Verik Vancaskerkin

Okian Iottlod's page

96 posts. Alias of Srota.


Full Name

Okian Iottlod

Race

Human

Classes/Levels

Paladin (Oath of Vengeance) 6 |HP: 25/52| Init +7| BAB: +6/+1| Senses: Perception +5, Survival -1| AC 20 (T 11, F 19)| Saves: F +12, R, +8, W +9|

Gender

Male

Size

Medium

Age

29

Special Abilities

Aura of Good, Detect Evil, Smite Evil, Saving Grace, Lay on Hands, Aura of Courage, Divine Health, Mercies, Channel Wrath, Spells, Divine Bond

Alignment

LG

Deity

Iomedae

Languages

Common

Occupation

Crawler

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Okian Iottlod

_____________________________________________
Init +7; Senses Perception +5, Survival -1
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
_____________________________________________
DEFENSE
_____________________________________________
AC 20, touch 11, flat-footed 19
(+9 Armor, +1 Dex)
Hp 52 Temp hp []
Fort +12, Ref +8, Will +9
Energy Resistance(Favored Class Bonus) Acid +1, Cold +2, Electricity +2, Fire +1
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee +10/+5
Ranged +7/+2
Total Performance Combat +4/+3
Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 17
Base Atk+6/+1; CMB +10/+5 ; CMD 21/16
Feats Power attack, Deific Obedience, Improved Initiative, Extra Lay on Hands.
Traits Reactionary, Magical Knack
____________________________________________
SKILLS
____________________________________________
Skills
Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int), Artistry (Int), Lore (Int).

Adventuring Skills

Acrobatics
Bluff
Climb
Diplomacy: +9 (3 ranks + 3 mod + 3 class)
Disable Device
Disguise
Escape Artist
Fly
Heal: +5 (3 ranks - 1 (mod) + 3 class)
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (local)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion): +6 (3 ranks + 0 mod + 3 class)
Perception: +5 (6 ranks -1 mod + 0 class)
Ride
Sense Motive: +5 (3 ranks -1 mod + 3 class)
Spellcraft
Stealth
Survival
Swim
Use Magic Device

Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility): +7 (4 ranks + 0 mod + 3 class)
Linguistics
Lore: +7 (4 ranks + 0 mod + 3 class)
Perform (act): +7 (4 ranks + 3 mod)
Profession
Sleight of Hand

Languages Common
____________________________________________
SPECIAL ABILITIES
____________________________________________

WEAPON AND ARMOR PROFICIENCIES - 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 - The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

DETECT EVIL - 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 - 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.

SAVING GRACE - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

LAY ON HANDS - 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.

AURA OF COURAGE - At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

DIVINE HEALTH - At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

MERCY - 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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Selected Mercies: Shaken, Diseased

CHANNEL WRATH - 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.

SPELLS - Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

DIVINE BOND (1st OPTION) - Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.

Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

____________________________________________
SPELLS
____________________________________________

SPELLS PER DAY
Level 1: 2

PREPARED SPELLS
LEVEL 1
Wrath
School enchantment (compulsion) [emotion, mind-affecting]; Level inquisitor 1

CASTING
Casting Time 1 standard action
Components V, S, M (a thorny vine)

EFFECT
Range personal
Targets you
Duration 1 minute

DESCRIPTION
You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature’s Spell Resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Bless Weapon
School transmutation; Level paladin 1; Domain glory 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw none; Spell Resistance no

DESCRIPTION
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Cure Light Wounds

School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load
Gear


  • Masterwork Ranseur
  • Masterwork Greatsword
  • Masterwork Mithral Full Plate
  • Paladin's Kit
    This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
  • Headband of Alluring charisma +2
  • Cloak of Resistance +2
  • Cassock of the Clergy
  • Wand of Cure Light Wounds - 50 charges

329

____________________________________________
APPEARANCE
____________________________________________
Height
Weight
Eye Color
Hair Color
Region of Origin TBD
Deity Iomedae

____________________________________________
BACKGROUND
____________________________________________

What makes a man turn to the Crawl? Or a woman for that matter? Is it the lure of reward? Is it the desire to be famous? Maybe its just plain old bloodlust. But some people have other reasons for joining, and Okian is one of those people.

Despair, hopelessness, poverty, many face these difficulties every day, and the corporations do little to assist them. They turn to entertainment in the forms of the crawls to distract them from their troubles in this life. Once they may have turned to the gods, and some still do, but with the large following of the crawls in this world, a large group of people seem to have lost their way. Some faithful work to steer the people back onto the right path to righteousness and justice, hope and love, wisdom and peace. They do this by fighting through these crawls, hoping to serve as a positive role model to their fans, and to expand the growing sector of those who find solace in their god or goddess.

Okian is one of these faithful.

Born on the streets, nothing to his name, Okian was found by one of the faithful, and in an act of extreme kindness, for children are expensive, and money is not easy to come by these days, Okian was taken in by Father Damian Iottlod. Father Iottlod was a devout worshiper of Iomedae, and he raised Okian as such. Okian learned to read, learned to worship, and learned to believe in the power of the gods. Okian did not come to worship those celebrated Crawlers like the other children his age. While he respected their skills and their abilities, he knew that they were nothing when compared with the powers of Iomedae, but they did give him an idea. What if one of the faithful were to become a celebrated, successful, Crawler? They just might be able to bring about change in the world, and help stem the tide of disbelief that ran rampant on Akiton.'

It was for this reason that Okian began his training, mixing martial training with prayer and obeisances, Okian became proficient in the use of a two-handed greatsword, and was even blessed by Iomedae, given the power to have his sword exude light and even the ability to cast spells solely based on the power of his faith, Okian soon found himself ready to begin his climb among the ranks of the Crawlers, and to set upon his task.