About Sir Ninn de HawteySir Ninn de Hawtey's extreme naivete enables him to remain an authentic bundle of contradictions: optimistic despite perpetual failure, both wise and clueless, and noble yet plebeian. Male Gnome paladin of Iomedae 3/monk 1
Aura of Courage (Su) Sir Ninn is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while he is conscious. Detect Evil (Sp) At will, Sir Ninn can use detect evil, as the spell. He 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, he does not detect evil in any other object or individual within range. Divine Grace (Su) Sir Ninn gains a bonus equal to his Charisma bonus (if any) on all saving throws. Divine Health (Ex) Sir Ninn is immune to all diseases, including supernatural and magical diseases, including mummy rot. Lay On Hands (Su) Sir Ninn can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, he can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless Sir Ninn targets himself, in which case it is a swift action. Despite the name of this ability, he only needs one free hand to use this ability. Alternatively, Sir Ninn can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels he 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. Smite Evil Once per day as a swift action, Sir Ninn can choose one target in sight to smite. If it’s evil, he adds his Charisma bonus to his attack rolls and paladin level to damage rolls against it. If it’s an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus on the damage roll on the first attack increases to 2 points per paladin level. The smite also bypasses the creature’s DR. Sir Ninn also gains a deflection bonus to AC equal to his Charisma modifier against the target’s attacks. The smite lasts until the target is dead or Sir Ninn rests and regains the use of this ability. If Sir Ninn attempts to smite a non-evil creature, the smite is wasted. Stunning Fist Sir Ninn must declare that he is using this feat before he makes his attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by his unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 his character level + his Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before Sir Ninn's next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Sir Ninn may attempt a stunning attack once per day for every four levels he has attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Azlanti Historian Sir Ninn gains a +1 bonus on all Knowledge (history) checks pertaiing to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. He may gain a +2 bonus on any Knowledge (history) check before rolling. Belkzen Veteran Sir Ninn can gain the benefits of the orc ferocity racial trait for 1 round. Budding Friendship If Sir Ninn would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, he instead earns 1 Prestige Point. Combat Boon As an immediate action, Sir Ninn may reroll an attack roll before success is determined. He must accept the second roll. Ekujae’s Blessing Sir Ninn gains the benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below. Explore, Report, Cooperate As a free or immediate action, Sir Ninn may consider whether a particular action he names would help realize the secondary success condition. Ghalcor’s Spellcraft Sir Ninn has access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood. Kaghaze Redeemed Whenever Sir Ninn adventures in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, he receives a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition, and a healing potion. This potion is a potion of cure light wounds if Sir Ninn is level 4 or below, cure moderate wounds if his level is between 5 and 8, or cure serious wounds if his level is 9 or above. If he does not use this equipment, the Ekujae ask for it back. Imperium Initiate As a free action, Sir Ninn can treat the hardness and DR of all constructs and divs as 5 lower for 1 round. Martyr's Shard As a free action, Sir Ninn can grant one weapon he wields a +1 enhancement bonus (stacks with existing enhancement bonuse) and the ability to overcome damage reduction as a cold iron, good-aligned weapon for 1 minute. Alternatively, he can cast dispel magic as a spell-like ability using his character level as the caster elevel. Ragdya's Blessing Sir Ninn gains a climb speed of 20 ft. for 1d4 rounds. For 1 round after this boon expires, if he would fall due to failing a Climb check, Sir Ninn falls slowly as if affected by feather fall (CL 1st) so long as he remains adjacent to a solid surface. Sacred Trust (Moon Clan) Sir Ninn gains a +1 bonus on Will saves. Scarred Champion When Sir Ninn would fail a saving throw against the spell or spell-like ability of an undead creature, he can roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. Sinscarred Sir Ninn gains a +1 bonus on saving throws against necromancy spells and spell-like abilities. He also gains a +2 bonus on Spellcraft checks to identify necromancy spells. Skillful Barterer Sir Ninn may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. He may not receive coins, gems or other money as part of this trade. Student of Runes Sir Ninn gains a +1 bonus on saving throws against writing based traps, spells and abilities. He also becomes specialized in Linguistics. Tian Ancestry Sir Ninn comes from the continent of Tian Xia and gains Quain Martial Artist as an additional trait.
BOT ME:
[dice=vicious Unarmed Strike]1d20+6[/dice] [dice=Bludgeoning, Nonlethal]1d4+3+2d6[/dice] [dice=Self]1d6[/dice]
[dice=Longbow]1d20+5[/dice] [dice=Piercing]1d6+2[/dice] |
