Sosiel Vaenic

Regin Ald's page

424 posts. Alias of Choon.


Full Name

Regin Ald

Classes/Levels

Luck 2/7 | Smite 1/1 | LoH 4/4

Gender

HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10'

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

About Regin Ald

Stats:

Male Human paladin(Sacred Servant)/ Bard (Archaeologist) 3
Init +2 (+2 dex); Senses: Perception +7
STATS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Favored Class: +1 bard spell/lvl

DEFENSE
AC 17, Touch 13, Flat-Footed 14 (+2 dex, +4 armor)
HP 28/28
Fort +9, Ref +8, Will +7 (incl. +3 Divine Grace)
Uncanny Dodge

CMD 15

OFFENSE
Speed 30, 20 in armor
Melee:
Quarterstaff +6 1d6+4 (PA: +5 1d6+7) or double +2/-2 1d6+4/1d6+4
Flail +6 1d8+3 (PA: +5 1d8+5)

Ranged: Sling +5 1d4+3

B.A.B. +3, CMB +6

Feats/Traits:

Power Attack - 1/2
Fey Foundling - +1 hp healed per dice of healing rolled

Campaign Trait: Earning your Freedom (Legacy of Fire) - +1 will saves
Magical Lineage (paladin) - +2 CL
Fate's Favored, +1 to all luck bonuses
Drawback: Fey Taken - I take a -2 to saves vs disease, illusion, poison, and fey spells, SP's, and SU's


Spells:

Paladin
CL 0; Concentration +3;
At will - Detect Evil

Bard
CL 1; Concentration 4

0 lvl (4 known (+2FCB), DC 13):
Detect Magic, Read Magic, Prestidigitation, Mending, Dancing Lights, Mage Hand, Open/Close, Ghost Sound, Know Direction

1st lvl (2 known, 2/day (+1 cha), DC 14):
Hideous Laughter, Summon Monster 1, Comprehend Languages, Silent Image

Skills/Languages :

(Skill bonus=rank+ability+class+misc)

Acrobatics: 8=3+2+3
Diplomacy: 11=3+3+3+2
Disable Device: 10=3+3+3+1
Handle Animal*: 8=2+3+3
Know (Arcana): 1=0+0+0+1
Know (Dungeoneering): 1=1+0+0+1
Know (Engineering): 1=0+0+0+1
Know (Geography): 1=0+0+0+1
Know (History): 5=1+0+3+1
Know (Local): 1=0+0+0+1
Know (Nature): 1=0+0+0+1
Know (Nobility): 1=0+0+0+1
Know (Planes): 1=0+0+0+1
Know (Religion): 6=3+0+3+1
Linguistics*:4=1+0+3
Perform* (Sing): 8=2+3+3
Perception: 7=3+0+3+1
Spellcraft: 6=3+0+3
Use Magic Device: 4=1+3+0

Total = 6 (+6/lvl base, *+2 background, can Know untrained)

Languages
Common, Dwarven

Consumables (potions, poisons, etc.):

Special qualities:

Racial
+1 feat
Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.

Bard
Cantrips, Spells

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained

Bardic Performance
Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

Trap Sense: gain trap sense +1, as the rogue class feature of the same name.

Paladin

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.

Smite Evil (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 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. The sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
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: Immune to fear, Arua bonus to saves vs fear

Divine Health: immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy: LoH removes Shaken

Gear:

Carrying Capacity: 33/66/100 current: 31 lbs.
Chain Shirt (100g, +4ac,+4dex,-2acp, 25lbs)
Quarterstaff (0g, 4lbs)
Flail (8gp, 5lbs)
Madu, leather (30gp, +1ac, --dex, -2acp, 5%acp, 5 lbs)
Sling (0gp, 1 lbs)
Bullets, Sling x20 (2sp, 10 lbs)

Backpack
[i]-in backpack:Paladin's Kit(11gp, 30 lbs.)

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.

-Cash-
300g 173 spent

Ziggurat of Worms fluff:

The fey are a capricious people. Ever they taunt the realms of men with their cruel tricks. None knows this better than Regin.
Regin was found on the steps of the Two Tears temple when he was just a boy. No mother or father were ever noticed placing him there in spite of the noonday crowds. He was just There.

The clergy of Ishtar took him in. From an early age he showed a love of pranks and music and dancing... and swordplay and combat. Such a combination was confusing at best to most of the clergy. They sat him down routinely to try to divine what his destiny in the church was, but whatever taint the fey had left on his soul had taken root and he persistently defied their expectations. He would talk down practice partners with an easy diplomatic style only to set upon them with brutal force when they hesitated at his words. He displayed magical talent, but refused to practice in the traditions of the wizards. He loved instead to walk and work among the peasantry tilling Mother Ishtar's fields. He studied and read voraciously, especially of the Old tombs to the east, but when it was time to test that knowledge he seemed to not care in the slightest and achieved only enough to avoid punishment. He was a walking enigma.

Finally, the priests were forced to admit that keeping him here and forcing the order of the Church on him was failing to produce the kind of discipline normally seen in a Paladin of Ishtar (though his discipline wasn't completely absent, of course). His passions were just too wild to be contained by normal means. It was finally pointed out that this was exactly how they tended to talk about the passions of Ishtar herself...

They boy wasn't undisciplined, he was blessed (in a manner of speaking, grumbled the Paladins).
He wasn't lazy, he was naturally gifted in the arcane (though to a lesser degree than he could have achieved, noted the mages).
He wasn't dismissive of his religious duties and studies, he was expressing them in a way no one had ever expected (though he could do better, certainly, asserted the priests).

And so a place was sought for him to go find who he was. One of the priests knew an old adventuring friend who was friends with the wizard Zummabu. It was unanimously agreed that a former adventurer would be an excellent place for him. So this friend called in a few favors and a few weeks later Regin arrived at Zummabu's residence with his gear over his shoulder and a smile on his face.


old Fluff:

Regin Ald is in a world of children. Everyone looks as young as his granddaughters' children. Just a handful of people even come close to his 176 years, and most of them are elves! Bah! Someone needs to show them how it's done!
Reginald is the local librarian who had a chronic short-term memory issue. He doesn't forget things, per se, he just can't remember it until it enters his long term memory. He has developed a coping method for this. He writes everything down and keeps it with him at all times in the form of a singularly massive tome. It is a full two feet wide, three feet tall, and one foot thick bound. There are also miscenaleous papers and notes crammed here and there.
Amazingly, Regin never forgets where the note he needs is, even though he forgets everything else.

Personally, he is a kindly, patient old dwarf with a slight tendency to ramble. He is also constantly writing stuff down in an illegible short hand.
He is short, as Dwarves are, and stout. His head is as bald and he sports a great white beard that nearly touches the floor even when braided. He usually keeps it braided with simple rings of leather to keep it in place.
His skin is slightly wrinkled and leathery like the books he tends. The scent of mint wafts around him constantly due to his habit of chewing on mint leaves. He can't remember why he does it or when he started. He is, however, fairly certain he's solely responsible for keeping the local herbalist in business.

Regin loves Book, his spellbook and replacement short term memory, and hates anyone disrespecting books of any kind. His deepest fear is becoming useless and forgotten, so he strives to prevent the onset of crippling age. He has a wife and several grown children who are the reason he seeks to never become useless: he doesn't want to burden them.