Mathus Mordrinacht

Utho's page

67 posts. Alias of Krash4031.


Full Name

Utho

Race

Skinwalker (Werewolf-kin)

Classes/Levels

Paladin (Undead Scourge) 1 |HP 12/12|AC 16 T 10 FF 16| F +3 R +0 W+2/+3| Init +2| Perc +2/+3| Low light vision

Gender

Male

Size

Medium

Age

20

Special Abilities

Magic Fang 1/1 Smite Evil 1/1 Bestial Form 4/4

Alignment

LG

Deity

Iomedae

Location

Ustalav

Languages

Common

Strength 16
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 10
Charisma 14

About Utho

Utho
Male Skinwalker (Witchwolf) Paladin (Undead Scourge) 1
CG Medium Humanoid (human, shapechanger)
Favored Class: Paladin (1: 1SP)
Speed: 20 ft (30 w/o armour)
Init +2 (+2 Trait)
Senses: Low-light Vision, Perception +2/+3
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DEFENSE
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AC 16
Touch 10
Flat-Footed 16
HP 12/12
Fort +3 Ref +0 Will +2/+3
CMD 14
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OFFENSE
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BAB +1
Melee:
Longsword +4 (1d8+3, 19-20x2)
Bite +4 (1d6+3, x2)
2 Claws +4 (1d4+3, x2)
Ranged:
Shortbow +1 (1d6, x3) (blunt arrows, arrows)
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STATISTICS
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Str 16 (+3)
Dex 10 (+0)
Con 12 (+1)
Int 8 (-1)
Wis 10/12 (+0/+1)
Cha 14 (+2)
BAB +1

Skills:
Acrobatics -5
Appraise -1
Bluff +2
Climb -2
Craft -1
Diplomacy +6
Disguise +2
Escape Artist -5
Fly -5
Heal +0/+1
Intimidate +2
Perception +2/+3
Perform +2
Ride -5
Sense Motive +4/+5
Stealth -5
Survival +0/+1
Swim -3

Class and Race Features:

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.
SKINWALKER (WITCHWOLF)
Low-Light Vision
In dim light, skinwalkers can see twice as far as humans.
Change Shape (Wolf Beast Shape)
A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker (witchwolf) gains a +2 bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker (witchwolf) assumes bestial form, she can choose to gain one of the following features:
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• Darkvision 60 feet
• +2 racial bonus on all saving throws
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.
Spell-Like Ability
Skinwalkers (witchwolves) with a Wisdom score of
11 or higher can use [i]magic fang once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.
Magic Fang
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Feats:

Extra Feature
You are an exceptional shapechanger.
Prerequisites: Con 13, skinwalker.
Benefit: When you change shape to your bestial form,
you may choose one additional feature from those listed
in your shapechange ability and gain that benefit while
in bestial form.
Special: You can gain this feat multiple times. Its
effects stack.

Traits:

Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are
unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right
place at the right time. You gain a +2 trait bonus on Initiative checks.
Lycanthropic Bloodlust: When your lycanthropic heritage awakened, you thrilled at any excuse for violence.
Although you might have learned to focus or suppress this urge, it still gives you energy in a fight. Once per day, when you deal damage to a foe with a natural attack, you may gain 1d6 temporary hit points as an immediate
action. These temporary hit points last for 1 minute.

Gear:

Shortbow
20 Arrows
20 Blunt Arrows
Scale Mail
Soldier's Outfit
Longsword
Buckler
Masterwork Backpack
Paladin's Kit

Description:

Utho has a head of dark grey hair, though his youthful skin shows that he is younger than he appears. He has large eyebrows, and rather hairy arms and legs but otherwise appears human. In his bestial form, which he believes to be a taint-turned-gift from Iomedae, he looks almost exactly like a true werewolf, only smaller.

Background:

Utho was born to a Varisian family in Caliphas. Not long after his birth it became evident that he was not normal. At first, his parents weren't quite sure what it was about their son, they just knew something wasn't quite right, and they prayed that Iomedae would reveal this mystery to them.

As Utho went into puberty, their prayer was answered. Sort of. They found that somehow their child had the blood of a werewolf running through his veins. Worst of all, he had a thirst for blood.

They elected to take him to the church of Iomedae, and see what the clergy said. The cleric's there detected no evil in the child's heart, despite his taint. The boy had been raised in the teachings of the Inheritor, and so his parents taught him to be a paladin, devoted to their patron deity.

At first, Utho and his parents thought his lycanthropic blood to be a curse. But after a while, they thought that perhaps it was a gift. When in his bestial form, the boy's perception on the battlefield was enhanced, and he was able to fight with more ferocity, even ripping foes apart with tooth and claw. He even learned to control his bloodlust And so Utho embraced his werewolf blood.

His parents trained Utho for a few years, and they found that the lad had a particular distaste for the undead. For whatever reason, he hated them more than any other being and fought even more fiercely against them.

During this times, the other children in town bullied him for his curse. Despite his held-at-bay bloodlust, however, Utho never developed an offensive response against them.

During the young man's travels, he happened upon a professor who was in trouble. The man was being attacked by some zombies, and Utho stepped in. During the fight, Utho had to shift into his bestial form in order to defeat the undead fiends. In doing so, he saved the professor's life. The man introduced himself as Professor Lorrimor, and thanked Utho profusely, assuring him that he would never be forgotten, even inquiring as to the nature of the mans extraordinary abilities.

A few months later, Utho received an invitation to the late professor's funeral. Unsure why, and nervous that his lycanthropic blood may be frowned upon, he set out to attend the melancholy event.