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The Promised Paradise

Started by Anastasia, June 18, 2015, 12:39:30 PM

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Anastasia

For dead PCs, NPCs and other allies of note that have passed on.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

Name: Athear Vrak Narsin ux Bahamuti
Class: Knight 5//Large Aasimar Dragonborn 2/Paladin 3
Deity: Bahamut
Alignment: Lawful Exalted
Race: Aasimar Dragonborn
Gender: Male
Age: 30
Height: 8'6
Weight: 425 lbs.
Eyes: Silver
Scales: Light Blue

Description

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A tall, serious-looking Dragonborn, Athear looks completely the part of one sworn into the service of the call of Bahamut. He never seems to tire or look exhausted, instead, he always seems to be looking forward for another way to fight against the tides of darkness that continue to plague the world. He has a noble air about him, something extremely charismatic that he attributes to his heritage prior to making the choice to become Dragonborn.  He carries with him the burden of saving this world on his face at all times, as his gaze crosses the landscape.



Large Outsider (Dragonblood)
HP: 59
Init: +2
Speed: 30 (30 base, +10 from Ground Knight) (-10 from armor)
Armor Class: 23 (10 + 1 (DEX) + 2 (Natural) - 1 (Size) +1 Shield (Knight) (+8 Armor) (+2 Heavy Steel Shield)) (+2 against dragons), 20 flat-footed, 12 touch
Base Attack: +5
CMB: 12 (+5 BAB, +6 STR, +1 Large)
CMD: 24 (10 + 12 + 2 DEX)
Full Attack: 1d20+11 to Hit (5 (BAB) + 6 (STR) -1 (size) (+1 weapon)), 1d8+7 Slashing damage
Space/Reach: 10 ft/10 ft
Special Attacks: Heart Aspect breath weapon, 2d8 damage, DC (18 Reflex), 25 ft
Special Qualities: Aura of Good (ex), Detect Evil (Ex) at will, Divine Grace (Su), Lay on Hands (Su), Aura of Courage (Su), Divine Health (Su), Righteous Fury (Ex) 1/day +2 on weapon damage rolls for 1+4 rounds, Fighting Challenge (Ex), Knight's Challenge (Ex), Test of Mettle (Ex), Shield Block (Ex), Bulwark of Defense (Ex), Armor Mastery (Ex), Vigilant Defender (Ex)
Saves: Fort 14, Ref +8, Will +11 (+2 more against evil descriptor and evil supernatural abilities)
Abilities: STR 22 (+6) DEX 14 (+2) CON 20 (+5) INT 13 (+1) WIS 14 (+2) CHA 19 (+2 more from cloak for 21) (+5)
Languages: Common, Celestial, Draconic, Dwarven, Elven, Sylvan, Gnome

Quick Notes:
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FA: 1d20+11, Damage is 1d8+7

Charge +2
Righteous Fury +2 damage roll, lasts for 6 Rounds

Fighting Challenge - +1 will and Attack/Damage rolls, lose 2 Knight's challenge if reduced to 0 HP, Lasts 9 Rounds
Knight's Challenge 7 uses

Test of Mettle - DC 17 Will

10 ft area threaten + difficult terrain + increase tumble DC by 5



Skills: (All skills at +5)

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STR 22 (+6)

Climb
Swim

DEX 14 (+2)

CON 20 (+5)

INT 13 (+1)

Knowledge: Religion
Knowledge: Planes
Spellcraft

WIS 14 (+2)


CHA 19 (+4)(+1)

Diplomacy
Intimidate


Feats: Exalted Protection(Exalted), Stand Still (1), Ancestral Relic (3), Combat Reflexes (5, Knight)


Knight Skills and Abilities:

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Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (7) (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (4) (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat. (Replaced with Ground Knight, +10 Movement)

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your
shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.
This shield bonus increases to +2 at 11th level and +3 at 20th level.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Bonus Feat: Select a Fighter Bonus Feat (Dune Houserule) You gain an additional bonus feat from this list at 10th level and again at 15th level.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.




Paladin Skills and Abilities


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Holy Warrior

By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence—in fact, several of these feats actually increase your divine power.

Level: 1st.

Replaces: To select this class feature, you must sacrifice your spellcasting ability. Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can select any feat from the following list for which you meet the prerequisites: any divine feat (see page 53), Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample.

This is an extraordinary ability.

Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.

This benefit replaces the standard paladin's smite evil ability. A paladin who selects this substitution feature never gains any daily uses of smite evil.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Righteous Fury (Ex): You can enter a fury of righteous fervor once per day. You gain +2 morale bonus on melee weapon damage rolls. This increases by 1 for every 4 levels. The fury lasts for 1 + Chr mod rounds. At 5th lvl and every 5 levels beyond, you may go into this fury one additional time per day. (Replaces Smite Evil)

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 with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning 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 while the paladin is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).


Items

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Backpack (2 G)

Dagger made by a craftsman from Krygur, Lans Pebblebrook. 25g

Bedroll (1 SP)
Hooded lamp (7g)

Masterwork Full Plate, 'Relic of the Aasimar Chosen' (8 AC, 1 Dex, -5 AC Penalty, -10 Movement Speed) (3150 G)
Cloak of Charisma (+2 CHA) (4000 G)
Masterwork scimitar (1d8+1) (15*2 +300 = 330 G)
Masterwork Heavy Steel Shield (20*2 + 150 = 190 G)

Everlasting Rations (350 G)
Everfull Mug (200 G)


Explorer's Outfit (10 G)

1489 G 16 S 38C