Valeros

Perri Purrun's page

139 posts. Alias of hustonj.


Full Name

Perri Purrun

Race

| HP: 12/12 | AC: 21, T: 11, FF: 20) | CMB: +3, CMD: 14 | F: +3, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1

Classes/Levels

| Speed 20ft | Bastion of Good: 1/1 | Spells: Detect Evil | Active conditions: None

Gender

M Human (Varisian) Paladin (Sacred Shield/Warrior of the Holy Light) 1

Alignment

LG

Deity

Erastil

Languages

Taldane, Varisian

Occupation

Farmer

Strength 14
Dexterity 13
Constitution 12
Intelligence 8
Wisdom 12
Charisma 16

About Perri Purrun

Perri is a young Varisian, with the dark complexion and skin common to the ethnicity. He has a broad smile and easy laugh, both of which are very commonly on display. He relishes the pleasures of life, as do most young men, but isn't a lay-about. He pulls his weight within the community, whether within his family, the Varisian sub-group, or the town as a whole. He seems happy as a farmer, and though he has enjoyed his drill with the militia, he sees no reason to plan for anythign more than a life of farming.

Background:
Perri is a native son of Sandpoint, sort of. He actually lives just outside fo town proper, on the family farm. His parents, Nadya and Djordi are happy working the farm and raising their children. Perri has grown up working hard and playing within the Varisisan sub-community led by Madame Niska Mvashti. As he passed through puberty, Perri was drafted into the town militia like everyone else, but he seems to have taken to the training better than most, and actually sought out some better equipment than most of the militia ever bothers to gather.

Perri is quite the flirt, and every young woman in town has had opportunities to play verbal games with him, along with most of the women older than him, to be honest. Though never Madame Mvashti.

In the last couple of weeks leading up to the Swallowtail Festival, Perri's been having some unusual dreams. A man who looks like hsi family's image of Erastil, and a giant white stag with branches for horns, with it's legs tangled in ivy have both featured promineintly. The man feels pleasant and happy, and always seems ot indicate that Perri should start walking a path that is hard to see in the woods. The stag alterantes between trying to get Perri to follow it, and trying to push him along. He hasn't spoken to anyone about these dreams, though he finds the repetition and insistence distrubing. Three days before the festival, Perri was running an errand for Nadya in town, when he ran into Madame Mvashti. She stopped him, looked him in the eyes and said "Not a traditional path for our kind, but a good one. Tread carefully, but there wil be no reason to look back or fear." As you might exepct, he also found that encounter disturbing, especially given her reputation.


Combat:
Init +1 (Dex +1)
Speed 20' (30' w/o armor)

Melee+3, Ranged+2, CMB +3 (BAB+1, Str+2, Dex+1)

Standard Attacks:
Battleaxe +3 (+1) for 1d8+2 @ x3, S
Shortsword +3 (+1) for 1d6+2 @ 19+, P
Light Hammer +3 (+1) for 1d4+2 @ x2, B
Thrown Light Hammer +2 (+0) for 1d4+2 over 20' @ x2, B

Tower Shield: -2 to attacks while Tower Shield in use (noted in parantheses)

HP 12 (1x10 + 1xCon+1 + 1xFavored Class+1)

Sandpoint Faithful: Regain extra 1 HP from magical healing while silver holy symbol worn and displayed.

AC 21, T 11, F 20, CMD 14 (Armor+5, Shield+5, Dex+1, BAB+1, Str+2)

Bastion of Good: Add Deflection bonus of 3 (Cha+3) to defenses

Fort +3 (Base+2, Con+1)
Ref +1 (Base+0, Dex+1)
Will +3 (Base+2, Wis+1)


Skills:
Class 2 + Int -1 + Skilled +1 = 2 Trained / Paladin Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics 1+0+0-ACP
- 1 Appraise -1+0+0
+ 3 Bluff 3+0+0
+ 2-Climb 2+0+0-ACP
- 1 Craft (Any) -1+0+0
+ 7+Diplomacy 3+1+3(+2 to influence hostile/unfriendly creatures) [May retry influence of hostile/unfriendly creatures once.]
+ 3 Disguise 3+0+0
+ 1-Escape Artist 1+0+0-ACP
+ 1-Fly 1+0+0-ACP
+ 1 Heal 1+0+0
+ 3 Intimidate 3+0+0
+ 1 Perception 1+0+0
+ 3 Perform (Any) 3+0+0
+ 5 Profession (Farmer) 1+1+3
+ 1-Ride 1+0+0-ACP
+ 1 Sense Motive 1+0+0
+ 1-Stealth 1+0+0-ACP
+ 1 Survival 1+0+0
+ 2-Swim 2+0+0-ACP

Armor Check Penalty: -14 or -4 w/o shield ready

Languages Known: Taldan, Varisian


Feats & Traits:
** Feats **
H Tower Shield Proficiency
1 Shield Focus

** Traits **
Campaign: Sandpoint Faithful: You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.
Religion: Patient Optimist: You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.


Gear:
175 GP budget
x30.0.0 Tower Shield (+4/+2/-10/50%/45#)
x50.0.0 Scale Mail (+5/+3/-4/25%/20'/30#)
x10.0.0 Battleaxe (1d8/x3/6#/S)
x10.0.0 Shortsword (1d6/19+/2#/P)
xx1.0.0 Light Hammer (1d4/x2/20'/2#/B)
xx9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and waterskin)
xFREE Silver Holy Symbol of Erastil (1#)

For 110 spent and 115# weight, leaving 65 GP on hand.

Light <= 58# (By armor)
Medium <= 116# (+3/-3/20'/x4)
Heavy <= 175# (+1/-6/20'/x3)


Paladin (Core) - Sacred Shield (Ultimate Combat) & Warrior of the Holy Light (Advanced Player's Guide):

Alignment: Lawful good.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
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).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, bastion of good +0 1/day, detect evil
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Bastion of good +1 2/day, holy shield 5', power of faith
5th +5 +4 +1 +4 Divine bond +1
6th +6/+1 +5 +2 +5 Mercy
7th +7/+2 +5 +2 +5 Bastion of good 3/day
8th +8/+3 +6 +2 +6 Aura of resolve, bastion of good +2, divine bond +2power of faith
9th +9/+4 +6 +3 +6 Mercy
10th +10/+5 +7 +3 +7 Bastion of good 4/day
11th +11/+6/+1 +7 +3 +7 Divine bond +3, holy shield 10', improved bastion
12th +12/+7/+2 +8 +4 +8 Bastion of good +3, mercy, power of faith
13th +13/+8/+3 +8 +4 +8 Bastion of good 5/day
14th +14/+9/+4 +9 +4 +9 Divine bond +4, shining light
15th +15/+10/+5 +9 +5 +9 Mercy
16th +16/+11/+6/+1 +10 +5 +10 Bastion of good +4 6/day, power of faith
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness, divine bond +5
18th +18/+13/+8/+3 +11 +6 +11 Mercy
19th +19/+14/+9/+4 +11 +6 +11 Bastion of good 7/day
20th +20/+15/+10/+5 +12 +6 +12 Bastion of good +5, divine bond +6, holy shield 20', perfect bastion, power of faith
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.
Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (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.
Aura of Courage (Su): 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 (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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.
3rd-Level Mercies
Fatigued (PRPG Core Rulebook pg. 61): The target is no longer fatigued.
Shaken (PRPG Core Rulebook pg. 61): The target is no longer shaken.
Sickened (PRPG Core Rulebook pg. 61): The target is no longer sickened.
6th-Level Mercies
Dazed (PRPG Core Rulebook pg. 61): The target is no longer dazed.
Diseased (PRPG Core Rulebook pg. 61): The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered (PRPG Core Rulebook pg. 61): The target is no longer staggered, unless the target is at exactly 0 hit points.
9th-Level Mercies
Cursed (PRPG Core Rulebook pg. 62): The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted (PRPG Core Rulebook pg. 62): The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened (PRPG Core Rulebook pg. 62): The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated (PRPG Core Rulebook pg. 62): The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned (PRPG Core Rulebook pg. 62): The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
2th-Level Mercies
Blinded (PRPG Core Rulebook pg. 62): The target is no longer blinded.
Deafened (PRPG Core Rulebook pg. 62): The target is no longer deafened.
Paralyzed (PRPG Core Rulebook pg. 62): The target is no longer paralyzed.
Stunned (PRPG Core Rulebook pg. 62): 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.
Holy Shield (Su): At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell. At 20th level, any allies within 20 feet are protected. Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy.
Power of Faith (Su): At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants the warrior of the holy light and her allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities 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 shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Improved Bastion: At 11th level, the radius of a sacred shield’s bastion of good ability increases to 20 feet. This ability replaces the paladin’s aura of justice.
Shining Light (Su): At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. Good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.
Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Perfect Bastion: At 20th level, a sacred shield and her allies within 20 feet gain regeneration 10 against the target of her bastion of good ability (essentially regeneration that is overcome by any damage not caused by the target). This ability replaces the sacred shield’s holy champion ability.
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Erastil specific code, from a source outside those listed: The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.
  • My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
  • I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
  • When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
  • I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
  • I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.
  • I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.
  • I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence.
  • Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Varisian Human (Core):

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Charisma) at creation to represent their varied nature.
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 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. (Taldane, Varisian)

Attributes:
15 point buy
Points Race Level Gear Current
+5 14 +0 14 +0 14 +0 14 S 14 +2
+3 13 +0 13 +0 13 +0 13 D 13 +1
+2 12 +0 12 +0 12 +0 12 C 12 +1
-.2 x8 +0 x8 +0 x8 +0 x8 I x8 -1
+2 12 +0 12 +0 12 +0 12 W 12 +1
+5 14 +2 16 +0 16 +0 16 H 16 +3

Advancement Thoughts:
** Feats **
Combat Reflexes
..Bodyguard
....In Harm's Way (Maybe)
Extra Lay on Hands
Greater Mercy
..Ultimate Mercy (seems overkill)
Word of Healing (Maybe)
Reward of Life (Maybe)

Wishlist:
Mithral Full Plate
Darkwood Tower Shield
Adamantine one-handed martial weapon
Standard stat & saves stuff