About Ratel DierInitiative modifier: + 2 = + 2 [dexterity]
Armor Class: 27 = 10 + 11[+2 plate armor] + 1 [dex] + 2 [Ring of protection] + 1 [amulet of N/A] + 2 [ring of FC]
Fortitude save: + 11 = 6 [base] + 2 [constitution] + 3 [paladin charisma]
BAB + 8/3
Attack (handheld): +14/+9 = 9 [base] + 5 [strength]
Special Attacks: channel Positive Energy 4/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
abilities:
Race: Human Traits:
Feats:
Paladin:
(archetype) Warrior of Holy light
Aura of Good Detect Evil Smite Evil (3x/day; add +3 to melee attack roll, paladin levels to damage) Divine Grace (level 2) -- apply charisma bonus, if any, to saving throws Lay on Hands 4d6 @ 9 = 4 [class]+3 [Cha]+2 [WoHL] (level 2) -- half your paladin level, plus your charisma modifiers, times per day. This heals 1d6 per two paladin levels Aura of Courage (level 3) -- immune to all fear, +4 to saves for all allies in ten feet Divine Health (level 3) -- immune to all diseases, including magical ones @3rd lvl: Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. @6th lvl: Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition. @9th lvl:Mercy (Enfeebled) (/su): The paladin dispels any magical effects that are reducing one of the target’s ability scores Channel positive energy(level 4) -- use two Lay on Hands to do as a cleric does (6x/day) Power of Faith (Su)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. Divine bond (level 5) --various weapon enhancements Aura of Resolve (level 8) -- immune to all charm, +4 to saves for all allies in ten feet Favored Class: + 1 HP
Skills:
24 = 8(2 [paladin]+1[race]} 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). Acrobatics 2 = +2 Dex Bluff +3 Cha Climb 5 = 5 Str Diplomacy 15 = 3 Cha + 9 [rank] + 3 [class skill] Disguise +3 Cha Escape Artist 2 = 2 Dex Intimidate +3 Cha Knowledge (nobility) 7 = 0 Int + 4 [rank] + 3 [class skill] Knowledge (religion) 8 = 0 Int + 5 [rank] + 3 [class skill] Perception 9 = + 0 Wis + 9 [rank] Ride 2 =2 Dex Stealth 2 = 2 Dex Swim 5 = 5 Str Equipment:
Cobbled together outfit Kit: Weight 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Magical Items: Worn: Belt: belt of variable density Body: N/A Chest: N/A Eyes: N/A Feet: N/A Hand: Ring of Force Shield Hand: + 2 ring of protection Head: N/A Headband: N/A Neck: + 1 amulet of natural armor, Shoulders: N/A Wrists: gauntlets of ogre power (+2 str) Wonderous Items: N/A Armor: + 2 chain shirt +2 full plate Weapons +2 glass-steel demon bane longspear + 1 cold iron greatsword + 1 silver dagger sub-total gp. lbs. Light load: 100 lb. or less
Belt of Variable Density:
6 Settings: 1) Weightless ( as setting 2, but with the following changes): You become like an air elemental, AC: lose all armor bonuses unless ghost touch, force (bracers), deflection, Dodge or Dexterity, +6 dexterity, -6 Strength, +4 dodge bonus, Darkvision 60 ft., Elemental Traits, Type changes to Elemental (Air, Native, Augmented Humanoid); gain fly speed equal to your land speed +30 ft. (perfect maneuverability), DR 10/magic, Immunity to Poison, Immunity to critical hits, spiderclimb, cant make any physical attacks, you become subject to the effects of wind, you can’t enter water or liquid. 2) Half density (weight: x ½): AC: -4 armor, +4 Dexterity, -4 strength +2 Dodge bonus; +30 bonus on Balance, Jump and Tumble checks at twice your normal height & move limit; gains a virtual Up The Walls (see Psionics SRD) & Improved Initiative (+4 to initiative) feat, Slow Fall 90 ft., DR 5/magic, Evasion, and Fast Movement 30 ft.; All your attacks with weapons do half damage. Carrying capacity is halved, but all equipment carried is half weight. No armor check penalties. 3) Normal (none). 4) Double Density (weight x 2): AC: +4 natural armor, -4 Dexterity, +4 strength, -4 additional armor check penalty; skin becomes shiny and metallic in color. Gain DR 5/cold iron, you gain a virtual Improved Critical feat, movement is reduced by 10 ft. Energy Resistance 10 acid/fire/electricity/cold. 5) Quadruple Density (weight x 4): AC: +6 natural armor, -6 Dexterity, +6 Strength, -6 additional armor check penalty; characters of less than 18 adjusted Strength move at half move. Character gains 2 slam attacks 1d4 for medium creatures (1d3 for small), Gain DR 10/adamantine. Energy Resistance 20 acid/fire/electricity/cold. Your weapon attacks do damage of the next size category. 6) Full Density (Iron Golem Mode; weight x10): (as setting 5, but with the following changes or additions) AC: +10 natural armor, +10 Strength, -8 Dexterity, DR 15/adamantine; Darkvision 60 ft., Construct Traits, Immunity to electricity, Immunity to poison, Immunity to magic (as a iron golem; subject to iron golem spell effects), Low-Light Vision; take half damage on all acid or fire attacks. You lose your Constitution bonus hit points and gain bonus hit points based on size (see MM), Move is at half speed. You have a 50% arcane spell failure chance and a -8 additional armor check penalty. Your slam attack damage increases from 1d4 to 1d6. Your type changes to Construct (Augmented Humanoid). You do not eat sleep or breath (and therefore have no use for potions). usage: 2% cumulative per hour of use, don't roll a 1, The chance of failure is reduced to 0% each morning after resting. Info:
Born the second born son of a low level nobleman, The first born son will be heir, Ratel was sent to serve the church. Would one of the happy notheastern lands; Anioch or Baalthaaz or Ifthaaz work ok for that sort of thing? Or should he be further north, or should I change the background?
Considering the area is in Libinos, yes the dress and style would be more middle eastern. Khemet is basically Egypt under a pharaoh. Your background is up to you as to how extensive you want to be. Babylonian works also for worshipers of Mitra. with + 2 constitution and the feat Toughness and favored class: The Jaata are native to the lands of far northeastern Libynos. Despite its location at a high northern latitude, Jaati is kept warm by the waters of the Great Eastern Current, along with the odd effects of the Tropic of Arden. Most Jaata live in coastal cities or villages that line the many rivers of the region, while much of the interior is sparsely populated.
Jaata often wear clothes of colorful silk, along with jewelry of gold and silver. Such jewelry is a symbol of status but also a way to carry one’s wealth, so most people wear some all the time and even more on special occasions. The Jaata trade widely and form enclaves in many large cities. One of the largest is in Shabbis, and a large population even lives as far as Castorhage in Akados. They speak Meeruwhan. The Jaata are believed to be distantly related to the Gtsang of western Akados, who are said to have migrated from Jaati thousands of years ago. Since both Bastus and the kingdom of Khemit have a very 'Egyptian' flavor, I think I'll have Ratel born in Shabbis, and have him join the church at sixteen, now twenty five, he's been able to travel west and finds himself on a pilgrimage to the Holy Cities.
If it's a plot twist, don't worry about it. |