Irabeth Tirabade

Sokkla's page

36 posts. Alias of Louxman.


Full Name

Sokkla

Race

Half-Orc Paladin (Chosen One/ Warrior of the Holy Light) 2

Classes/Levels

| HP 22/22 | AC 17 T 9 FF 17 | Fort +5 Ref -1 Will +4 | CMB +6 / CMD +15 | Initiative -1 | Perception +1 | Darkvision 60 feet |

Gender

Female

Size

M

Alignment

LG

Deity

Apsu

Languages

Common, Orc,

Occupation

Farmer/Pilgrim

Strength 18
Dexterity 8
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Sokkla

Half-orc Female Paladin Chosen One Warrior of the Holy Light 2
LG Medium Humanoid (orc, Human)
Init -1; Perception +1;
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AC 17, TAC 9, FAC 17,
(+7 Armor, -1 Dex, +1 Shield)
HP 22/22
Fort +5, Ref -1, Will +4
Base Atk +2; CMB +6; CMD 15
Abilities: Str 18(+4), Dex 8(-1), Con 14(+2), Int 10(0), Wis 12(+1), Cha 16(+3)
Speed: 30 ft. (6 squares)
Speed in armour: 20ft. (4 squares)
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Offense

Melee:
Longsword(1H) +7 (1d8+4)
Longsword(1H) Power Attack +6 (1d8+6)
Longsword(2H) +7 (1d8+6)
Longsword(2H) Power Attack +6 (1d8+9)

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Skills:
(Ranks + Stat + Class + Other)
Bluff +5 (0+3+0+2*)
Diplomacy +10 (2+3+3+2*)
Handle Animal +7 (1+3+3)
Heal +5 (1+1+3)
Knowledge (History) +6 (2+3+0+1*)
Ride +3 (1-1+3)
Sense Motive +7 (1+1+3+2*)

*ACP: -8

Feats:
Power Attack,

Class Abilities:

Divine Emisary:
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.

Marquise the Chicken Emisary

Religious Mentor (Ex):
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

Lay on Paws (Su):
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

Other:

Equipment:
Traveler’s Outfit 5lbs
Iron Lamellar Armour 50lbs
Buckler 5lbs
Dagger 1lb
Mastercrafted Longsword 4lbs
Backpack 2lbs
Pole 8lbs
Dull Grey Ioun Stone -lb
Wayfinder 1lb
On horse:
Rope 10lbs
Whetstone 1lb
10x Torches 10lbs
Blanket 3lbs
Small cage 60lbs
4x Chickens 5lbs?

Carrying Capacity
Light 0-100 lb. Medium 101-200lb. Heavy 201-300 lb.
Current Load Carried 71lbs. Light (Plus Horse)
Money 548gc 8sp 8cp

Languages: Common, Orc,

Traits:



Racial Traits:

Darkvision:
(60ft)

Overlooked Mastermind:
You gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. You also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus.

History and Appearance:

Backstory:

Sokkla was an ordinary farm girl, living with her parents in the southern foothills of the Iron Peaks. They were by no means rich, but they got by. By day Sokkla would tend to the animals. Then in the evening her father would tell tales of his youth in the big city. He told stories of the wonderful ruins and stories of the monsters found in them. Sokkla’s favourites where the stories of just before she was born, her parents had been Pathfinders! It was all very idyllic.

Then the chicken started to stare. That one chicken, the Marquise (Sokkla thought she was the one anyway.) For the next couple of weeks nothing unusual happened, just more staring. Then the dreams began. Sokkla would dream of that chicken (or a chicken at least). In her dreams it would talk to her, they would have great meandering conversations but Sokkla would never remember what they were about except that she had to head south, south and west. After a week of this Sokkla had had enough, she was not one to sit idly by; someone might need her help. She packed up the chickens (both of them, just to be sure) and, taking her father’s old armour, traveling pack, and sword, she left. Leaving a little note:

”I’ve gone with the chickens. S
Ps. Don’t worry about me, I have my Horse.”

She headed south first of all into the Sanos forest, as long as she kept moving the dreams didn’t come. She spent weeks in the forest finally becoming utterly lost. The dream that came then was different, Marquise transformed into a huge metallic dragon. Once more they spoke at length and once more Sokkla didn’t remember much, just the direction the claw pointed in and two words, ‘Pathfinders,’ and ‘Magnimar.’ She pressed on.

After a few days she arrived in Magnimar (by barge as it happens, but that is another story) and found herself some meagre lodgings for herself and the chickens, promising work for her supper and shelter. The next day she headed for the Pathfinder lodge to find her destiny.

Appearance and Demeanor:

Sokkla has a muscular build, work on the farm built her for strength and it shows. She is not conventionally attractive, but has a kindly innocent face. She speaks in soft measured tones using simple words that have led many to falsely believe that she is stupid. She is peace-loving at heart and follows rules to a fault.