AC 18, touch 13, flat-footed 13 (+5 armor, +2 dex, +1 Dodge)
Speed 30 ft. (20 ft in armor)
Greataxe dmg 1d12 / crit x3 / weight 12 lbs. / type S
Str: 16, Dex: 14, Con: 14, Int: 10, Wis: 10, Cha: 14
Init: +2 (+4 in the Forest)
Saving Throws -
Composite Longbow +2 st dmg - 1d8 / crit ×3 / range 110 ft. / weight 3 lbs. / type P
Greataxe dmg 1d12 / crit x3 / weight 12 lbs. / type S
Knowledge Religion +4 [1rank+3inclass]
Feats and Traits:
Dodge* Dex 13 +1 dodge bonus to AC
Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on
Appearance and Background:
Favors wearing forest colored clothing. Knee high dark brown leather boots, woolen brown trousers, dark green tunic with medium green undershirt, dark brown leather bracers. Adds on her scale mail when adventuring or expecting trouble. Avoids wearing dresses since she thinks they are impractical.
Solace was born 2 months after her father's death. Her mother found solace in her pregnancy and child in the wake of her husband's death and thus named her child appropriately.
Her mother was a human ranger and follower of Erastil who had one day come upon a near fatally wounded male orc. Despite how their two races often got along, her mother, Sariah, couldn't find it in her heart to finish off the poor wounded orc. Instead, much to the orc's surprise, she chose to nurse him back to health while taking shelter in a nearby cave.
As what often happens in such situations, the patient, Orn, soon fell in love with his nurse, vowing to stay with her and protect her even after was fully recovered from his wounds. After time, Sariah begin developing feeling of her own for Orn and the two began to travel together and a year after they first met, they chose to marry. Another year after that and Sariah announced her pregnancy and the two began looking for a likely settlement to stay in until their child would be born and be old enough to travel with them.
Sadly, a group of hunters came upon Orn while he was out hunting for food for his family and they mistook him for a threat to their village, a scout for a larger army. The humans killed him without even bothering to ask who he was or what he was doing. Sariah found out about Orn's death when the hunters brought his body back to the village, boasting about how they had saved it from evil orcs.
Disgusted and broken-hearted by their actions, Sariah fled with her newborn daughter back to her home village of Phaendar where she still had family and friends living there. Her hope was that they would take and her daughter in without discriminating against her for her mixed heritage.
So it was that Solace grew up on the family farm at Phaendar alongside her cousins and family friends. As she grew older, Solace would travel into the forest more and more often with her mother, learning the ways of the forest and making regular trips with her to the shrine at Riverwood and taking lessons from the clerics there, including her stepfather Lorne.
Since Solace arrived at the village as a baby born to a woman native to it, she was more accepted there than if she had arrived full grown. It's harder to fear someone you've known since they were in swaddling clothes. She did have her fair share of childhood fights of course, but no more than any other child her age. The only real difference was the lack of males willing to romance her when she reached adulthood.
List of NPCs
Ones from you list that Solace would know of/be friends with:
Orn (CN) (Solace's father, deceased.)
Sariah (LN) (Solace's mother, human ranger) (age 41) : Still living in Phaendar. Still makes a living trapping and gathering in the forest. She also assists with the upkeep of the Riverwood Shrine.
Lorne (LN) (Sariah's current husband, human cleric) (age 45) : Lorne is a cleric of Erastil and can be frequently found at the Riverwood Shrine. He has been a surrogate father to Solace since she was 6.
Garth (LN) (Solace's half-brother and cleric in training) (age 14) : Garth has expressed both interest and talent in following in his father's shoes as a cleric of Erastil.
Marise (LN) (Solace's Aunt) (age 43) : Head of the family after her husband's death, Marise is in charge of the family's farm and whenever she isn't there working, she can be found at the family's stall at the Market Green.
Kerise (N) (Solace's cousin, Marise's daughter) (age 23: Kerise splits her time between working at the family farm and the Market Green stall just like her mother.
Kae (N) (Solace's cousin, Marise's son) (age 21) : Kae spends most of his time taking care of the family farm. If not there, he can be found at the Taproot Inn where he is currently trying to woo one of the barmaids there.
Dane (NG) (childhood friend to Solace, human male blacksmith) (age 22) : Dane and Solace are the same age and have been friends since childhood, bonding over the shared loss of a parent. Dane works as a blacksmith at the Phaendar Trading Company alongside his father.
Wealth and Gear:
starting gold 175
4 gp - 2 sp - 9 cp
Scale mail / 50 gp / +5 / +3 / –4 / 20 ft. / 30 lbs.
Dagger 2 gp 1d4 19-20/x2 10 ft. 1 lb. P or S —
Backpack (empty) 2 gp 2 lbs.
All of the following are class features of the 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 Charisma 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.
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.
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Holy Guide Archetype
A holy guide believes that it’s his sacred calling to clear the roads of bandits between towns as well as to escort travelers to safety. He must enforce the rule of law in the wilderness and help those that cannot defend themselves against the many dangers of the area.
Class Skills: A holy guide gains Knowledge (geography) and Survival as class skills.
At 3rd level, a holy guide chooses a favored terrain from the ranger favored terrains table. This otherwise functions like the ranger ability of the same name.
This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, he can instead select another favored terrain and increase his bonuses for one existing favored terrain, just like a ranger.
At 6th level, a holy guide gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, He can expend one use of smite evil to grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the holy guide possesses. Allies do not need to meet the prerequisites of this bonus feat. Evil creatures do not gain the benefit of this teamwork feat, even if the paladin considers them allies.
This ability replaces the mercy gained at 6th level.
Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Note to self on Vigor and Wounds:
Healing Wound and Vigor Points
Healing wound and vigor points happens differently even if the effect healing them is the same. Wound points are always harder to heal than vigor points.
Healing Spells and Effects: Spells such as Heal CLW, Cleric's Channeling, and Paladins Lay on Hands. The creature casting the spell or effect must choose if it wants to heal wound or vigor points at the time of use. If vigor points are chosen then you heal a number of vigor points equal to the number of hit points you would have gained. If wound points are chosen then you regain one wound point per die of healing or per caster level for spells such as Heal.
Rest: When resting, creatures regain vigor points equal to their character level plus con modifier. Healing wound points while resting is similar to regaining ability score points and so a creature can regain either a wound point or one ability score point. For situations such as long term care with the heal skill, you heal vigor points twice as fast for 8 hours, or fur times as fast for a full day and you heal wound points as you would heal ability score points.
Restoration and Similar Effects: Restoration can heal wound points as it would ability score damage.
You deal damage to vigor points as you would regular hit points. Once all of a creatures vigor points are gone then they begin to lose wound points as they would hit points. Some instances allow you to attack wound points directly however.
Critical Hits: A critical hit deals an amount of wound points in damage equal to its critical multiplier on top of any other damage the creature takes from the hit.
Negative Energy Damage: A creature that casts a spell or effect causing negative energy damage such a inflict light wounds or channeling negative energy, can attack wound points directly at a rate of 1 wound point per die of the effect.
Significant Damage: For every 15 hit points of damage sustained from a single attack, a creature takes 1 wound point in damage.
Temporary Hit points become temporary Vigor points
Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.
Spell effects that have a hit point trigger such at Disintegrate trigger upon the target receiving the wounded condition. Spells like Harm function off of the wound threshold.