Kulan: Knightfall's Crisis in Bluffside Game [OOC]


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Knightfall

World of Kulan DM
FYI, cleaning and physio today. But, I'll try to get a reply up late tonight.

EDIT: Tomorrow or Wednesday.
 
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Scotley

Hero
Breva Sciarra
Paladin2.jpg

Name: Breva Sciarra
Race: Human Class: Paladin (6)
Str: 18
Dex: 16
Con: 14
Int: 13
Wis: 14
Cha: 18 (level bonus 4th level)
HP: 41+12con=53 Current: 53
Init: +3
Saves: Fort+5+2Con+4Cha, Ref: +2+3 Dex+4Cha, Will: +2+2Wis+4Cha
BAB: +6/+1
Alignment: LG
AC: 21 (22 with shield) Touch: 14 FF: 18

Gender: Male
Age: 25
Height: '5"11
Weight: #155
Hair: Dark Blond
Eyes: Brown

Humans
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Paladin Class Features
All of the following are class features of the 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.
Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her 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 that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. (Note Extra Smiting Feat)
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. 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 (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su)
When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (Note +2 syn bonus from ranks in Knowledge (Religion))
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.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
1st Level (1+1Wis) Typically Memorized: Bless and Cure Light Wounds. Save DC13 when applicable.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. 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.
Remove Disease (Sp)
At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


Skills: Ranks 2+1Human+2Int(x9)=45 Max Ranks 9 (4.5 cross class) Armor check -3
Class Skills
Concentration 5 (Con)
Craft (Int)
Diplomacy 6 (Cha)_2 Syn
Handle Animal 5 (Cha)
Heal 6 (Wis)
Knowledge (nobility and royalty) 1 (Int)
Knowledge (religion) 5 (Int)
Profession (Wis)
Ride 5 (Dex) +2 Syn
Sense Motive 6 (Wis)

Important Cross Class Skills
Appraise (Int)
Balance (Dex)
Climb (Str)
Jump (Str)
Gather Information 2 (Cha)
Listen (Wis)
Search (Int)
Spot 3 (Wis)
Swim (Str)
Use Rope (Dex)
Languages: Cliff Speak, Old Ticinum, Novarese, Giant

Feats:
Power attack [General]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Weapon Focus [General]-Great Sword
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, base attack bonus +1.
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Extra Smiting [General]
( Complete Warrior, p. 98)
You can make more smite attacks.
Prerequisite
base attack bonus +4, Smite ability,
Benefit When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin's smite evil ability or the hunter of the dead's ability to smite undead, for example).
Special You can take this feat multiple times, Its effects stack.

Awesome Smite [Tactical]
( Complete Champion, p. 55)
Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.
Prerequisite
Power Attack (PH) , Base attack bonus +6, smite ability,
Benefit This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.
Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a non-magical weapon.

Purifier
Cleansing Light, The Vanquisher

Intermediate Deity
Symbol:
Crossed swords or tipped scales
Home Plane: Celestia
Godly Realm: Light of War
Alignment: Lawful good
Portfolio: War, justice, retribution
Worshipers: Fighters, paladins, good barbarians, guards, soldiers
Cleric Alignments: LN, LG, NG
Domains: Good, Justice, Law, Protection, Retribution, War
Favored Weapon: Any sword (longsword)

Gear: 13000 gp base plus an heirloom item value 2500 gp (remaining balance 41 gp)

+1 Holy surge light generating Greatsword 4320 gp (on a successful melee attack as swift action make a holy surge doing 2d6 damage to evil creatures charisma mod times a day no effect on non-evil DMG2 pp. 258-259)
+2 Sanctified Breastplate 4250 gp (functions as holy symbol)
MW Light Steel Shield 159 gp
+1 ring of protection
MW Flail 315 gp
True Holy Symbol 500 gp (+2 sacred bonus to turn undead--planer handbook p. 71)
Short Spear 1 gp
Lance Heavy 10 gp
2 daggers 4 gp
Mighty MW Composite Longbow 800 gp
20 arrows and quiver 1 gp
Wand of Cure Light Wounds 750 gp
Standard Adventurer's Kit 15 gp (Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10days), Waterskin)
Healers Kit 50 gp
Scroll case 1 gp
Scroll of cure light wounds x2 50 gp
Spell component pouch 5 gp
Holy Water 25 gp
Heavy Warhorse (Paladin's mount)
-MW Studded Leather barding 250 gp
-Military Saddle 20 gp
-Bit and Bridle 2 gp
-Saddle bags 4 gp

Heirloom item--Counter strike bracers. 2x a day take a free attack of opportunity against a foe who misses with a melee attack. The bracers are lettered in Novarese with the family motto, 'no challenge unanswered' along with a pair of daggers pointed in opposite directions. MIC p. 90

Breva Sciarra was born into a Novarese family high in the Red Mountains. The family is not a wealthy one and as a lesser son Breva was expected to go into service. He felt a strong religious calling and became a Paladin of the Purifier. After training at Northanon Castle young Breva proved himself in battle against the giants of Gigans Arx and the Evil Denizens of Infernis. He joined the forces trying to break the siege of Redfrost. It was there that he met a woman of considerable martial skill, Alissa Terro, and he began to court her. They became very close in a short time as young people in such situations do. But as the seige dragged on she lost her brother and became increasingly vengefull and even cruel in her efforts. Breva had to stop her torturing prisoners for information. The final straw came when she led a group behind enemy lines to poison the enemy food supply. Despite his feelings for her he felt that this oaths and code could not condone such acts. After much prayer and consultation with his superiors in the order he determined that he must leave the siege and Alissa, for he did not trust himself to do the right thing when with her as his feelings of attraction for her remained strong. And so the head of his order penned a letter of introduction to the leader of the Purifier temple in Bluffside, Silvon Silas. He boarded a boat without a backward glance and journeyed to Bluffside to start his life anew.

Hit point roll
_: 1D10 = [8] = 8
1D10 = [3] = 3
1D10 = [1] = 1
1D10 = [9] = 9
1D10 = [10] = 10
 
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Neurotic

I plan on living forever. Or die trying.
Your char, but shouldn't you exchange dex and con? Heavy armor has dex limits and you need HP...
 


Scotley

Hero
Making good progress on the mechanical bits. Keeping him pretty straight forward two handed sword wielder. Now thinking about background and such. Again I'm thinking of keeping it pretty simple. Since I'm new to the game I'm thinking my character is newly arrived in Bluffside. He comes form a family in either the Kingdom of Tarminan or maybe Bainbridge. His family has a long history of service, military officers, priests, paladins and such. Heis looking for a new challenge and heard of the problems in Bluffside and wants to help. Perhaps he has a letter of introduction from a mentor--a military officer or maybe priest from back home? He presents the letter to one of the 5 or maybe Reginald Oakfirst? What do the humans of the area look like in terms of hair, skin and eye color. What sort of names are common in Tarminan or Bainbridge. Purifier seems like the best bet for a patron deity.
 
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Knightfall

World of Kulan DM
Making good progress on the mechanical bits. Keeping him pretty straight forward two handed sword wielder. Now thinking about background and such. Again I'm thinking of keeping it pretty simple.
Simple is good. :)

Scotley said:
Since I'm new to the game I'm thinking my character is newly arrived in Bluffside. He comes form a family in either the Kingdom of Tarminan or maybe Bainbridge. His family has a long history of service, military officers, priests, paladins and such. He is looking for a new challenge and heard of the problems in Bluffside and wants to help.
Okay, first off, the Kingdom of Tarminan and Bluffside are not on good terms. At the best of times, relations are strained. At the worst of times, clandestine border wars are fought. Right now, there are a lot of skirmishes going on between the Tarminan's soldiers and the Bluffside Mountains Rangers.

The city of Banbridge is a free city that isn't beholden to anyone although it has good relations with Orra, City of Sail, as well as the coastal towns of Herlan and Saltmarsh. The town Herlan is considered to be under Banbridge's protection while Saltmarsh has better relations with Orra. (The towns of Locris, Tassy, and Wickcross are all governed by Orra).

Banbridge and Bluffside have cordial relations but there isn't an official trade alliance. It's more of a friendly rivalry, but Banbridge ships are welcome in Bluffside (and vice versa).

So, if you're going to pick one, go with Banbridge.

Scotley said:
Perhaps he has a letter of introduction from a mentor--a military officer or maybe priest from back home? He presents the letter to one of the 5 or maybe Reginald Oakfirst?
His letter of introduction is likely for leader of the Purifier temple, Silvon Silas. He is known to be the 'perfect paladin' by both his allies and his enemies. Your character would want to meet him even if the letter isn't for him.

You could have it be for Oakfirst, but he's not really in tight with the priests of the Castle of Purification in the Temple District. And The Five are more concerned with profit and security rather than faith. The one exception is Lord Varian, the new (interim) Lord Mayor, but he's a worshiper of the Great Teacher. Lady Pomander is considered the voice of reason among The Five and she already has a connection to Lord Commander Oakfirst and the PCs. She's more active in the day-to-day activities of Bluffside than the other lords.

Scotley said:
What do the humans of the area look like in terms of hair, skin and eye color. What sort of names are common in Tarminan or Bainbridge.
The Bluffside Region is know for being quite diverse in terms of hair, skin and eye color. The region is where many of the peoples of The Northwest come together and intermingle. While the Northwest would be considered (somewhat) European in flavor, Bluffside is very cosmopolitan.

And, you're free to pick any name you want. Note that Cliffspeak is the common language of Bluffside and there isn't a true Common Tongue. Ticin is comparable to Latin and is often the second common language of choice but mainly by the learned.

Bluffside is surrounded by mythic analogs of Ancient Tangier (Tânger), Arthurian Britain (Gwyrdhyn), the Basque culture (Almadon), Carolingian France (Coeurdî), the Caskian Italy of E.A. Poe (Montresor) ††, Castilian Spanish (Talangrán) †/ ††, Hungarian Pannonia (Várad), Imperial Rome (Ticinum), Merovingian Franks (Waldheim), Mythic Germany (Falia) ††, and Mythic Italy (Novarum) ††.

Add to that tons of pure fantasy kingdoms such as Ambris (city-state), the Granite North (dwarves), Eastwatch Barony, High Morria (dwarves/gnomes), Khogshk (goblinoids/orcs), Kosentindor (elves), Oakenvale ††, the Maroon Knightholds, Pertan Alliance, Ravensilath (elves/fey), Tarminan (some cultural influences from both Spain and Italy but more generic) ††/‡, and Tirion Orodindor (elves).

Hmm, the Maroon Knightholds (in the Red Mountains) could be a good choice for your PC's origin and since I don't have a ton of background for it, you could write almost anything you want. The Maroon Knightholds would be an ally of the Eastwatch Barony, and its foes would be the evil giants of Gigans Arx and the evil denizens of the ruins of Infernis. Wintergein would be the main town of the Knightholds and Northnon Castle would be a bastion of the Purifier. The town of Redfrost would be an ally under siege. The knights would be responsible for the Tower of Armnkul but the town with that name is within the borders of the Eastwatch Barony.

† But twisted into an evil diabolic worshiping empire that buys and sells slaves.
†† Used to be a Imperial Province of Ticinum.
‡ Note that while Tarminan isn't as evil a place as Talangrán, it is just as decadent.

Scotley said:
Purifier seems like the best bet for a patron deity.
I agree. The Purifier the best option.
 
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Knightfall

World of Kulan DM
Okay, so I'm going to wait a bit longer to hopefully give @Aust Thale and @Scott DeWar time to add their first posts, plus give time for @Scotley to finish up his PC and join the game, in-character.

I will put up a reply by Friday, however.

Another errand today. Hmm, does going to buy comic books count as an errand? Heh.
 

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