Drinking & Dragons

Difference between revisions of "ROR:PC/Tokki"

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'''HP: 44+1d10''' / HD: 10+4d10+10<br />
'''HP: 44+1d10''' / HD: 10+4d10+10<br />
'''Initiative:''' +4 / '''Speed:''' 20'<br />
'''Initiative:''' +4 / '''Speed:''' 20'<br />
'''Fort:''' 10 / '''Reflex:''' 8 / '''Will:''' 5<br />
'''Fort:''' 11 / '''Reflex:''' 8 / '''Will:''' 6<br />
'''CMD:''' 19
'''CMD:''' 19
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Revision as of 17:01, 14 July 2015


Tokki.jpg
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Father Tokki Bumblesnarf (no relation)
Fighter 1 / Paladin 4

Warrior of the Light
Oath of Vengeance

Race: Gnome (Bleaching)

Pyromanic Alternative Trait

Alignment: LG | Size: S
Patron Deity: Erastil
Abilities Str 12 +1 | Dex 18 +4 | Con 14 +2 | Int 12 +1 | Wis 8 -1 | Cha 16 +3 |

Defense

AC: 19(21) / Touch: 15, Flatfooted: 15(17)
(+4 Dex; +4 Chain Shirt; +1 Size; [+2 Heavy Shield])
HP: 44+1d10 / HD: 10+4d10+10
Initiative: +4 / Speed: 20'
Fort: 11 / Reflex: 8 / Will: 6
CMD: 19

Attacks

  • MW Composite Longbow (+1 Str) +11 See below
  • MW Dagger +8 / 1d3+1 / 19-20x2 / p or s / 20' range
  • MW Morningstar +8 / 1d6+1 / 20x2 / pb
  • Touch +7 Ranged Touch +10

Space/Reach: 5 ft./5 ft. Base Attack: +5 CMB: 15

Bow Routines

  • Normal +11 1d6+1 / 20x3 / p / 110' range
  • Rapid Shot +9/+9 1d6+1 / 20x3 / p / 110' range
  • Deadly Aim +9 1d6+5 / 20x3 / p / 110' range
  • Rapid Shot + Deadly Aim +7/+7 1d6+5 / 20x3 / p / 110' range

Traits

  • Merchant Family: You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Feats

  • 1st: Point Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • F1: Precise Shot
    You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
  • 3rd: 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.

Skills

ACP = -2/-4

Languages: Common, Gnome, Goblin, Sylvan

Special Abilities

Racial

  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
  • Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
  • Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Paladin

  • 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): +3 hit & AC / +4,8 dmg / 2x day 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.
  • 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): 2d6 / 6x 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.
  • 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.
  • 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
  • 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 has no effect for a paladin who does not have the smite evil ability.
This ability replaces channel positive energy.
  • Power of Faith (Su): At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

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