![]() About Treygan GorskiRound 4
Stats:
HP 36/36 AC 16 T8 FF14 CMD 17 F/R/W 9/4/7 Smite Evil 2/2 Lay on Hands 7/7 -> 2d6 for LOH, 2d6 for Channel Spells 1st - Bless Weapon Effects Inspire Courage Name Treygan Gorski Male, Human, Paladin, 4
DEFENSE AC 16, touch 10, flat-footed 16
OFFENSE Speed 20' (30') Melee
Ranged
Combat Options
STATISTICS Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 17 Base Attack +4; CMB +7; CMD 17 Feats
Traits
Trained Skills
*Armor Check Penalty -5 Languages
EQUIPMENT
Armor
Other Gear
Wealth
Carrying Capacity
Spellcasting
Paladin Abilities:
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. 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. Aura of Courage (Su): 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. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): 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. Sickened: The target is no longer sickened. Channel Positive Energy (Su): 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. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Background:
Treygan Gorski grew up in the village of Sandpoint, the son of a blacksmith. While growing he was good friends with a fellow his own age named Rhobart. The two were inseparable. They often dreamed of growing up to be great adventurer's, and would listen to traveler's stories whenever possible.
When the duo had ten years under their belts, they had decided to pay a visit to some caves on a nearby cliff. Neither had told their parents where they were going as they would think it was too dangerous. They left with the crack of dawn. They spent half the day exploring the various caves, and by noon were thinking of heading back. It was then they saw it. A lone goblin sitting on a clifside. He appeared to be watching a nearby road.
They decided that Treygan, the less quiet of the two, would distract the goblin, and while he was focused on him Rhobart would club him in the back of the head. A solid plan, they thought. It wasn't hard for Treygan to get the goblins attention, a simple jumping out from behind a rock, club in hand, and the goblin pulled it's shortsword out and began to advance on the human. But to Treygan's dismay, when Rhobart came out to attack the goblin from behind, the goblin must have heard him. The goblin turnd to face the second attacker. Treygan reacted instantly, charging the goblin with all his 10 year old strength. The goblin, momentarily indecisive by the two attackers, attempted to impale Treygan. The wild stab was brushed aside by Treygan's club, but he swung with too much strength and both sword and club went over the edge. The goblin, more accustomed to actual combat, grabbed Treygan and wrestled him to the ground. Rhobart tried to find an opening in the scuffle, and when he saw it charged in. Alas at the last moment the goblin lashed out and kicked him hard, causing Rhobart to himself trip over the edge of the cliff. Treygan, enraged, put all his strength into one last punch and managed to knock the creature out. Treygan pulled himself to his feet and went to the edge. Peering over, he saw that Rhobart's belt had caught on a buch jutting out of the cliff face. A small smear of blood on the side of his head showed that he must have hit it when he went over. He couldn't tell if Rhobart was still breathing or not. Treygan pulled out a rope the two of them had brought along, and lashing it to a nearby tree in the middle, dropped one end over the cliff, while tying himself to the other. He lowered himself down to Rhobart and proceeded to lash him to the other end. A noise from above caused Treygan to look up, to see that the goblin was not alone. Three more of the creatures were looking over the edge, and evil gleam in their eyes. One of the creatures pulled out a knife and began to slowly slice the rope holding Rhobart. As the rope snapped, Treygan reached out and grabbed ahold of his friend. The goblin began to go to work on the other rope, the other two jeering at them in their foul tongue. Treygan believed this was the end. Suddenly the goblin with the knife went teetering over the edge, an arrow in it's back as it went down. Quicker than he thought possible, at the top of the cliff, the two goblins turned to meet this new threat. It was Shalelu, a protector of the town. She engaged both of the goblins, striking down a 2nd in quick order. But as she fought the third, the rope snapped. With incredible speed, she reached out and grasped the rope with her offhand, dropping to 1 knee, while fighting off the goblin with the other. Treygan couldn't believe what he was witnessing. Even in such a disadvantageous position, she managed to defeat the last goblin. The battle over, she reached down and pulled the two of them back up. Shalelu tended to Rhobart's wound, him regaining consciousness. The mysterious elf did a once over of the two boys to make sure they were okay, then slapped each of them once, explaining how dangerous it was to not only explore the cliffs on their own, but to fight a goblin as well. She then escorted the boys back to their homes. Treygan did not forget this incident, the way she moved, how she fought. He knew he did not have the gracefulness of an elf, but he was determined from that day that he would train and become a warrior of great skill, just like she was. As Treygan continued to grow, he began to realize his dream. The swordfights he and Rhobart played at became actual combat lessons. Time spent playing became time spent honing his muscles and strength. He spent more time helping his father in his smithy to this end, eventually convincing his father to forge him a sword. Whenever Shalelu was in town, he would show her what he learned, and see what else she might be able to teach him. Eventually he became good enough to help the town in times of need, joining the Militia. During Treygan’s training in the Militia, a traveling Paladin of Sarenrae by the name of Dhavid Streeves happened upon the village of Sandpoint. Only passing through the area, he happened to observe young Treygan in practice and was impressed, not only by his potential skill but also by his determination. Dhavid approached the young man and asked to spar with him for a short while. He was right, this young man definitely had potential. With the proper training, he could definitely achieve greatness. Dhavid wrote him a letter for a temple of Sarenrae and paid for his passage with Sandru’s caravan so that he might receive their training, as a warrior devoted to the Dawnflower, if not an outright Paladin. Training at the temple was difficult, his time consumed with his studies. While he had learned the basics of martial combat, his style was coarse and needed to be refined. His style was refined, trained to use a variety of martial implements. When not in martial training, he was given over to prayers. While he had always paid the respect due to the Gods, this was something else entirely. He could almost hear their words to him, their preaching of what he must do. He found that the ideals of Sarenrae agreeable to him. He realized that from the moment he was sure he was dead, he had begun to live his life to it’s fullest each day, striving to not only better himself, but to bring hope to all those around him. It was on this day he went before the High Priest of the Temple and stated that his time in the temple had reached it’s end. The High Priest, having realized that the Temple had little else to teach him he would not better learn in the world already, agreed. He prepared that night to begin his return to Sandpoint in the morning. Treygan knew this was just the beginning. He planned to return to Sandpoint, to see his parents again and inform them of his decision. He would travel to wherever his feet would lead him, spreading the light of Sarenrae wherever he went. He hoped to see Shalelu as well before he set out, to thank her for setting him on this path in the beginning, even if it was only by rescuing him. He knows not where his travels will take him afterwards, but he knows that with his devotion to Sarenrae, opportunity will present itself, if he is willing to take it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Base:
HP: 22
Fort +4 (2Base + 2con) Ref +0 (0Base + 0dex) Will +2 (2Base + 0wis) AC: 18 CMD: 15 Initiative: +0 Speed: 30' (6 squares) Trained Skills:
Total=Ranks+Modifier+other
*Acrobatics: 5=1+0+3+1
Armor Check Penalty -3 Feats:
Power Attack (Combat) - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Cleave (Combat) - You can strike two adjacent foes with a single swing.
Paladin Abilities:
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. Weapons:
Falchion, Melee +4, 2d4+4 (18-20/x2) Falchion (w/PA), Melee +3, 2d4+7 (18-20/x2) Shortbow, Ranged +2, 1d6 (20/x3) 60' Traits:
Rescued - At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Koya or Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your savior as well as one of the following: If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. If it was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. NPC Choices: Koya, Shalelu. Illuminator (Sarenrae) - You speak unusually well when you are filled with the light of Sarenrae.
Armor Expert - You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
Equipment:
Scale Mail Falchion Morningstar Dagger Shortbow w/ 20 Arrows Pathfinder's Kit Background:
Treygan Gorski grew up in the village of Sandpoint, the son of a blacksmith. While growing he was good friends with a fellow his own age named Rufus. The two were inseparable. They often dreamed of growing up to be great adventurer's, and would listen to traveler's stories whenever possible.
When the duo had ten years under their belts, they had decided to pay a visit to some caves on a nearby cliff. Neither had told their parents where they were going as they would think it was too dangerous. They left with the crack of dawn. They spent half the day exploring the various caves, and by noon were thinking of heading back. It was then they saw it. A lone goblin sitting on a clifside. He appeared to be watching a nearby road. At first Rufus wanted to turn back and hightail it back to Sandpoint, but Treygan would hear none of it. It was just a lone goblin, obviously spying on the area. If they worked together, they'd be heroes. That was all Rufus needed to hear. They decided that Treygan, the less quiet of the two, would distract the goblin, and while he was focused on him Rufus would club him in the back of the head. A solid plan, they thought. It wasn't hard for Treygan to get the goblins attention, a simple jumping out from behind a rock, club in hand, and the goblin pulled it's shortsword out and began to advance on the human. But to Treygan's dismay, when Rufus came out to attack the goblin from behind, the goblin must have heard him. The goblin turnd to face the second attacker. Treygan reacted instantly, charging the goblin with all his 10 year old strength. The goblin, momentarily indecisive by the two attackers, attempted to impale Treygan. The wild stab was brushed aside by Treygan's club, but he swung with too much strength and both sword and club went over the edge. The goblin, more accustomed to actual combat, grabbed Treygan and wrestled him to the ground. Rufus tried to find an opening in the scuffle, and when he saw it charged in. Alas at the last moment the goblin lashed out and kicked him hard, causing Rufus to himself trip over the edge of the cliff. Treygan, enraged, put all his strength into one last punch and managed to knock the creature out. Treygan pulled himself to his feet and went to the edge. Peering over, he saw that Rufus's belt had caught on a buch jutting out of the cliff face. A small smear of blood on the side of his head showed that he must have hit it when he went over. He couldn't tell if Rufus was still breathing or not. Treygan pulled out a rope the two of them had brought along, and lashing it to a nearby tree in the middle, dropped one end over the cliff, while tying himself to the other. He lowered himself down to Rufus and proceeded to lash him to the other end. A noise from above caused Treygan to look up, to see that the goblin was not alone. Three more of the creatures were looking over the edge, and evil gleam in their eyes. One of the creatures pulled out a knife and began to slowly slice the rope holding Rufus. As the rope snapped, Treygan reached out and grabbed ahold of his friend. The goblin began to go to work on the other rope, the other two jeering at them in their foul tongue. Treygan believed this was the end. Suddenly the goblin with the knife went teetering over the edge, an arrow in it's back as it went down. Quicker than he thought possible, at the top of the cliff, the two goblins turned to meet this new threat. It was Shalelu, a protector of the town. She engaged both of the goblins, striking down a 2nd in quick order. But as she fought the third, the rope snapped. With incredible speed, she reached out and grasped the rope with her offhand, dropping to 1 knee, while fighting off the goblin with the other. Treygan couldn't believe what he was witnessing. Even in such a disadvantageous position, she managed to defeat the last goblin. The battle over, she reached down and pulled the two of them back up.
Treygan did not forget this incident, the way she moved, how she fought. He knew he did not have the gracefulness of an elf, but he was determined from that day that he would train and become a warrior of great skill, just like she was. As Treygan continued to grow, he began to realize his dream. The swordfights he and Rufus played at became actual combat lessons. Time spent playing became time spent honing his muscles and strength. He spent more time helping his father in his smithy to this end, eventually convincing his father to forge him a sword. Whenever Shalelu was in town, he would show her what he learned, and see what else she might be able to teach him. Eventually he became good enough to help the town in times of need, joining the Militia. During Treygan’s training in the Militia, a traveling Paladin of Sarenrae by the name of Dhavid Streeves happened upon the village of Sandpoint. Only passing through the area, he happened to observe young Treygan in practice and was impressed, not only by his potential skill but also by his determination. Dhavid approached the young man and asked to spar with him for a short while. He was right, this young man definitely had potential. With the proper training, he could definitely achieve greatness. Dhavid wrote him a letter for a temple of Sarenrae and paid for his passage with Sandru’s caravan so that he might receive their training, as a warrior devoted to the Dawnflower, if not an outright Paladin.
When not in martial training, he was given over to prayers. While he had always paid the respect due to the Gods, this was something else entirely. He could almost hear their words to him, their preaching of what he must do. He found that the ideals of Sarenrae agreeable to him. He realized that from the moment he was sure he was dead, he had begun to live his life to it’s fullest each day, striving to not only better himself, but to bring hope to all those around him. It was on this day he went before the High Priest of the Temple and stated that his time in the temple had reached it’s end. The High Priest, having realized that the Temple had little else to teach him he would not better learn in the world already, agreed. He prepared that night to begin his return to Sandpoint in the morning. Treygan knew this was just the beginning. He planned to return to Sandpoint, to see his parents again and inform them of his decision. He would travel to wherever his feet would lead him, spreading the light of Sarenrae wherever he went. He hoped to see Shalelu as well before he set out, to thank her for setting him on this path in the beginning, even if it was only by rescuing him. He knows not where his travels will take him afterwards, but he knows that with his devotion to Sarenrae, opportunity will present itself, if he is willing to take it. |