A Chronoshift: Spelljammer Character

HEREZIS TAHRIOL LEVEL 11

Male mongrelfolk paladin 11

LG Medium humanoid (human)

Init +1+1 Dex; Senses darkvision 60 ft.; Perception +3

Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

 DEFENSE

AC 29, touch 12, flat-footed 28 (+11 armor, +1 deflection, +1 Dex, +2 natural, +4 shield); -2 when using equestrian plate mounted

hp 114 (11d10+4411d10 paladin, +33 Con, +11 Favored Class, +0 Toughness feat)

Fort +14+7 base, +3 Con, +4 Cha divine grace, Ref +8+3 base, +1 Dex, +4 Cha divine grace, Will +11+7 base, +0 Wis, +4 Cha divine grace

Immune charm, disease, fear

Flaws prejudiced (bugbears, yuan-ti)

 OFFENSE

Speed 30 ft.30 ft. base, -10 ft. armor, +10 ft. boots of dwarvenkind (6 squares)

Melee

+2 charging lance +18/+13/+8BAB plus +5 Str plus +2 enhancement (1d8+7+5 Str plus +2 enhancement/x3) and gore +11BAB plus +5 Str plus -5 secondary attack (1d6+2+1/2 Str plus +0 enhancement) or

masterwork sharp longsword +17/+12/+7BAB plus +5 Str plus +1 enhancement (1d8+5+5 Str plus +0 enhancement/18-20) and gore +11BAB plus +5 Str plus -5 secondary attack (1d6+2+1/2 Str plus +0 enhancement) or

2 claws +16BAB plus +5 Str (1d4+5+5 Str plus +0 enhancement), gore +16BAB plus +5 Str (1d6+5+5 Str plus +0 enhancement)

Ranged

masterwork composite longbow +13/+8/+3BAB plus +1 Dex plus +1 enhancement (1d8+0 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 1100 ft. ft.)

Special Attacks channel positive energy (DC 1910 plus 1/2 paladin level plus 4 Cha, 6d6), smite evil 4/day (+4+4 Cha modifier attack and AC, +1111 paladin levels damage), stamina pool (14BAB plus +3 Con modifier points)

Paladin Spell-Like Abilities (CL 11th; concentration +15)

At will—detect evil

Paladin Spells Prepared (CL 11th; concentration +15)

3rd—firewalker's meditationM, sky steed

2nd—sea steed, saddle surge

1st—divine favor, endure elements, hero's defiance

M requires costly material component

 STATISTICS

Str 2014 base, +2 race, +2 level, +2 enhancement belt of thunderous charging, Dex 1212 base, +0 race, +0 level, Con 1614 base, +2 race, +0 level, Int 1012 base, -2 race, +0 level, Wis 1010 base, +0 race, +0 level, Cha 1818 base, -2 race, +0 level, +2 enhancement headband of alluring charisma

Base Atk +11/+6/+1; CMB +16+11 BAB, +0 size, +5 Str (+18 bull rush or overrun); CMD 2710 +11 BAB, +0 size, +5 Str, +1 Dex, +1 deflection, +0 dodge

Traits Beast Bond, Careful Combatant

Feats Armor Proficiency (all), Combat Stamina, Martial Weapon Proficiency (all), Mounted CombatB, Mounted Shield, Power Attack, Ride-By Attack, Shield Focus, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Spirited Charge

Skills (armor check penalty -5-5 armor, -0 shield); Acrobatics -40 ranks, +1 Dex, -5 armor, Appraise +00 ranks, +0 Int, Bluff +40 ranks, +4 Cha (-5 interacting with bugbears or yuan-ti, -2 interacting with other races), Climb +00 ranks, +5 Str, -5 armor, Diplomacy +40 ranks, +4 Cha (-2 interacting with other races), Disguise +40 ranks, +4 Cha, Escape Artist -40 ranks, +1 Dex, -5 armor, Fly -40 ranks, +1 Dex, -5 armor, Handle Animal +113 ranks, +4 Cha, +3 class skills, +1 Beast Bond trait, Heal +00 ranks, +0 Wis, Intimidate +40 ranks, +4 Cha, Knowledge (dungeoneering) +1311 ranks, +0 Int, +2 racial, Knowledge (nature) +1010 ranks, +0 Int, Knowledge (religion: Greyspace) +74 ranks, +0 Int, +3 class skills, Linguistics +11 background ranks, +0 Int, Perception +33 ranks, +0 Wis, Ride +1411 ranks, +1 Dex, +3 class skill, +1 Beast Bond trait, +3 competence ring of aptitude, -5 armor, Sense Motive +00 ranks, +0 Wis (-1 interacing with bugbears or yuan-ti), Stealth -20 ranks, +1 Dex, +2 racial, -5 armor, Survival +61 ranks, +0 Wis, +3 class skill, +2 racial, Swim +00 ranks, +5 Str, -5 armor; Racial Modifiers +4 Use Magic Device emulating nonhuman race, +2 Knowledge (dungeoneering), +2 Stealth, +2 Survival, -2 Bluff and Diplomacy interacting with other races

Languages Common, Mongrelfolk, Undercommon

SQ aura, code of conduct, divine bond (mount), emulate race, hide to survive, lay on hands (5d61d6 per 2 paladin levels, 91/2 paladin levels plus +4 Cha modifier/day), mercies (enfeebled, fatigued, restorative), mixed blood, social pariah, sound mimicry

Combat Gear arrows (20), barnyard blend admixture (2), potion of astute fighting (2), potion of blur (2), potion of cure serious wounds (2), potion of displacement (2), potion of good hope (2), potion of greater guidance (skill check) (2), potion of heal mount (2), potion of lesser restoration (2)

Other Gear clawhand shield, equestrian plate, +2 charging lance, masterwork sharp longsword, masterwork composite longbow, amulet of natural armor +1, belt of thunderous charging, boots of dwarvenkind, headband of alluring charisma +2, helm of glorious recovery, quick runner's shirt, ring of aptitude +3 (Ride), ring of protection +1, gold holy symbol of the Maw That Remembers, 820 pp, 1,366 gp

 SPECIAL ABILITIES

Aura of Courage (Su) Immune to fear (magical or otherwise). Each ally within 10 ft. gains +4 morale bonus on saving throws against fear effects while the paladin is conscious.

Aura of Justice (Su) As free action, expend two uses of smite evil to grant all non-evil allies within 10 feet the ability to smite evil using your bonuses. Allies must use ability by start of paladin's next turn and lasts for 1 minute.

Aura of Resolve (Su) Immune to charm spells and spell-like abilities. Each ally within 10 ft. gains +4 morale bonus on saving throws against charm effects while the paladin is conscious.

Careful Combatant When using withdraw action, neither the first nor second square of movement are threatened by opponents you can see.

Channel Positive Energy (Ex) As standard action, not provoking attack of opportunity, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively. Using this ability consumes two uses of lay on hands ability.

Code of Conduct Must be lawful good alignment and lose all class features except proficiencies if ever willingly commit evil act. Must respect legitimate authority, act with honor (no lying, no cheating, no poison, and so forth), help those in need, and punish those who harm or threaten innocents.

Divine Bond (Sp) 21/day plus 1 every four levels beyond 5th to max 4/day/day—As full-round action, call mount to your side, which appears adjacent to you. Equivalent of spell equal to level 1/3 of paladin class level. If mount dies, you cannot summon another for 30 days or until you gain another paladin level. During this time, suffer -1 penalty on attack and weapon damage rolls.

Emulate Race (Ex) Automatically emulate any humanoid race using Use Magic Device with no need for skill check. Gain +4 racial bonus on Use Magic Device checks to emulate nonhumanoid races. If spellcaster, can cast any spell restricted to specific races.

Equipment Descriptions

barnyard blend admixture Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str, Dex, and Con for 3 minutes.

belt of thunderous charging Gain +2 bonus on bull rush and overrun maneuvers. When you make a charge attack, your melee and natural weapons deal damage as if one size category larger. Gain +2 enhancement bonus to Strength.

boots of dwarvenkind Gain 10 ft. enhancement bonus to movement rate if wearing armor that encumbers as medium or heavy armor, or if in medium or heavy encumbrance.

charging special weapon ability When mounted and wielding this weapon, deal extra 2d6 damage on successful charge attack. Not multiplied on critical hit.

clawhand shield Functions like +2 mithral heavy steel shield (but made of bone). If grappled, pinned, or swallowed whole, as standard action, cause claws to animate and make single melee attack using your attack bonus dealing 1d8 damage (1d6 if Small) + your Str modifier without requiring combat maneuver check. Considered a weapon attack with a one-handed weapon with which you are proficient, not a shield bash. Claws can animate to perform somatic component of a spell as long as arm holding shield would have been capable if not holding shield. As a result, shield has no arcane spell failure chance.

equestrian plate Functions like +2 full plate. As move action when mounted, cause armor to split and cover rider (now functioning as +2 banded mail) and mount (functioning as +1 banded mail barding). Return to full form as move action. Mount must be able to wear barding and cannot be more than one size larger than you (but may be exotic). If armor is additionally enhanced or affected by spells, those only benefit the rider, not the mount. Spells cast on the barding do not benefit rider when merged. If either suit is broken or destroyed, so is the other.

helm of glorious recovery 1/day—As standard action, heal self of 4d8+7 damage.

quick runner's shirt 1/day—As swift action, take additional move action on your turn.

sharp special weapon ability Increases threat range by 1; does not stack with any other ability or effect increasing threat ranges.

Hide to Survive (Ex) Disguise, Stealth, and Survival are always class skills.

Lay on Hands (Su) As standard action (swift action if used on self), touch and heal 1d6 hp of wounds per two paladin levels. Requires one free hand to use. Alternately, use power to deal damage to undead requiring a melee touch attack that does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Usable a number of times per day equal to half paladin level plus Cha modifier.

Mercy (Su) 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.

Mixed Blood (Ex) Pick one humanoid subtype (and possibly another subtype through alternate racial traits) and can take feats, traits, & archetypes matching subtype otherwise restricted to those races. Count as member of those races for any effect related to race.

Mounted Combat 1/round—As immediate action, when your mount is hit in combat make a Ride check (DC opponent's attack roll +1) to negate the hit.

Mounted Shield Add your base shield bonus (including bonus from Shield Focus but excluding enhancement bonuses) to your mount's AC. In addition, add bonus when making a Ride check to negate a hit against your mount using Mounted Combat feat.

Power Attack Take -3-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +6+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Prejudiced Suffer -3 penalty on all Diplomacy checks and -1 penalty on all Sense Motive checks involving members of disliked race(s).

Ride-By Attack When mounted and using charge action, move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Total movement for round can't exceed double mounted speed. You and your mount do not provoke an attack of opportunity from the opponent you attack.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage and against attacks from target. Automatically bypass any damage reduction the creature might possess. Smite remains in effect until the target is dead or rest and regain use of ability. If target is outsider with evil subtype, evil-aligned dragon, or undead, bonus to damage is 2 per paladin level on first successful attack. If the target is not evil, the smite is wasted with no effect.

Sound Mimicry (Ex) Mimic any voice or sound you have heard by making a successful Bluff check against listener's Sense Motive check. Listener takes -4 penalty if unfamiliar with person or creature type mimicked. You gain +8 racial bonus on Bluff check to mimic sound if you have listened to it for at least 10 minutes. Cannot duplicate effect of magical abilities (but can imitate sound of such). Does not allow you to speak or understand languages you do not know.

Spirited Charge When mounted and using charge action, deal double damage with melee weapon (or triple damage with lance).

Stamina Pool (Ex) During combat, you can spend stamina points to perform a combat trick or make use of a stamina feat. This is not an action but cannot be done if unconscious, fatigued, or exhausted. Can use as many combat tricks on same action or attack as you like as long as you have sufficient stamina but cannot use same trick twice within same scope. Dropping to 0 stamina causes you to become fatigued until you have 1 or more. Temporary Con increases do not increase pool. Can regain stamina during short rests; cannot be in combat, using Str-, Dex-, or Con-based skill or ability checks, or taking more than one move action, or a standard action in a round (this effectively halves overland speed). For each uninterrupted minute resting, regain 1 stamina. Cannot regain if confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

Combat Stamina After you make an attack roll with a weapon, unarmed strike, or natural attack with which you are proficient, but before results are revealed, spend up to 5 stamina points to gain competence bonus on attack roll equal to points spent. If you miss, stamina points are still lost.

Mounted Combat After using this feat once in a round, spend 5 stamina to use an additional time in same round. Can continue doing so as long as you have 5 more stamina to spend.

Mounted Shield As long as you have at least 1 stamina point, add shield's enchantment bonus to mount's AC.

Power Attack When using this feat, spend 2 stamina points to end bonus and penalty at end of your turn instead of start of next turn.

Ride-By Attack After making mounted charge attack using this feat, spend 5 stamina points to change direction of movement instead of continuing move in straight line.

Shield Focus When an attack is made against you while you are using a shield, spend up to 2 stamina points to increase shield bonus against that attack by like amount.

Spirited Charge When making a mounted charge, can spend up to your Str modifier in stamina points to gain equal damage bonus which doubles (triples with lance) on successful hit.


Divine Mount Ankylosaurus

Male celestial ankylosaurus

LG Large magical beast

Init +2+2 Dex; Senses darkvision 60 ft., low-light vision, scent; Perception +6

 DEFENSE

AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, -1 size)

hp 67 (9d8+279d8 racial, +18 Con, +0 Favored Class, +9 Toughness feat)

Fort +8+6 base, +2 Con, Ref +8+6 base, +2 Dex, Will +4+3 base, +1 Wis; +4 vs. enchantment

Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 16paladin levels +5 until paladin 15 when it becomes paladin level + 11

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee

tail +12/+7BAB plus +6 Str plus -1 size plus +1 Weapon Focus (2d6+9+1.5 x Str plus +0 enhancement plus stun)

Special Attacks multiattack, smite evil 1/day (+0-1 Cha modifier (minimum 0) attack, +99 HD damage)

Space 10 ft.; Reach 5 ft.

 STATISTICS

Str 2210 base, +3 race, +8 size, +1 level, Dex 1514 base, +3 race, -2 size, +0 level, Con 149 base, +0 race, +4 size, +1 level, Int 66 base, +0 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 88 base, +0 race, +0 level

Base Atk +6/+1; CMB +13+6 BAB, +1 size, +6 Str; CMD 2510 +6 BAB, +1 size, +6 Str, +2 Dex, +0 deflection, +0 dodge (29 vs. trip)

Feats Armor Proficiency (heavy, light, medium), Toughness, Weapon Focus (tail)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +20 ranks, +2 Dex, -0 armor, Bluff -10 ranks, -1 Cha, Climb +60 ranks, +6 Str, -0 armor, Escape Artist +61 ranks, +2 Dex, +3 class skill, -0 armor, Fly +20 ranks, +2 Dex, -0 armor, Intimidate +42 ranks, -1 Cha, +3 class skill, Perception +62 ranks, +1 Wis, +3 class skill, Sense Motive +10 ranks, +1 Wis, Stealth +32 ranks, +2 Dex, +3 class skill, -4 size, -0 armor, Survival +51 ranks, +1 Wis, +3 class skill, Swim +101 ranks, +6 Str, +3 class skill, -0 armor

SQ link, share spells

Other Gear exotic military saddle

 SPECIAL ABILITIES

Equipment Descriptions

exotic military saddle Gives rider +2 circumstance bonus on Ride checks related to staying in saddle. If rider knocked unconscious, has 75% chance to stay in saddle.

Evasion (Ex) If subjected to an attack that normally allows a Reflex save for half damage, take no damage if saving throw is successful.

Link (Ex) Can handle companion as a free action or push it as a move action. Gain a +4 circumstance bonus on Handle Animal checks made regarding companion.

Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility.

Share Spells (Ex) May cast a paladin spell with a target of "You" on companion instead of upon self, even if spell doesn't normally affect the companion's creature type. Cannot share spell-like abilities, only spells.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage against the target. Smite remains in effect until the target is dead or rest and regain use of ability. If the target is not evil, the smite is wasted with no effect.

Stun (Ex) A creature struck by this attack must make a DC x10 plus 1/2 HD + Str modifier Fort save or be dazed 1 round. If the strike is a critical hit and target fails its save, it is instead stunned 1d4 rounds.


Height 6'1"; Weight 180 lbs.; Hair Black; Eyes Black; Skin Gray; Age 8; Religion Maw That Remembers; Homeland Forbidden City, Oerth; Favored Class Paladin

Defeated Enemies Bugbear Koblak Fearmonger, Bugbear Rampager, Fomorian Doomcaller, Giant Freshwater Crab, Hardy Yuan-ti Thrallcoil Sentinel (5), Ogre Bonebreaker, Ogre Sling Caster, Sword Spider, Ulat-Kini Degenerate, Yuan-ti Thrallcoil Sentinel Pack Leader, Yuan-ti Writhebow Cultist

Defining Characteristic Optimism.

History Born beneath the crumbling stonework of the Deep Warrens, Herezis Tahriol grew up amidst shadows, not of buildings, but of people. Mongrelfolk like him were seen as little more than vermin by the bugbear warbands who controlled the tunnels, and as curiosities or test subjects by the yuan-ti cultists who slithered through the deeper dark. His earliest memories are screams. His childhood was a haze of collars, chains, and blood. The yuan-ti experimented. The bugbears exploited. His people endured. But Herezis never forgot. Even as he scrubbed floors slick with ichor, even as his back split under lashes or his mind reeled from poison rituals, he remembered who he was, and more importantly, who they were. When he was 7, a dying prisoner whispered a name into his ear: "The Maw." A god? A force? A hunger? It didn't matter. It was a truth deeper than the darkness. The Maw wasn't benevolent; it didn't offer mercy. It demanded vengeance. It taught Herezis that in a world ruled by monsters, the only justice was to become one they feared. He killed his first bugbear with a rusted spike, choking him slowly as he whispered every atrocity committed. Then he fed the corpse to the shadows and carved the Maw's jagged spiral onto his chest with a shard of bone. From that day forward, he was no longer a slave. He was a blade. Now, clad in armor and bound by sacred rage, Herezis stalks the Underdark and surface alike, seeking out the strongholds of bugbear tyrants and yuan-ti enclaves. He is not noble. He is not clean. He is righteous, a paladin forged from memory, pain, and holy hunger. Where Herezis walks, oppressors are swallowed. And the Maw remembers.

Future Level-Up Plans:


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