Jirelle

Terana Murkwater's page

913 posts. Alias of Nikolaus de'Shade.


Full Name

Terana Murkwater

Race

RETIRED - divine guardian of the Compass (Ruins of Azlant)

Alignment

LG

Deity

Shelyn

Location

Talmandor's Bounty

Languages

Common, Aboleth, Azlanti, Elven

Strength 24
Dexterity 13
Constitution 18
Intelligence 10
Wisdom 8
Charisma 24

About Terana Murkwater

Terana Murkwater
Female Gillman Kraken Slayer, Tempered Champion Paladin 16 with the Oath against Corruption
LG Humanoid (Aquatic)

Init +1
Senses: Perception -1.

DEFENSE
AC 30, touch 14, flat-footed 29 (+14 armor, +1 dex, +2 natural, +2 prot, +1 insight)

HP 207/207 ([10+4+1] + 16x[6+4+1] + 17)

Fort +26 (10 base, +4 Con, +7 Cha, +5 resistance)
Ref +18 (5 base, +1 Dex, +7 Cha, +5 resistance)
Will +22 (10 base, -1 Wis, +7 Cha, +5 resistance, +1 trait)

OFFENSE
+1 Seaborne Greataxe +25/+20/+15/+10, d12+10, x3.
+3 Seaborne Glaive +29/+24/+19/+14, 2d6+16, 19-20x3.
(Smite: +7 to hit, +17/34 damage, ignore DR)
{PA -5 to hit, +15 damage}

Spd 30 ft (20 in armor) / Swim 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +17/+12/+7/+2 (+17 Paladin)
CMB 24 (17 BAB, 7 Str)
CMD 34 (10, 17 BAB, 1 Dex, 7 Str)

STATISTICS
Str 24 (+7) [15 base, +1 level 4/8/12, +6 enhancement]
Dex 13 (+1)
Con 16 (+3) [14 base, +2 racial, +2 enhancement]
Int 10 (0)
Wis 8 (-1) [10 base, -2 racial]
Cha 24 (+7) [14 base, +2 racial, +4 enhancement, +3 inherent, +1 level 16]

FEATS
Combat Reflexes [Level 1]: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Greater Mercy [Level 3]: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Weapon Focus (Glaive) [Level 4 bonus]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Quick Draw [Level 5]: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Slimehunter's Senses [Level 7 (custom feat)]: You can cast Detect Aberration at will. You may use this or the Detect Evil class feature, but not at the same time.
Weapon Specialization (Glaive) [Level 8 archetype bonus]: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Improved Critical (Glaive) [Level 9]: When using the weapon you selected, your threat range is doubled.
Power Attack [Level 11]: -5 to hit, for 15 damage.
Greater Weapon Focus (Glaive) [Level 12 bonus]: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.
Ultimate Mercy [Level 13]: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Extra Lay on Hands [Level 15]: You gain two extra uses of Lay on Hands.
Greater Weapon Specialization (Glaive) [Level 16 bonus]: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.

TRAITS
Azlanti Scholar (Campaign): You are familiar with an aspect of Azlanti lore. Growing up in the Eye of Abendego you became familiar with a number of ancient Azlanti artifacts and buildings giving you a practical, if limited, knowledge of ancient Azlant. You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Armor Expert (Combat): For any suit of armor you wear your reduce the ACP by 1.
Auspicious Tattoo (Race): You gain a +1 trait bonus on Will saving throws.
Scarred (Drawback): You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

SKILLS
Diplomacy +26 (16 ranks, +7 Cha, +3 class)
Handle Animal* +18 (7 ranks, +7 Cha, +3 class)
Knowledge (Geography)* +7 (7 ranks, +0 Int)
Knowledge (History)* +8 (7 ranks, +0 Int, +1 trait)
Knowledge (Local) +3 (2 ranks, +0 Int, +1 trait)
Knowledge (Nobility)* +5 (2 ranks, +0 Int, +3 class)
Knowledge (Religion) +6 (3 ranks, +0 Int, +3 class)
Linguistics* +4 (4 ranks, +0 Int)
Perform (Dance)* +16 (6 ranks, +7 Cha, +3 class)
Swim +20 (6 ranks, +6 Str, +8 racial)
Use Magic Device +17 (6 ranks, +7 Cha, +3 class, +1 trait)

Total Points: 68 [17x(2 Paladin + 0 Int + 2 background)]
AC penalty is -5

LANGUAGES
Common, Aboleth, Aklo, Azlanti, Elven, Aquan, Giant.

EQUIPMENT
Explorer’s Outfit (free)
+1 Seaborne Greataxe (8020gp)
+3 Seaborne Glaive (32010gp)
+2 Amulet of Nat Am (4k)
+2 Ring of Protection (8k)
+5 Buoyant Full Plate (28.65k)
Scabbard of Many Blades (5000gp)
Dusty Rose Ioun Stone (5000gp)
Pink Rhomboid Ioun Stone (8000gp)
Belt of Strength +6 (36000gp)
Headband of Charisma +4 (16000gp)
+5 Pauldrons of Resistance (25000gp)

16,308 gold 10 silver 5 copper
Weight Carried: -lbs.

SPECIAL ABILITIES
Amphibious: Gillmen can breathe both water and air.
Slimehunter: Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.
Water Dependent: A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Favoured Class Bonuses (Paladin): 17x HP.

Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Deepest Evil: Three times 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. The kraken slayer does not get a bonus of 2 points of damage per level on the first successful attack against any creatures other than evil creatures with the aquatic or water subtype. She gains a bonus of 2 points of damage per level on all smite attacks made against evil creatures with the aquatic or water subtype. 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.
Detect Evil: 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.
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: 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.
Divine Immunity: At 3rd level, a kraken slayer is immune to poisons and diseases, including supernatural and magical diseases, delivered by the natural attacks of creatures with the aquatic or water subtype.
This ability replaces divine health.
Aura of Purity: At 3rd level, you gain a +4 sacred bonus on saves against spells and effects from creatures of the aberration type. Allies within 10 feet gain a +1 sacred bonus on these saves. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
This ability replaces aura of courage.
Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies:
Fatigued: The target is no longer fatigued.
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.
Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy.
Enscorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20).

Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Tempered Champion: At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus (level 4), Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level.
This ability replaces spellcasting.
Divine Bond: At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. A kraken slayer who chooses a weapon as her divine bond may either increase her weapon’s enhancement bonus or add any of the following properties to her weapon: axiomatic, brilliant energy, defending, grayflame, holy, keen, merciful, seaborne, and speed.
Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Cleansing Flame: At 11th level, you may expend two uses of your smite evil ability to ignite your weapon with a cleansing blue flame for 1 minute. This flame sheds light as a torch. Aberrations within 20 feet of the flame take a –4 penalty on attack rolls against you and your allies, and your allies within 20 feet of the flame gain a +2 sacred bonus on saving throws against spells and effects from aberrations.
This ability replaces aura of justice.
Aura of Elusion: At 14th level, a kraken slayer gains a sacred bonus equal to her kraken slayer level on Escape Artist checks and combat maneuver checks to escape a grapple and to her CMD to avoid being grappled. Each ally within 10 feet of her gains a sacred bonus equal to half her kraken slayer level on Escape Artist checks and combat maneuver checks to escape a grapple and to CMD to avoid being grappled. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
This ability replaces aura of faith.
Aura of Righteousness: At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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APPEARANCE
Tall and muscular, Terana is often mistaken for a man, since both gillman genders often wear their hair long. Hers is dark and often worn in a tight braid so that it doesn’t get in her way while swimming. Among a crowd of gillmen Terana would not stand out except for one feature, the thick and livid white scar which crosses her throat and one set of gills – the memento of an encounter with a vicious skum strangler.
This scar is the most spectacular, but Terana has numerous others from her life in the Eye of Abendego – a dangerous underwater realm where children grow up fast and hardy, or not at all. Trained by her mother in the arts of underwater fighting Terana holds herself confidently and looks as though she knows how to use the trident which is always strapped to her back.

The only sign of her mixed heritage are her fingers, which are unusually long and fine for a gillman and the grace with which she moves on land, despite her heavy build.

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PERSONALITY
Shamara was the bravest of Arkas’ children, and she needed all her bravery when she came to the Eye of Abendego and found a vicious underwater war raging between the skum tribes of the sea and a mixed alliance of aquatic elves and other underwater races. Shamara dived into the war and her courage and fearlessness made her a valuable fighter – when she had children of her own Shamara made sure to pass these traits on, and taught all of her children the importance of courage, duty and devotion to family.

Terana was the third child and the first not to show signs of magical potential, despite their elven father’s significant arcane gifts. Trained by both her parents she is more pugnacious than her siblings, and her stubbornness and refusal to back down rapidly became legendary in family circles. This stubbornness, oddly, makes her more adaptable in a fight – willing to do and use anything that will help her to triumph over her opponents.

More than anything however Terana wants to be like her mother and believes that bravery and courage are the most important attributes of any right-thinking person.