Dr Davaulus

The Shovel Knight's page

14 posts. Alias of Seth86.


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As only a recent addition to this team, he chose to not interfere in a case that has already been set into motion. For now, the Shovel Knight will keep his peace and remain a silent observer to the proceedings


The Shovel Knight keeps his voice to himself, standing to one side. He is not one to speak, but to act out what needs to be done. The verdict may put him at odds with his new companions. He hopes it does not go that way. For now, he is simply watching


"Indeed, perhaps, one day, when we too return to the grave, the Lady will allow us to work in hers too. It is what we strive for." turning to face the others "If we can save someone from being sent to our care that does not yet need to, it is a worthy cause indeed"


"I simply heard about the murders and the potential suspect. If needed, I would offer my services in finding the guilty and right what was wronged against the dead" he answers the small reptile


"I am a Shovel Knight. Part of the order if the Grave Keepers. We travel to help put the dead to rest, and the restless dead to eternal rest. Also, we try to combat those from beyond who try to lead people to practise raising the dead. That is our oath and our life." the man behind the mask announces at the questions


"We Shovel Knights do not stoop so low as to murder or senseless slaughter. On your question though, if there is more to uncover, then I shall integrate myself into your search for truth" comes the voice behind the helm


He looks up, then to the sides
"I am here to safeguard the one called 'The Beast', if you are willing. We can not let him be harmed until he is proven to be guilty, only then will justice be served and he will be sent the the Boneyard for eternal judgement" his voice half echoes in the strange helm he is was wearing


One such night, a fully armored figure makes his way towards the place where they are watching over the so called beast. His steps methodical. Once he enters he is in view of the others, his attire can be seen. Full plate, engraved with symbols of gravestones and other like it. Only real strange thing about him, his helm is modelled after that of a plague doctor. A strange black rod like object hanging next to his side. He approaches who ever is on watch (midnight shift)


I think I know how to add him, Wil wait for the moment

Sorry it took so long


Very well. So self insert then :P I'll get to it asap. Just need to finish installing a gate


How would you like to do this GM?


profile updated with stats


GM, any feedback on the character? Things I may need to change?


4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (3, 1, 1, 6) = 11
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (6, 6, 5, 6) = 23
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (5, 4, 2, 4) = 15
4d6 ⇒ (1, 4, 4, 3) = 12

+6

reroll
4d6 ⇒ (1, 4, 2, 2) = 9
4d6 ⇒ (3, 1, 6, 5) = 15
4d6 ⇒ (4, 5, 6, 3) = 18
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (2, 5, 2, 2) = 11
4d6 ⇒ (5, 5, 3, 4) = 17

+4

reroll
4d6 ⇒ (3, 2, 5, 3) = 13 0
4d6 ⇒ (1, 2, 3, 6) = 12 0
4d6 ⇒ (5, 5, 6, 5) = 21 3
4d6 ⇒ (5, 4, 1, 4) = 14 1
4d6 ⇒ (5, 2, 4, 1) = 12 0
4d6 ⇒ (5, 6, 3, 2) = 16 2
4d6 ⇒ (5, 6, 6, 5) = 22 3

+9

I dont plan to use a template, regular guy in between the abnormal

HP

2d10 ⇒ (4, 7) = 11 7
2d10 ⇒ (1, 8) = 9 8
2d10 ⇒ (7, 2) = 9 7
2d10 ⇒ (6, 6) = 12 6

For the aura:
Hallow = Dimensional Anchor as the added spell

Shovel Knight:

Shovel Knight
Male human (pureblooded Azlanti) warpriest of Pharasma 5 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +1
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Defense
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AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex; +2 deflection bonus vs. evil)
hp 53 (5d8+25)
Fort +9, Ref +3, Will +5; +2 resistance vs. evil
Defensive Abilities fortification 25%, Hallow (40ft), Dimensional Anchor (40ft)
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +2 adamantine improvised melee weapon +9 (3d6+11)
Special Attacks blessings 5/day (Restoration: ameliorating touch, War: war mind), channel positive energy 1/day (DC 13, 2d6), fervor 3/day (2d6), sacred weapon (1d8, +1, 5 rounds/day)
Warpriest Spells Prepared (CL 5th; concentration +6)
. . 2nd—cure moderate wounds (2)
. . 1st—comprehend languages (2), cure light wounds (2), endure elements
. . 0 (at will)—create water, detect magic, light, mending
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Statistics
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Str 19, Dex 14, Con 20, Int 16, Wis 13, Cha 12
Base Atk +3; CMB +9; CMD 19
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Manipulation, Shikigami Mimicry, Shikigami Style, Weapon Focus, Weapon Versatility
Traits blood of dragons, surprise weapon
Skills Climb +9, Craft (traps) +13, Heal +9, Knowledge (engineering) +11, Knowledge (religion) +11, Sense Motive +9, Swim +9, Use Magic Device +6
Languages Abyssal, Azlanti, Celestial, Common, Necril
SQ finesse weapon attack attribute
Other Gear trench armor, +2 adamantine improvised melee weapon, belt of physical might +2 (Str, Con), boots of striding and springing, traveler's any-tool[UE], canteen[UE], doctor's mask, gravedigger's kit, hip flask[UE], holy text (Gravediggers)[UE], masterwork backpack[APG], 57 gp
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Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (2d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fortification 25% You have a chance to negate critical hits on attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shikigami Manipulation Magical item used as imp wpn grants enh bon equal to the item’s CL/4 (min +1, max +5).
Shikigami Mimicry (- custom / magic weapon -, Blocking) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Warpriest Channel Positive Energy 2d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Focus (Tribal Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).