About VarskWith an animalistic, predatory look in his eye, he is careful in his speech and vigilant in his manner trusting in the trail old one eye has set him upon. Visually he is green scaled and Long necked, around his neck hangs a stag shaped amulet and is covered in solid but aged armor along with an intricately carved dark wood bow at his side. Erastil’s Paladin Code:
Erastil’s Paladin Code The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations. • My community comes first, and I will contribute to it all that I can.
• I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
• I keep to the old ways, the true ways.
• I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished.
• I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do.
• I am honest, trustworthy, and stable.
Char info:
Varrsk
Defense:
-------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+1 nat armor, +4 armor, +3 Dex) hp 41 (6d10+6+3) Fort +9, Ref +8, Will +7; +2 racial bonus vs mind-affecting effects and poison Lay on hands: (7/day) 3d6 healing Offense:
-------------------- Offense -------------------- Speed 30 ft. Melee MW Heavy Pick +7 (1d6+2/x4) or . . dagger +7 (1d4+2/19-20) Ranged +1 composite (longbow +2 str) +9(10)/+9(10)/+4(5) (-2/-2/-7) (1d8+3(4)/×3) . . javelin +8(9) 1d6+2(3)/x2 P (30 ft.) Smite (2/day): Paladin Spells Known (starts at 4th) (CL 1; concentration +5)
Statistics:
-------------------- Statistics -------------------- Str 14*, Dex 16, Con 12, Int 7*, Wis 10, Cha 17+1* Base Atk +6; CMB +6; CMD 19 Feats Precise Shot, Point blank Shot, Rapid Shot Traits Deadeye Bowman, reactionary Skills Diplomacy (+9) Handle Animal (+7/9), Intimidate (+7), Use magic device (+5), Perception +2 Racial (+2 perception, +2 racial bonus on Handle Animal checks against reptiles) Languages Common and Draconic Gear::
Combat Gear +1 darkwood adaptive composite longbow, Heavy Pick, dagger Arrows:
Other Gear ** Special Abilities:
-------------------- Special Abilities -------------------- Point Blank Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency. Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. 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): (2/day) + 6 AC, +6 to hit, +6 for dmg vs target
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): 3d6 (7/day): 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 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. At 3rd level, the paladin can select from the following initial mercies.
Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin’s 6th-level mercy. Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage. 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. Divine Bond (Su): At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond. Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. 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. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, 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. - distance (+1)
L8 - axiomatic (+2) L8 - flaming burst (+2) L8 - holy (+2) L11- speed (+3) L14- brilliant energy (+4) Trait:
Backstory:
Backstory: Was part of a hunter gathering group. Lost family in a fire. Walk the land trying to fix things. Only Varsk can stop forest fires! Botting:
General notes:
- when a - Only if needed to body block enemies from the support member will be drop his bow and take up a close combat stance against an enemy, moving to a flank if needed by allies.
Gear purchases:
150 - potions (2xCLW, 1x grease) 50 - 50 - MW backpack 50 - 1 rope runner 50 - antiplague 50 - antivenom 20 - 25 - smelling salts 10 - mirror 10 - 2 spring loaded wrist sheaths 1 - holy symbol of erastil (wooden) 1 - 1 - 2x bandolier 0.2 - 7 sets of ear plugs 0.02 - 2 bags of flour(powder) 0.02 - Whetstone 25 - scroll magic weapon
1800 Efficient Quiver
25 Scroll serrens swift girding
20 2 Acids,
replacements
remaining gold - 141.52 2000 for +1 bow.
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