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About Valgwyn Endrisracial information:
angel-blooded aasimar +2 str, +2 cha skilled +2 heal +2 know planes spell like ability alter self 1/day fiendish resistance cold 5, elec 5, acid 5 (variant abil 42) Whenever you successfully use the aid another action to help someone make a skill check, you grant a +3 bonus instead of +2. darkvision 60' traits:
Blessed Touch Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Giant Slayer Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype. Tactician Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll. Haunting Regret (drawback) Effect: You take a –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks. feats:
fey foundling Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). (1st lvl feat) paladin abilities:
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 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. 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. 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. sword of valor class features:
Devout Worshiper A sword of valor must follow a good god or goddess who stresses valor, loyalty or bravery. First Into Battle (Su) At 2nd level, a sword of valor can spend 1 use of smite evil or lay on hands to act in the surprise round, even if surprised. When making an Initiative check, a sword of valor gains a bonus to the check equal to his Charisma bonus.
spells:
start at 4th lvl equipment:
waterskin whetstone flint/steel/tinderbox chainmail 'The Paladin' Harrow card dagger rations 6 days backpack bedroll nodachi [dice=to hit]1d20+7[/dice] [dice=dmg if hits]1d10+7[/dice]
longbow for 20 str, 20 arrows [dice=to hit]1d20+4[/dice] [dice=dmg if hits]1d8+5[/dice] 20/x3 P background:
Valgwyn Marshall Endris was born in the midst of a wild storm, entering the world just at the moment lightning struck the tree outside his mother's window and split it, setting it on fire as well. By all outward signs, he was a normal and happy child, growing up with his siblings in Magnimar. His uncle, Marcus Endris, recognized his martial nature when he was still a boy and made sure that he got the finest training that could be arranged in Magnimar. Val proved to be an adept student. To get the best training available, his uncle, with the family's blessing, sent him away to train. The church of Iomedae in Absalom welcomed the martially-spirited boy. He undertook several missions for the church in Absalom and for the Pathfinders when the church was not in need of him, which gave him much chance to travel... But he was always pulled towards home. Finally, the church gave him permission to relocate to Magnimar and he traveled home at last, hoping to reunite with family and friends, and that they might accept him in his new role as a warrior of the church. He arrived in Magnimar only to discover his mother was in poor health. He stayed with her until she passed shortly after his return. Feeling adrift and bereft, and hearing the devastating news of the goblin attacks in Sandpoint, he decided his talents were needed there. He headed north the day after his mother's funeral and burial.
10 minute background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the
1. Val sports a small beard and moustache.
Step 2: List at least two goals for the character. At least one of these goals should be one that the
1. Eradicate the goblin and giant threats to Sandpoint.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be
1. (known secret) Val stole a priceless family Harrow deck from his parents when he was a child and played with it. When he left for Absalom, still wracked with guilt over this transgression, he took the deck with him. Only one card remains, the others destroyed in a fire. He's never told his family about it.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the
Friendly – 1. his uncle, Marcus Endris, a wine merchant in Magnimar. 2. Sheila Heidmarch, head of the Magnimar Pathfinder Lodge.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be
1. He twirls his moustache when he's lost in thought or otherwise distracted.
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