Sir Khensu Feral (22,500 XP) (55/55 HP, 1 shift, 2 smites, 4 turns, lay/hands 5)
Sir Khensu Feral
Male shifter Paladin 5/Rogue 1/Shadowbane Inquisitor 1
LG Medium humanoid (shapechanger)
Init +2;
Senses Low-light vision; Listen +1 Spot +1
Aura courage, good
Languages Common
AP 8
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AC 19, touch 12, flat-footed 17; +7 armor, +2 Dex
hp 55 (7 HD)
Immunities fear, disease
Fort +9,
Ref +6,
Will +3; divine grace, +1 resistance bonus vs spells, spell-like ability and supernatural effects of evil outsiders.
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Speed 30 ft. (20 in breastplate)
Melee +1 greataxe +10 (1d12+5/x3) or
Melee dagger +9 (1d4+3/19-20) or
Ranged composite (+3) long bow +8 (1d8+3/x3)
Atk Options Cleave, Power Attack, smite evil 2/day (+1 to hit, +1d6 sacred dmg +4 dmg), sneak attack +1d6
Special Actions Turn undead 4/day (effective level 3, turn +3, +4 dmg)
Base Atk +6;
Grp +8
Combat Gear wand of cure light wounds
Cleric Spells Prepared (CL 2nd, +8 ranged touch, +9 melee touch):
Spell-like Abilities:
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Abilities Str 16, Dex 14, Con 14, Int 10 Wis 12, Cha 12
SQ Absolute conviction, aura of good, aura of courage,
detect evil, divine health, lay on hands (5 hp), pierce shadows, shifting 1/day (6 rnds), trapfinding.
Feats Cleave, Power Attack, Silver Smite.
Skills Balance +1, Climb +2, Concentration +6, Gather Information +5, Heal +2, Hide +2, Knowledge (nobility & royalty) +2, Knowledge (religion) +3, Move Silently +2, Sense Motive +9, Survival +3.
Possessions +2 flametouched iron breastplate,
+1 greataxe, composite (+3) longbow, quiver of 20 arrows, dagger, flametouched iron holy symbol, platinum ring worth 50 gp (focus for
shield other),
handy haversack (contains
wand of cure light wounds (36 charges),
torch of continual flame, identification papers w/portrait, travelling papers, bedroll, flint & steel, masterwork manacles, waterskin, cleric's vestments; 14 gp, 7 sp; 53 lbs (additional 17 lbs in
haversack)
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Statistics while shifted:
hp 69 (6 HD)
Abilities Str 16, Dex 14, Con 16, Int 10 Wis 12, Cha 12
Skills Concentration +7, Survival +4.
Special Qualities: Scent.
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[sblock=Special Qualities]
Absolute Conviction (Ex): Should a shadowbane inquisitor's alignment ever change from lawful good for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Aura of Good (Ex): A paladin has a particularly powerful aura of the Lawful Good alignment (see the
detect evil spell for details).
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his Charisma bonus on all saves.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level x his Charisma bonus. A paladin may choose to divide his healing among multiple recipients,and he does not 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 his daily allotment of points to use as damage after successfully touching an undead creature.
Pierce Shadows (Su): A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to shed a holy radiance. This light brightly illuminates an area in a radius of 20 feet plus 5 per class level of the inquisitor. The light is centered on the inquisitor and sheds no shadowy illumination beyond its border. This radiance lasts for 10 minutes per inquisitor class level.
Smite Evil (Su): A paladin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for the day.
Turn Undead (Su): When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
Special Mount (Su): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse.
Once per day, as a full-round action, a paladin may magically call his mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Wildhunt Shifter (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian's rage. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter's Constitution modifier. (If an effect increases the character's Constitution modifier, use the newly improved modifier.) A shifter can take feats to improve this ability.
Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per day he can tap into the ability increases by one.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can't be cured - shifting is a natural ability for the race.
While shifting, a wildhunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source isn't revealed - only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source's location.
While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility.
When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.[/sblock]
[sblock=Mount's Statistics]
Luminous, heavy warhorse: CR 2; Large magical beast; HD 6d8+18; hp 44; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk +8 (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ empathic link, improved evasion, low-light vision, scent, share saving throws, share spells; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Balance +3, Jump +12, Listen +5, Spot +4; Endurance, Power Attack, Run.
Carrying Capacity: light - 348, medium - 699, heavy - 1,050, drag - 5,250.
[/sblock]
[sblock=Tactics]Khensu will always strive to place himself between the weaker members of the party and danger. He will attempt to position himself to allow for a Cleave. If a target is easily hit (AC 13 or less), Khensu will Power Attack for 3. He generally will only use his smite against the most powerful creature in a combat.[/sblock]
Appearance 5'11", 200 lbs. Tall, lean and all corded muscle, Khensu has the broad, flat nose and propensity towards hairiness of all shifters. Unlike others of his race, he keeps himself well-groomed, trimming the hair on his arms and legs to more easily fit into Flamer society. The dark brown hair on his head is braided and tied back into a topknot. The only concession he has to the habits of his race is a tattoo on his right bicep: normally, it appears to an image of a sword bisecting an hourglass, but when Khensu shifts the hourglass expands, forming a silver flame around the blade of the sword.
Background A shifter orphan raised in the city of Flamekeep, Khensu has always known that the shifter blood that flows through his veins is a weakness to be overcome. The catechism stories told of the savage lycanthropes and their lesser cousins, the weretouched, and the savagery that these races visited upon the civilized races of Khorvaire; how could an impressionable child take it as anything but a condemnation?
He was watched carefully by the proctors, and the slightest trangression was met with harsh reminders that Khensu would always be a lesser race, tainted by the blood of his ancestors. While others would rebel against such judgement, Khensu found instead meaning. As he grew, Khensu strove to purify the bestial taint within him by devotation to the Silver Flame, praying that the cleansing purity of the Flame would cleanse him as Kloinjer cleansed the demon's fire. It was the proudest moment of his young life when he was accepted as a squire of the templars, and he proved his worth on the training grounds and in battling the dark forces that threatened Thrane.
In time, his unyielding stance towards corruption earned him the attention of the Puritans, a faction of the Silver Flame that believes in literal interpretation of the Voice of the Flame. Khensu became a novitiate of the Order of Illumination, a knightly order of the Puritans that strives to cleanse the world of all evil. The Order of Illumination combined the knowledge of evil with the zeal of good, and Khensu drank in the teachings of the Order with a fervor that could only be explained by the knowledge that he was an incarnation of their teachings; the bestial urges he constantly fought granted him insight itno those he destroyed, but to allow them free reign would doom him in the eyes of the Church.
Upon becoming a novitiate of the Order, Khensu was paired with a fellow Lumin,
Jarrith Bronns. Jarrith had been brought into the ranks of the Order from the clergy of the Silver Flame, and his studies into the theology of the Church offered insight into different methods of dealing with the evils of the world. Khensu has come to rely on Bronns' differing viewpoints in order to counterbalance the dogma that the shifter forces upon himself to keep himself pure; Khensu also insures that his fellow Lumin does not fall from the path as well. Khensu is currently undergoing the last trails of his novitiate before being granted entry into the ranks of the Inquisitors; once he has joined that august body, he will have realized his life's goal.
Khensu and Jarrith were teamed with
Marot on their first mission for the Order of Illumination. What should have been a simple scouting expedition turned bloody when the Khyber cultists they were investigating discovered them and attacked
en masse. The Lumins were reprimanded for not successfully completing their mission, and this failure hammered home to Khensu the value of planning - a skill that does not come naturally to a weretouched.
Khensu has trouble trusting Marot fully; the warlock's eagerness to tap into his heritage makes the paladin uncomfortable. The warlock had a way with those they encountered, though, and an understanding of the enemies that the trio frequently faced. It was the warlock that first made contact with
Selase, a priestess of Vol who aided the three in escaping Karrlakton when they were trapped there after the Day of Mourning. Khensu could find no evil clinging to her soul, and while her religion is inconceivable to him, he knows that one day she will find the purity of the Flame - whether in life or in death.
It was two years after the Day of Mourning that Khensu discovered the price of notoriety. The Thaliost Station Six was was the papers called them - the three Flamers, Selase, and a pair of Cyran expatriates (
Daelin and
Janis) fought off a sabotage attempt by minions of the fabled Lord of Blades. Khensu himself slew the warforged sorcerer that led the attack, and was gifted with a holy symbol forged of flametouched iron - a symbol of devotion among the Church of the Silver Flame.
It was almost a year later when Khensu - Sir Khensu now - as well as Jarrith and Marot were tasked with investigating disturbing rumors of lyncathropy in Lessyk. To Khensu's horror, there
was a lyncathropic infestation - an infestation that seemed to center on a shifter village. The actions taken in the village were necessary, but Khensu would from then on find himself ostracized by the weretouched for the necessary cleansing that the Lumins visited upon them. Fate revealed the other three of the Thaliost Station Six were in the area as well; Daelin the elf was hunting ghouls within Lessyk, while Selase was present to find missing pilgrims to whom she had been teaching the tenets of Vol. It was Janis, the wizardess, who tied the disparate threads together and all of the Six realized that the lycanthropes, the undead, and the missing pilgrims were the work of an undead lycanthrope who laired beneath Lessyk. The Six united to defeat the undead menace and then departed seperately as quickly as they had come together.
Primary Role/Distinguishing Abilities Khensu's primary role is that of tank. He has access to limited healing, allowing the clerics to focus on the most injured party members.
Quirks Unlike his comrade-in-arms, Khensu is deeply introspective. While he has a judgemental streak a mile long, he watches and judges rather than lashes out with fury. Khensu is aware that appearances are not always what they seem to be, and is quite willing to give opponents the opportunity to purify themselves. If they refuse, or are found wanting, he quickly dispatches them to the Hells Below. Khensu does not like to shift, and only does so when necessary - he does not feel comfortable taking on the aspect of the beast within himself.
[sblock=Advancement]
L1->Paladin 1 HP: 12 (1d10+2) SP: +8 (2x4+0x4)
BAB +1, Fort +2
Concentration +1, Knowledge (nobility & royalty) +1, Knowledge (religion) +2, Sense Motive +4
Abilities: Str 15 (8 pts), Dex 12 (4 pts), Con 14 (6 pts), Int 12 (4 pts), Wis 12 (4 pts), Cha 14 (6 pts)
Feats: Power Attack
Other: Aura of good,
detect evil, smite evil 1/day
L2->Paladin 2 HP: 7 (1d10+2) SP: +2 (2+0)
BAB +1, Fort +1
Knowledge (nobility & royalty) +1, Sense Motive +1
Other: Divine grace, lay on hands
L3->Paladin 3 HP: 8 (1d10+2) SP: +2 (2+0)
BAB +1, Ref +1, Will +1
Concentration +1, Sense Motive +1
Feats: Silver Smite
Other: Aura of courage, divine health
L4->Paladin 4 HP: 7 (1d10+2) SP: +2 (2+0)
BAB +1, Fort +1
Concentration +1, Sense Motive +1
Abilities: Str 16 (1 pts)
Other: Turn undead
L5->Paladin 5 HP: 8 (1d10+2) SP: +2 (2+0)
BAB +1
Concentration +1, Sense Motive +1
Other: Smite evil 2/day, special mount
L6->Rogue 1 HP: 5 (1d6+2) SP: +8 (8+0)
BAB +0, Fort +0, Ref +2, Will +0
Gather Information +4, Hide +2, Move Silently +2
Feats: Cleave
Other: Sneak attack +1d6, trapfinding
L7->Shadowbane Inquisitor 1 HP: 8 (1d10+2) SP +4 (4+0)
BAB +1
Heal +1, Hide +1, Knowledge (religion) +1, Move Silently +1
Other: Absolute conviction, pierce shadows
[/sblock]