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About Surveen Walsh7th Level Monk for Realm of the Fellnight Queen:
SURVEEN WALSH CR 6 Male Undine Monk 7 LN Medium Outsider (Native) Init +5; Senses Darkvision (60 feet); Perception +14 -------------------- DEFENSE -------------------- AC 20, touch 19, flat-footed 16 (+3 Dex, +1 natural, +1 dodge) hp 42 (7d8+7) Fort +6, Ref +9, Will +9 Defensive Abilities Evasion; Immune disease; Resist cold 5 -------------------- OFFENSE -------------------- Spd 50 ft., Swimming (30 feet) Melee +1 Nunchaku +9 (1d6+2/20/x2) and Unarmed Strike +9 (1d8+1/20/x2) Ranged +1 Shuriken +9 (1d2+2/20/x2) Special Attacks Flurry of Blows +5/+5/+0, Ki Strike, Magic Spell-Like Abilities Hydraulic Push (1/day) -------------------- STATISTICS -------------------- Str 12, Dex 16, Con 12, Int 8, Wis 17/19, Cha 10 Base Atk +5; CMB +8 (+10 Grappling); CMD 25 (27 vs. Grapple) Feats Dodge, Extra Ki, Improved Grapple, Improved Unarmed Strike, Mobility, Monk Weapon Proficiencies, Spring Attack, Stunning Fist (7/day) (DC 17), Weapon Finesse, Weapon Focus: Unarmed Strike Traits Poverty-Stricken, Reactionary Skills Acrobatics +13, Escape Artist +7, Perception +14, Ride +7, Sense Motive +9, Stealth +13, Survival +10, Swim +13 Languages Aquan, Common SQ AC Bonus +5, Antitoxin (vial), Fast Movement (+20'), High Jump (+7) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 30' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8), Wholeness of Body (7 HP/use) (Su) Combat Gear +1 Nunchaku, +1 Shuriken (50); Other Gear Amulet of Natural Armor +1, Antitoxin (vial) (3), Bag of Holding I (25 @ 94.46 lbs), Bedroll, Blanket, winter, Caltrops (5), Grappling hook, Headband of Inspired Wisdom, +2, Holy Water Flask (2), Oil of Magic Fang (CL 1), Oil of Magic Fang (CL 2), Oil of Magic Fang (CL 2), Oil of Magic Fang (CL 2), Potion of Cure Light Wounds (CL 3), Potion of Cure Light Wounds (CL 3), Potion of Cure Moderate Wounds (CL 5), Oil of Greater Magic Fang (CL 5), Potion of Cure Moderate Wounds (CL 5), Potion of Cure Moderate Wounds (CL 5), Potion of Cure Moderate Wounds (CL 5), Rations, trail (per day) (6), Rope, hempen (50 ft.), Smokestick (2), Thunderstone (2), Waterskin (3), Whetstone -------------------- SPECIAL ABILITIES -------------------- AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component
6th Level Characters for Superstar Round 4 .... first the Monk, then the paladin ... this is the first pass character creation in a bit of a hurry. Paladin 4 for Slaver's End:
SURVEEN WALSH CR 3 Male Undine Paladin (Undead Scourge) 4 LG Medium Outsider (Native) Init +1; Senses Darkvision (60 feet); Perception +2 -------------------- DEFENSE -------------------- AC 20, touch 9, flat-footed 20 (+8 armor, +2 shield, -1 Dex, +1 natural) hp 30 (4d10) Fort +8, Ref +4, Will +10 Immune fear, disease; Resist cold 5 -------------------- OFFENSE -------------------- Spd 20 ft., Swimming (30 feet) Melee Heavy Shield Bash +6 (1d4+2/20/x2) and +1 Longsword +8 (1d8+3/19-20/x2) and Gauntlet (from Armor) +6 (1d3+2/20/x2) and Unarmed Strike +6 (1d3+2/20/x2) Ranged Crossbow, Light +3 (1d8/19-20/x2) Special Attacks Smite Evil (2/day) Spell-Like Abilities Detect Evil (At will), Hydraulic Push (1/day) Paladin (Undead Scourge) Spells Known (CL 1, 6 melee touch, 3 ranged touch): 1 (1/day) Veil of Positive Energy (DC 14) -------------------- STATISTICS -------------------- Str 14, Dex 9, Con 10, Int 10, Wis 14, Cha 16 Base Atk +4; CMB +6; CMD 15 Feats Power Attack -2/+4, Weapon Focus: Longsword Traits Poverty-Stricken, Reactionary Skills Acrobatics -6, Climb -3, Diplomacy +7, Escape Artist -6, Fly -6, Handle Animal +7, Heal +6, Knowledge (Religion) +5, Ride -6, Sense Motive +7, Stealth -6, Survival +7, Swim +5 Languages Aquan, Common SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Channel Positive Energy 2d6 (2/day) (DC 15) (Su), Divine Grace (Su), Lay on Hands (2d6) (5/day) (Su), Mercy: Shaken (Su) Combat Gear +1 Field Plate, +1 Longsword, Bolts, Crossbow (20), Crossbow, Light, Masterwork Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Cloak of Resistance, +1 -------------------- SPECIAL ABILITIES -------------------- Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear. Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Channel Positive Energy 2d6 (2/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell). Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws. Immune to Fear (Ex) You are immune to all fear effects. Immunity to Disease You are immune to diseases. Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used. Swimming (30 feet) You have a Swim speed. Paladin 6:
SURVEEN WALSH CR 5 Male Undine Paladin (Undead Scourge) 6 LG Medium Outsider (Native) Init +1; Senses Darkvision (60 feet); Perception +3 -------------------- DEFENSE -------------------- AC 21, touch 9, flat-footed 21 (+8 armor, +3 shield, -1 Dex, +1 natural) hp 43 (6d10) Fort +8, Ref +4, Will +11 Immune fear, disease; Resist cold 5 -------------------- OFFENSE -------------------- Spd 0 ft., Swimming (30 feet) Melee Heavy Shield Bash +8/+3 (1d4+2/20/x2) and +1 Adamantine Longsword +10/+5 (1d8+3/19-20/x2) and Gauntlet (from Armor) +8/+3 (1d3+2/20/x2) and Unarmed Strike +8/+3 (1d3+2/20/x2) Special Attacks Smite Evil (2/day) Spell-Like Abilities Detect Evil (At will), Hydraulic Push (1/day) Paladin (Undead Scourge) Spells Known (CL 3, 8 melee touch, 5 ranged touch): 1 (2/day) Divine Favor (DC 14), Veil of Positive Energy (DC 14) -------------------- STATISTICS -------------------- Str 14, Dex 9, Con 10, Int 10, Wis 14/16, Cha 16 Base Atk +6; CMB +8; CMD 17 Feats Cleave, Power Attack -2/+4, Weapon Focus: Longsword Traits Poverty-Stricken, Reactionary Skills Acrobatics -7, Climb -4, Diplomacy +8, Escape Artist -7, Fly -7, Handle Animal +8, Heal +7, Knowledge (Religion) +5, Ride -7, Sense Motive +10, Stealth -7, Survival +8, Swim +4 Languages Aquan, Common SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Channel Positive Energy 3d6 (3/day) (DC 16) (Su), Divine Grace (Su), Divine Weapon +1 (6 minutes) (1/day) (Sp), Lay on Hands (3d6) (6/day) (Su), Mercy: Diseased (Su), Mercy: Shaken (Su) Combat Gear +1 Adamantine Longsword, +1 Field Plate, +1 Shield, Heavy Steel; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Headband of Inspired Wisdom, +2, Potion of Hide from Undead, Potion of Hide from Undead, Potion of Hide from Undead, Potion of Protection from Evil (CL 2), Wand of Cure Light Wounds (CL 3) -------------------- SPECIAL ABILITIES -------------------- Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear. Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Channel Positive Energy 3d6 (3/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell). Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws. Divine Weapon +1 (6 minutes) (1/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day. Immune to Fear (Ex) You are immune to all fear effects. Immunity to Disease You are immune to diseases. Lay on Hands (3d6) (6/day) (Su) You can heal 3d6 damage, 6/day Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used. Swimming (30 feet) You have a Swim speed. Prev campaign base stats:
Name: Surveen Walsh Class: Paladin Str 16, Dex 16, Con 15, Int 13, Wis 14, Cha 18 Languages: Common, Aquan, Auran, Terran Deity: Sarenrae Set up as a guard. General Stats:
HP: 13 Speed: 30ft(20ft Armored) Swim 30ft Weight limits: 76/153/230 Current HP: 13 HP rolls 10 (+2 Con, +1 Fav) Current wealth Fav Class Paladin Fav Class 1 pts HP 0 pts Skill XP: 0 XP Next Level: 2 Dark Vision 60ft, , Cold Resistance 5 6ft tall, 25 years old. [ooc]Initiative [dice]1d20+3[/dice] [/ooc] [ooc]Perception [dice]1d20+2[/dice] [/ooc] Daily Allocations:
Uses left/max per day Ability/skill etc
Equipment in use or in backpack:
Wearing: In Hand: Backpack: Saves:
defense:
AC 21 = 10 + 6 + 2 + 3 Touch 13, FF 18 CMD 17 = 10 + 1 + 3 + 3 Mwk Breastplate AC +6 Max Dex +3 AChk -2 ( -4, +1 Armor Expert, +1 MWrk) Mwk Large Steel Shield AC +2 AChk -1 (-2 +1 MWrk) Smite Evil: +4 AC. Attack:
Base Attack +1 CMD = 4 = 1 + 3 CMD to disarm or trip with flail 6 = 4 + 2 Smite Evil: +4 Attack, +1 damage, +2 damage (evil outsider, evil dragon or undead). Bypasses Damage Reduction. Melee Str Bonus +3
Ranged
Spells:
Concentration = +3 Spells per day 0/0, 1/0 Spell DC 0/12, 1/13 Daily Spells
Spells Known
Skills:
Str 3, Dex 3, Con 2, Int 1, Wis 2, Cha 4 Skill points per level 3 = 2(paladin) + 1(Int mod) Armor Check -3 Acrobatics [dice]1d20+0[/dice] = 3 + 0 + -3 (*)
Undine, Paladin Abilities:
Undine
Paladin
Feats, Traits:
Feats
Traits
Equipment:
Starting Gold 1000gp(avg) Starting Equipment Masterwork Flail Longsword Heavy Crossbow Masterwork Breastplate Masterwork Large Steel Shield Masterwork Crafting Tools (blacksmith/weaponsmith) Anvil Starting Equipment Guard provided by the Adventurers Guild
Armor
Background:
For as long as anyone can remember the Walshes had lived in Karvasser Harbour, making their living from the sea. Originally they were fishermen, who seemed to have a lot of 'luck' getting the best catches and finding the biggest shoals. Quite how they managed it, no-one really knows anymore, but amongst their adversaries and rivals rumors abound about pacts with sea devils. These rumors are not helped by the occasional 'loss' or disappearance of a child for no apparent reason. The rumors abound that the 'lost' children were the offspring of a coupling with some demon, some noticed a blue tinge to the skin. Surveen is indeed a 'lost' child and his story is that of all the 'lost' children over the generations. It all started in generations on generations ago, when the first Walsh set foot in the sheltered cove that was to become Karvasser Harbour. As he settled in the cove and began his journeys into the fishing grounds in and outside the cove, a water elemental of some power, indeed a Marid named Jia'Dreen watched from beneath the waves. As she watched the handsome young human, his bronzed torso throwing out his fishing net. After what seemed like an eternity trapped on the Material Plane in the cove, she befriended the man and together the had a son, mainly of human blood, but with some Marid too. The father, when his short life was ending, had saved enough gold to employ a cleric of Gozreh, who was able to return his 'wife' to her home plane. In gratitude for the days of the man's life he spent with her and his employment of the cleric, she granted his wish that his family and there descendants would always find the sea in and around the cove a bountiful area for fishing and finding resources. Since that time, the market town of Karvasser Harbour has grown up around the Walsh family as they thrived and prospered from the plentiful catches. However, as a result of the union of the the first Walsh and the Marid, every few generations a strange halfbreed child is born, with their blue skin and webbed hands and feet, the child cannot stay and be safe within the family. The superstitious nature of the folk in Karvasser Harbour, are highly likely to take the youngster and sacrifice him to appease the gods of the seas. So, the family have an long and outstanding arrangement with the Church Tricarner, dedicated to Erastil, where Druids and Clerics would bring up the child as they could. The children growing up would often become clerics, druids in their own right, but some like Surveen found it difficult following the old ways and sought other gods. after listening to the teachings of Sarenrae, with the idea of glory and healing it seemed the gods had set him on a different path, he became Paladin a of Sarenrae. With no actual tie to the Church, often upon reaching maturity they would leave and make their own way in the world. That was the path Surveen has taken. He left the church and its holy environs for the further glory of Sarenrae, by protecting those who worked on the land and water from the terrors that evil beings would inflict, on both them and the land. With his special talents, he sought work to protect the crews of the merchant ships that crossed the seas. It was on one such trip, that a party of the Adventurers Guild were chartering to take them on to the coasts of the Mwangi swamps. There they encountered beasts of great power and pirates with evil glints in their eyes. With Surveen's aid the adventurers arrived at their destination, injured but alive and ready to move on. Surveen sought to join them, but knew he had to protect the ship on his return voyage to civilization. Upon the ship's return, he was invited to the Adventurer's Guild as a guild apprentice, since which time he has been on many adventures, until now. This is an adventure with a difference, for the Guild have asked him to lead the company in their quest.
Motivation:
Surveen has never felt at home in his life, he searches for somewhere he can settle and call his own. Outcast from his family as a child. Never able to be a druid or cleric of Erastil, being a paladin was 2nd best, and even with his teachers at the temple, he never really felt one of them. He was hugely influenced by the clerics of Sarenrae, when they visited and taught on the way of glory. He set off on his travels, ostensibly to protect those who were friends of the sea and waters of Golarion, but that has never really been enough. His introduction to the Adventurers Guild gave him some respite, as he was amongst those similar to him, living a nomadic type of life, but even that hasn't satisfied him. He volunteered for this mission, in the hope he can find a place to call his own. Appearance:
A tall human, with a blue tinge to his skin, he cuts his hair, which some say is white to make his head bald, he stands holding a symbol of his god, Erastil. On his shoulders he wears a solid metal breastplate, a flail and shield in his hands, the breatplate and shield bear a holy symbol of Sarenrae. Build & Progression notes:
Start with: Str 16, Dex 16, Con 15, Int 13, Wis 14, Cha 18 see how it was obtained below Str 18, Dex 14, Con 15, Int 13, Wisdom 12, Cha 18
Leader Traits:
[list] Guard Traits:
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