Lion Blade

Zarnel the Torn's page

339 posts. Organized Play character for Nomadical.


Full Name

Zarnel the Torn

Race

| AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) |

Classes/Levels

HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

Gender

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3

Size

M

Age

70

Alignment

LG

Deity

Vildeis

Languages

Common, Hallit/ Tien / Infernal, Abyssal, Auran, Celestial

Strength 18
Dexterity 12
Constitution 17
Intelligence 12
Wisdom 8
Charisma 18

About Zarnel the Torn

Attacks:
+1 Greatsword +13 / +5 (2d6+16 / 19-20 x2) S
Lucerne Hammer (Adamantine) +13 / +5 (1d12+15) / 20 x2) B or P
Ammentum +9 / +4 (1d6+4 / x2)
BAB:+8
CMB:+12
Initiative +3
Greatsword & Hammer stats assume Power Attacking with Furious Focus, but not raging or smiting

Raging: +15 / +7 (+3 extra damage) | CMB +15

Defense:
AC: 19, Touch: 12, FF: 18; CMD: 24
Armor +7, Dex +1, Deflection +1
-2 while Raging (exc CMD stays the same)
Resist Acid / Cold / Electricity 5
Immune to Fear effects & Disease
Saves F +16 / R +8 / W +11
(+2 Fort & Will when raging)

Equipment:
+1 Greatsword
Adamantine Lucerne Hammer
Ammentum (2@) (It’s a javelin wound with leather to give it some spin thus 50’ range, but makes it a martial weapon. His are stored already attached and wound, and retrieved and reset between fights.)
+1 Agile Breastplate
Ceremonial dagger
Paladin’s Kit (threw away the 10 torches to save 10 lbs weight)
Boots of the Cat (Falls take only min damage (1 hp per die) and always lands on feet)
Cloak of resistance +1
Ring of Protection +1
Headband of Alluring Charisma +2
Belt of Mighty Constitution +2
Swarmbane clasp
Bracers of the Avenging Knight (Smite damage counts as 4 levels higher)
Sleeves of Many garments (kept in pack because same slot as Bracers)
Wayfinder
2 Wands of CLW: Charges remaining = 12 & 50
Wand of Shield: Charges remaining = 46
Wand of Daylight: Charges remaining = 3

Feats & Traits by level
1) Power Attack: 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.

3) Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

5) Toughness: You gain +1 hit point per hit die.

7) Greater Mercy: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Reactionary: (Combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Indomitable Faith: (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Skills:
Acrobatics +3, except +6 for jumps
Climb +9
Diplomacy +15
Heal +5
Intimidate +11
Kn (Religion) +7
Linguistics +5
Perception +6
Sense Motive +5
Swim +5
Armor Check Penalty (already applied) -3 except for Climb & Jumping
Faction Pin: 1/session +1d4 Heal, Knowledge (religion), and Sense Motive

Paladin’s Code

The paladins of Vildeis are eager and self-denying martyrs in search of a good cause. Their tenets include the following affirmations.
- Sacrifice defies the selfishness of evil. I will not shy from a sacrifice that would help the greater good.
- Evil does not rest, so good cannot either. I will not be complacent, but rather seek out evil to oppose.
- Family is a rare refuge from the evils of the world, but it cannot keep me from my cause. I will not favor my own family over other innocents.
Oath of Vengeance: Never let lesser evils distract you from your pursuit of just vengeance.

Class Abilities:
Bloodrage:: As rage, +4 Str & +4 Con, +2 Will saves, -2 AC, +32 hp, fatigued for 2x duration, Rounds = 7 (4 + Con)

Fast Movement:: +10 move speed in armor up to and including Medium

Bloodline - Infernal:: Hellfire Strike (Su): As a swift action up to three (3) times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round.

Detect Evil:: As a standard action, at will, may detect evil in a 60’ cone, or as a move action, may target a single creature within 60’ but does not detect in any other targets
Aura of Good:: Has an aura of good equal to his paladin level.

Smite Evil:: Twice per day, as a swift action, he chooses one target within sight to smite. If this target is evil, he adds his Cha bonus (+4) to his attack rolls and adds his paladin level (+8*) to all damage rolls made against the target of his 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 he possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, he gains a deflection bonus equal to his Cha modifier (+4) to his 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 he rests and regains his uses of this ability.

*Note: Bracers of the Avenging Knight boost his Paladin level by 4 for purpose of Smite damage

Divine Grace:: At 2nd level, a paladin gains a bonus equal to his Cha mod on all saving throws.

Lay on Hands:: Beginning at 2nd level, he can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level (plus Scar Seeker levels) plus his Cha modifier (7/day). With one use of this ability, he can heal 1d6 hit points of damage for every two paladin levels he possesses (3d6). (Except also see Greater Mercy feat above) Using this ability is a standard action, unless the paladin targets himself, in which case it is a swift action. Despite the name of this ability, he only needs one free hand to use this ability. Alternatively, he can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels he possesses. (3d6) Using lay on hands in this way requires a successful melee touch attack and doesn't provoke. Undead do not receive a saving throw against this damage.

(Silver Crusade Faction Journal Card award "Miracle Worker" allows one extra use of LoH as a 5th level Paladin (2d6). This extra use is included in his status bar statistics.)

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.
Fatigued: The target is no longer fatigued.
See Mercy Enduring Scar below
Silver Crusade Cleansing Crusader: At the beginning of each adventure, you can choose a single Mercy that a paladin of your character level would qualify for (Enfeebled). A number of times equal to half the number of goals you have completed (4 goals = 2 uses), you can apply the benefits of this Mercy to yourself or an ally, as if using Lay on Hands without healing any hit points. If you have lay on hands, you can apply this Mercy in addition to another Mercy by expending a use of this boon.

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.

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability replaces channel positive energy.

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. 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. At 4th level and higher, her caster level is equal to her paladin level – 3. (However, Scar Seeker 2 advances Spell Casting by 1, so CL = 2).

Spells: 2 / 2 Veil of Heaven (aasimar); Liberating Command; Oath Slot: Wrath

Enduring Scar (Su): As a scar seeker gains levels, he accumulates scars of supernatural significance. He can activate his enduring scars abilities in any combination a number of times (5) per day equal to half his class level (1) plus his Charisma modifier (4).

Blood: As a swift action, the scar seeker can imbue a melee weapon he wields with the vicious weapon special ability for a number of rounds equal to his Charisma modifier (4).

Mercy: When the scar seeker uses his lay on hands ability, he can use this scar to apply the benefits of a paladin mercy he doesn’t have but for which he qualifies. A scar seeker’s class levels stack with levels in any other class that grants the mercy ability.

Painful Purification (Su): A scar seeker can relive his past sacrifices in order to activate an enduring scar’s ability, even if he has expended all his daily uses of the ability. Rather than expend a daily use of enduring scars, he can activate a scar by taking 1 point of damage per Hit Die he has. This damage can’t be healed by any means other than getting a full night’s rest, which removes all damage dealt in this fashion. This damage cannot be ignored, reduced, or redirected.

Scar Seeker 2: Grants Lay on Hands which stacks with Paladin levels, and advances Paladin spell casting +1 level

Racial Abilities:
Racial SLA:: Alter Self Once / day, 1 min / character level
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

Native Outsider: Aasimars are outsiders with the native subtype.

Darkvision: Aasimars can see in the dark up to 60 feet.

True Speaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Botting::

In melee combat, he hits things with a greatsword or his Lucerne hammer, as the situation dictates. His stats and these botting rolls assume Power Attacking with Furious Focus, but not raging or smiting.

[dice=Greatsword, PA/FF]d20+13[/dice]
[dice=Damage]2d6+16[/dice]
[dice=Greatsword, PA]d20+5[/dice]
[dice=Damage]2d6+16[/dice]

When Reach, Adamantine, Bludgeoning, or Piercing is required:

[dice=Adamantine Lucerne Hammer, PA/FF]d20+13[/dice]
[dice=Damage]d12+15[/dice]
[dice=Hammer, PA]d20+5[/dice]
[dice=Damage]d12+15[/dice]

For ranged combat out to 50' he will use an ammentum.

In social situations, he is quite charming, handsome, and well spoken. He assumes the best of people until they act otherwise.

His devotion to Vildeis makes him willing to sacrifice himself for his teammates and allies.