks +2 int)
Perception = 7 (4 ranks +3 class -1 wis)
Profession (soldier) = 6 (4 ranks +3 class -1 wis)
Ride = 0 (0 ranks -3 acp +3 dex)
Sense Motive = 8 (4 ranks +3 class -1 wis)
Sleight of Hand = 0 (0 ranks -3 acp +3 dex)
Spellcraft = 2 (0 ranks +2 int)
Stealth = 0 (0 ranks -3 acp +3 dex)
Survival = -1 (0 ranks -1 wis)
Swim = 0 (0 ranks -3 acp +3 str)
Use Magic Device = 5 (0 ranks +5 cha)

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Feats (granted)
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Armor Proficiency (Heavy) (Combat):
You are skilled at wearing heavy armor.

Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.

Benefit: See Armor Proficiency, Light.

Normal: See Armor Proficiency, Light.

Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.


Armor Proficiency (Light) (Combat):
You are skilled at wearing light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.


Armor Proficiency (Medium) (Combat):
You are skilled at wearing medium armor.

Prerequisite: Light Armor Proficiency.

Benefit: See Armor Proficiency, Light.

Normal: See Armor Proficiency, Light.

Special: Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.


Martial Weapon Proficiency - All:
Benefit: You are proficient with all Martial weapons.

Normal: When using a weapon with which you are not proficient, you are at -4 to attack rolls.


Shield Proficiency (Combat):
You are trained in how to properly use a shield.

Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.


Simple Weapon Proficiency - All (Combat):
You are trained in the use of basic weapons.

Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

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Feats (chosen)
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Deadly Aim -2/+4 (Combat):
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.


Power Attack -2/+4 (Combat):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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.

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Traits
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Seeker (Social):
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Suicidal (1/day) (Racial):
Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

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Special Abilities
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+4 when using Lay on hands for yourself.:
Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.

Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

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.


Lay on Hands (2d6 hit points, 7/day) (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.


Mercy (Sickened) (Su):
When you use your lay on hands ability, it also removes the sickened condition.

Smite Evil (2/day) (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 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 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.

Note: Either activation checkbox on the in-play tab will apply the to-hit and AC modifiers, select "Activated" for x1 damage or "Double Damage" for x2.


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Gear
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+1 greatsword:
This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped.

+1 mithral full plate:
This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4x100) gold pieces.

Mithral
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty on all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.

Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. Mithral has 30 hit points per inch of thickness and hardness 15.


Composite longbow:
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.

For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.


Backpack (empty):
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Bedroll:
This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Blanket, winter:
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

Holy symbol, cold iron (Sithana Nehandris):
A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

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Other stuff
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Paladin Code:
Mercy and compassion are your goals. Help those who need help, rescue those in duress, and

show mercy when you can.

• Heal the injured, cure the sick, strengthen the weak.

• Protect those who cannot protect themselves.

• Let your sword be the best defense for those you protect, for there are evils in the world that

only understand the arguments you make with a sharp blade.

• Pride is stone about your neck in the ocean of life, don't let it drown you in your own stupidity.

• Rescue all those you can from our father, or any other evil. The greatest evil is the one that robs

choice from those who cannot fight back. Destroy such evil without remorse.

• Do not hate your enemies, they are unworthy of such feelings. Never allow jealousy to take root

in your heart, for I will cut you down if you do.

Background:

The tavern is almost full tonight, the sounds of music and laughter mixing with the heady aroma of ale and tobacco.

You look around, there's no where to sit apart from next to the one figure everyone is studiously ignoring. The 6'6" heavily cloaked stranger. Apart from drinking and chain smoke cigars, he's not done anything overt to draw attention but you can't help feel there's something off about him. Time and again, without realizing you find you eye drawn to him like a moth to a flame.

Perhaps you've had more to drink than you realize because you find yourself take a seat by him. For long moment nothing happens, perhaps he hasn't noticed? Suddenly with a start you notice the ruddy light of a cigar glinting like coals from the strangers eyes. Yet the rest of his face is hidden in shadows of his cloak. Were those eyes slitted? No surely not, no one had slitted eyes!

A plume of fragrant smoke envelops you and he laughs a deep gravely laugh, borne of gin and cigars, "The smoke bothering you? Ha! They say these things will kill me!"

He pauses to consider the cigar before saying, "I should be so lucky. My death will be at the hands of something much, much worse. More than likely something a little closer to home..."

A brief waft of brimstone and then it's gone. The stranger continues, "Lets just say I burnt my bridges with home and I'm persona non gratis... How did that happen you ask?" The stranger produces two shot glasses, bangs them the table and pushes one your way, "Gin. If you're buying, I'm telling."

You catch the bartender's eye and with a worried glance he hands you a full bottle, which you pour out. The stranger watches you drink, and you shudder as the bitter liquid burns your throat. He grins and downs his shot in one before pouring another.

"When I say I burnt my bridges, that wasn't technically true. They burnt the bridge while I was on it. A corporate take over, nothing personal, it's just business when somebody liquidates the former CEO's family. Something snagged me on the way down, my brothers and sisters were not so lucky. Oh don't be sorry for me, they almost certainly deserved it. I know I did, you see I was destined to follow in my father's shoes and my father is not a nice man. And before it was taken away, my father's business was not a nice business.

It's funny how you imagine you'll grow up doing one thing and end up doing something entirely different. In my case I had a epiphany, that I was going to die. It's the sort of thing that comes to you after you've been hanging by your ankles for two days and a night over a deep gorge and at first I thought it terribly unfair, then by degrees it came to me that I truly deserved it, and death was a release. Eventually something gave way, I fell and all was darkness for a time.

Later, half drowned, I was pulled out of the river by a holy man. I think he nearly killed me when I opened my eyes, for he drew back like he'd been bitten and in a blur, his curved sword surrounded by a luminous blue light, was digging into my throat. Yet something stayed his hand, he stared at me for a long while before sheathing that sword and half carrying, half dragging me back to his mountain hut. And there I remained for many a year, until I understood the real meaning of a single, very particular word. And that word was "Mercy'. It changed everything..."

My mentor, he's five years dead now, died peacefully in his sleep. I miss him terribly, yet I am not sad. He found enlightenment and his spirit is in Heaven. He taught me that I too could find redemption. Still it was heart-wrenching when he died. I didn't know what to do, except I did. I wanted citizenship and we all know what that means.

I signed up and did three tours of duty. I'd like to think I did our Dark Protrectress and my mentor proud, but in my heart I know it was only the beginning. It wasn't like the songs the bards sing, mostly it was boredom and drill, interspersed with moments of pure terror. Moments when you come to understand who you are and what you stand for, and what's at stake.

They say I'm a free man now, a citizen. I'm not entirely sure what that means, I've only just got here after all. Still some things are clear, there will always be those in need, the injured, the sick the weak. I'm here to protect them, to cure them if I can, to defend them if needs be. I don't do it for money, I don't do it for power, or fame. I do it because it's right, because somebody has to, and I shall carry on doing it for however long or short I may live.

Appearance:
From a distance Kincaid, could pass for a tall well muscled holy man with a long oiled weather proof cloak, wreathed in cigar smoke. A closer inspection reveals the holy symbol of Sithana Nehandris and various weapons within the folds of his cloak. Kincaid's tainted heritage becomes shockingly clear when he lifts up his hood, for two shorn off horns decorate his dusky scalp, and his eyes are at once both elven and reptilian. Yet despite his hellish appearance and deep gravely voice, the world brightens when he laughs and his eyes are full of humor and kindness.

Likely build direction:
Unless something comes up, I'm probably going to stack Extra Lay On Hands till I can afford Ultimate Mercy.

Gear Value:

Melee Weapon: 3050gp (Heirloom)
Ranged Weapon: 400gp
Armor: 11500gp (Heirloom)
Other: 7gp
Total: 14957gp lvl 6 ish