Mage Slayer

Sir Karse's page

253 posts. Organized Play character for WhtKnt.


Full Name

Sir Karse

Race

Half-Orc

Classes/Levels

Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Gender

Male

Size

Medium

Age

19

Special Abilities

Aura of Good, Detect Evil, Defender of the Society, Orc Ferocity, Sacred Touch, Saving Shield, Smite Evil

Alignment

Lawful Good

Deity

Iomedae

Location

Mobile

Languages

Common, Orc

Occupation

Crusader

Strength 13
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 16
Charisma 16

About Sir Karse

Pathfinder Number = 44335-4

Total XP: 4
Total PP: 4
Silver Crusade Fame: 6

Gained 1 XP, 500 gp and 2 PP from Shades of Ice, Part I (as GM)
Gained 3 XP, 1398 gp and 4 PP from Snows of Summer
(Will gain 1 XP, 1277 gp and 2 PP from The Slave Master's Mirror (as GM)

Paid 2 PP for a wand of cure light wounds (50 charges)

Sir Karse
Male half-orc paladin (shining knight) 2 (Pathfinder RPG Advanced Player's Guide 117)
LG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 18 (+5 armor, +2 shield, +1 trait)
hp 19 (2d10+3)
Fort +7, Ref +3, Will +9
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee morningstar +3 (1d8+1)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Saving Shield[APG]
Traits defender of the society, sacred touch
Skills Acrobatics -6 (-10 to jump), Diplomacy +8, Handle Animal +7, Intimidate +5, Knowledge (religion) +4, Ride -2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ lay on hands 4/day (1d6), orc blood
Other Gear scale mail, heavy steel shield, morningstar, backpack, bedroll, belt pouch, blanket, flint and steel, gear maintenance kit, grooming kit, holy text, iron holy symbol of Iomedae, tent, small, trail rations (7), waterskin, 1,917 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
--------------------
Karse was born to a human mother, the by-product of a rape during an orc raid upon a small village. Unwilling to accept the creature as her son, his mother abandoned him on the steps of a temple to Iomedae within hours of his birth. Raised by the temple, Karse never knew his mother. The priests were his parents, and the other orphans his siblings. Unsure what to call him, the temple denizens simply referred to him as "boy," but the other children, as children are wont to be, teased him with taunts of "cursed." Karse took this to be his name and soon began answering to it. The priests, in an effort to somewhat humanize the child, changed it to Karse.

Karse soon realized that he was different from the other children. Bigger and stronger than even the most rambunctious of boys his age, he was shunned by both the boys and girls alike. The boys were intimidated by his size and strength, while the girls considered him ugly. Karse did not take these reactions to heart, however. His was a gentle soul and he developed a strong bond with many of the stray cats and dogs that frequented the church.

One afternoon, when Karse was about 13 years old, a warrior came to the church. He was seeking a squire to serve as his valet. He needed someone strong and willing to work hard. Karse hid away in his room, fearful for what the stranger would think of him. After the warrior had looked over all of the children, he asked the priests if there were any stronger. bigger boys. Realizing that Karse was not among the assembled, the priests quickly fetched him. On seeing the boy, the warrior made his choice.

The warrior, whose name was Sir Clive Baverdeen of House Orlovsky, took Karse under his tutelage, making him his squire. Sir Clive was a holy warrior, a paladin. Karse learned quickly and soon enough became a strong warrior in his own right. When he came of age, he was sponsored by House Orlovsky and knighted.

Since that time, he has sought out opportunities to further the glory of his house and his deity. His current quest is to get enough gold to purchase a horse, tack, saddle, and lance. He looks the part of the knight, keeping his armor and weapons in pristine condition.