Kevoth-Kul

Ratel Dier's page

1,540 posts. Alias of Robert Henry.


Race

Male Human Paladin 9

Classes/Levels

| HP 72/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 9/9 | Smite 3/3 | Divine Bond 9/9 min. 2/2 per day

Alignment

Lawful Good

Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Ratel Dier

Initiative modifier: + 2 = + 2 [dexterity]
Total Hit Points: 99 hp = 10+10+4+10+6+9+6+3+5+32[(2 [con]+1[toughness]+1[FC])]
Speed: 30 feet

Armor Class: 27 = 10 + 11[+2 plate armor] + 1 [dex] + 2 [Ring of protection] + 1 [amulet of N/A] + 2 [ring of FC]
Touch AC: 12
Flat-footed: 26

Fortitude save: + 11 = 6 [base] + 2 [constitution] + 3 [paladin charisma]
Reflex save: + 9 = 3 [base] + 2 [dexterity] + 3 [paladin charisma] + 1 [trait]
Will save: + 12 = 6 [base] + 3 [paladin charisma] + 1 [trait] + 2 [feat]

BAB + 8/3
Combat Maneuver Bonus: + 14 = 8 [base] + 5 [strength]
Combat Maneuver Defense: + 26 = 10 + 8 [base] + 5 [strength] + 2 [dexterity]

Attack (handheld): +14/+9 = 9 [base] + 5 [strength]
Attack (missile): +10/+6 = 9 [base] + 2 [dexterity]

Special Attacks: channel Positive Energy 4/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)

abilities:

Race: Human

Traits:
deft dodger: +1 trait bonus on Reflex saves
indomitable faith: +1 trait bonus on Will saves.

Feats:
Human: Iron Will
1st lvl: Combat Reflexes,
3rd lvl: Power Attack,
5th lvl: Toughness
7th lvl: Phalanx Formation
9th lvl: Furious Focus


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
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.


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.
Among the shortest of humankind, the Jaata also tend to be slender, though they still can be quite strong, which often surprises those not familiar with their people. They have skin color that ranges from the golden-brown of sandalwood to deep browns of rosewood or walnut, with eyes that are almost always black, and black hair that is usually fine and straight. Women usually grow their hair long and braid or wrap it, while men seldom grow hair past their shoulders but cultivate their beards carefully. Usually fine-featured and graceful, the Jaata are considered by many outsiders to be the handsomest people in the world.

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.
Not that it matters much, but what city/town are we starting in and is Mitra’s Fist one of the holy cities, or just where we'll end up?

If it's a plot twist, don't worry about it.