Name: Brendoran Killaneson Sarabina
Ancestry: Human
Background: Noble
Deity: Mielikki, Finnish Mistress of the Forest
Class: Paladin - 1st Level
Size: Medium
Alignment: Lawful Good
Speed: 30 feet per action (25' base, +10 speed bonus via Boots of Striding and Springing, -5 speed penalty from wearing chainmail)
Gender: Male
Age: 22
Height: 6'6" (198.2 cm)
Weight: 250 lb (113.4 Kg)
Hair: Brown (usually in a long, tidy braid, which falls to mid-back)
Eyes: Blue-gray
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 13 (+1)
Wisdom: 13 (+1)
Charisma: 14 (+2)
Hit Points: 26/26 (+8 Ancestry, +10 Paladin, +4 Constitution, +4 Toughness Feat)
Armor Class: 22 (10, +2 Dex, +6 armor, +4 spiked heavy shield +2)
Touch Armor Class: 16 (10, +2 Dex, +4 spiked heavy shield +2)
Resonance: 3/3 (Charisma modifier + character level)
Spell Points: 3/3 (Charisma modifier + Paladin Feat)
Hero Points: 2/2 (Awarded 1 for spotting my Untrained "level -2" error. Thanks, Kaerri!)
Maximum Bulk: 8 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Fortitude Save: +6 (+2 Expert, +4 Con)
Reflex Save: +3 (+0 Trained, +3 Dex)
Will Save: Expert +4 (+2 Expert, +2 Wis)
Simple Weapons: Trained in all.
Martial Weapons: Trained in all.
Armor: Trained in all.
Shields: Trained in all.
Signature ability: Mighty blow
Bren can cause knockback on a successful attack, once per character level per day (currently 1). Metagame: Before rolling the attack, Bren must state that he's attempting a knockback. If the attack hits, damage is dealt as normal, and then the target must make a Fortitude save. GM sez whether it works from there. If the attack misses, the attempt is still used up.
Signature ability: Interpose
Usable once per day per level (currently 1). When an enemy makes a successful attack against an adjacent ally, Bren may take the damage (and other effects) as if he had been hit instead. For the purpose of this ability, "attack" includes any melee attack, ranged attack, and touch attack and ranged touch attack spells.
Minor signature ability: Speak with Animals (Equines)
Languages: Common, Dwarven
Elven, Orc, Sylvan, Giant, Drow Sign Language, Celestial (bought with Linguistics ranks)
Celestial Ogre Trail Markers (does not count as a language for the purpose of Linguistics ranks)
Background: Noble
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to thereby better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You gain the Courtly Graces skill feat, and you’re trained in the Nobility Lore skill.
Feats
Total character feats: 4 (Ancestry Feat, Background Feat, 1st level Paladin Feat, Bonus Feat from Highwind Constable's Medallion)
Ancestry Feat: Skilled (Nature skill for animal-related actions. Society skill for having a background in nobility)
Description: Your ingenuity allows you to train in a wide variety of skills. You become trained in two skills of your choice.
Prereqs: Human Ancestry
Page: 142
Background Feat: Courtly Graces
You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility. You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is lower, and you can use your Society modifier on all Nobility Lore checks. If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.
Prereqs: Society skill.
Page: 164
Paladin Feat: Deity's Domain (1st level)
Description: You embody an aspect of your deity. Choose one of your deity’s domains (see the Deity table on page 72). You gain the ability to cast the domain’s initial domain power as a champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Domain: Protection
Spell: Divine Ward (see Spells tab)
Page: 108
Feat: Toughness (bonus slot from Highwind Constable's Medal)
Description: You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7). You also gain a +1 circumstance bonus to recovery saves (see page 295).
Page: 172
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Trained
Total skill ranks: 5 (+4 Class, +1 Intelligence bonus). 1st level skills chosen: Athletics, Diplomacy, Monster Lore, Society, Survival.
Acrobatics -2 (+3 DEX, -1 Untrained, -3 armor, -1 shield)
Arcana 0 (+1 INT, -1 Untrained)
Athletics +5 (+1 level, +4 STR - Paladin Signature Skill - Trained via 1st level skills)
Crafting 0 (+1 INT, -1 Untrained - Paladin Signature Skill)
Deception +1 (+2 CHA, -1 Untrained)
Diplomacy +3 (+1 level, +2 CHA - Paladin Signature Skill - Trained via 1st level skills)
Intimidation +1 (+2 CHA, -1 Untrained)
Lore: Monster Lore +2 (+1 level, +1 INT - Trained via 1st level skills)
Lore: Nobility Lore +2 (+1 level, +1 INT - Trained via Background)
Medicine 0 (+1 WIS, -1 Untrained)
Nature +2 (+1 level, +1 WIS - Trained via Background)
Occultism 0 (+1 INT, -1 Untrained)
Performance +1 (+2 CHA, -1 Untrained)
Religion -2 (+1 WIS, -1 Untrained - Paladin Signature Skill)
Society +2 (+1 level, +1 INT - Trained via 1st level skills)
Stealth -2 (+3 DEX, -3 Untrained, -3 armor, -1 shield)
Survival +1 (+1 level, +1 WIS - Trained via 1st level skills)
Thievery -2 (+3 DEX, -1 Untrained, -3 armor, -1 shield)
Linguistics languages (6): Elven, Orc, Sylvan, Giant, Drow Sign Language, Celestial.
Monster Lore notes
Successes: Allosaurus, Ash Giant, Banedead, Beholder, Carnivorous Vine, Doppelganger, Drider, Ettin, Firebat, Frost Worm, Giant Gar, Gelatinous Cube, Greater Imp (minor demon), Greater Shadow, Griffin, Helmed Horror, Hippogriff, Intellect Devourer, Lich, Lost Soul, Medusa, Mummy, Ogre, Phase Spider, Purple Wyrm, Roc, Skeleton Warriors, Spectre, Stone Elemental, Succubus, Trolls, Umber Hulk, Wraith, Zombie
Total of 25: Fomorian Giant
Total of 20: Pyrohydra
Nat-20: Minotaurs
Botched: Drow
While a cleric’s selection of deity is critical, most characters pay respect to one or more deities, especially in times of hardship or need. Those who reject the divine might find themselves adrift in the afterlife, without a home for their souls to find peace, or possibly even sacrificed to stave off the end times.
Each deity entry contains the following information, designed to help you roleplay a character who follows that deity. While only a cleric or paladin gains a mechanical effect from a deity’s edicts, anathema, and favored weapon, any follower is likely to hold the edicts dear, feel guilty when performing anathema acts, and consider fighting with her deity’s favored weapon.
Alignment the deity’s alignment
Edicts behaviors the deity encourages
Anathema a few examples of acts that are anathema to the deity, considered to be blasphemous by the clergy
Favored Weapon the primary weapon associated with the deity, often used by the deity’s clerics and other followers
Mielikki is the Mistress of the Forest and Goddess of hunting small game while her husband Tapio is the God of hunting large game. Mielikki was ambushed by Loviatar and Erythnul and nearly killed. Though she survived with help, this struggle affected her followers and the forest which are only now on the rebound. Mielikki is the creator of bears (brown bears), the nurturer of wild-loving people and animals, and the provider of the forests they live in.
Alignment NG
Edicts Care and provide for the forest and all creatures who live in it, share your catch with the hungry, fulfill your duties.
Anathema Putting yourself before the needs of the forest-dwelling, not giving the goddess praise and gifts prior to a hunt, poaching, hunting animals to the point of extinction, failing to plant two trees for every tree you cut down, failing to defend forest-dwellers in time of need.
Domains: Healing, Nature, Protection, Travel
Her name is derived from the old Finnish word mielu which means luck.
A prayer to Mielikki
Mielikki, Lady of the Forest,
wife of the vast woods,
walk through all the wilderness,
search the far backwoods
Lead the squirrel,
make it run, make it fly
to the path of the seeking man
to the steps of this hunting hero
Lead the squirrel,
lay it on the branch of fortune
Favored Weapon: Shortbow ("She is the creeping huntress, with poisoned-tipped arrows, who goes seeking justice for those animals and humans who have been wronged.") - Here.
Class Features
You gain these abilities as a paladin. Abilities gained at higher levels list the requisite levels next to the features’ names.
Basic Paladin Code of Honor
• You must never willingly commit an evil act, such as murder, torture, or the casting an evil spell.
• You must not use actions that you know will harm an innocent, or through inaction cause an innocent immediate harm when you knew your action could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents or to sacrifice your life and potential to attempt to protect an innocent.
• You must act with honor, never cheating, lying, or taking advantage of others.
• You must respect the lawful authority of the legitimate ruler or leadership in whichever land you may be, following their laws unless they violate a higher tenet.
Deific Weapon
If your deity’s favored weapon (see page 72) is uncommon, you gain access to it. If the weapon is simple, increase the damage die by one step when you wield it (d4 to d6, d6 to d8, d8 to d10, d10 to d12). DM Note: (Shortbow is neither uncommon nor simple weapon.)
Retributive Strike (Paladin)
As a paladin, you are a stalwart protector of those under your charge. You gain the Retributive Strike reaction.
Trigger: A creature within your reach hits an ally or friendly creature.
Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.
Champion Powers
- Retributive Strike (1st level Power)
As a paladin, you are a stalwart protector of those under your charge. You gain the Retributive Strike reaction.
Trigger: A creature within your reach hits an ally or friendly creature.
Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.
- Lay on Hands (1st level Power)
Casting: Somatic Casting
Range: Touch: Targets one willing living creature or one undead creature.
Spell Point cost: 1
Your hands become infused with positive energy as you lay them on the target, healing a living target or damaging an undead target. If you use lay on hands on a willing living target, you restore Hit Points equal to 1d4 plus your spellcasting ability modifier, and if the target is an ally, he gains a +1 conditional bonus to AC for 1 round. Against an undead target, you deal the same amount of positive damage if you succeed at a melee touch attack, and the target takes a –1 conditional penalty to AC for 1 round.
Heightened (+1) The amount of healing (or damage to undead) increases by 2d4.
KEY ABILITY - Strength
HIT POINTS - 10 plus your Constitution modifier
PROFICIENCIES
Perception - Trained
Saving Throws
Expert in Fortitude (+2)
Trained in Reflex (+0)
Expert in Will (+2)
Skills
Trained in a number of skills equal to 4 plus your Intelligence modifier
Weapons
Trained in all simple and martial weapons
Armor
Trained in all armor and shields
Signature Skills
Athletics (Expert)
Crafting (Expert)
Diplomacy (Expert)
Religion (Expert)
Divine Ward
Abjuration, Level 1.
Casting: Reaction.
Somatic Casting; Trigger An ally in range takes damage.
Range 30 feet
Redirect damage no more than twice your level to you. You take the damage instead of the triggering ally. Your immunities, resistances, weaknesses, and so on do not apply against the redirected damage. If the damaging effect applies enhancements or conditions, you aren’t subject to either; your ally is still subject to enhancements and conditions even if you redirect all damage to you.
Star, the Mielikkian War-pegasus
Perception +11; darkvision 60 feet., detect evil (constant - 60 ft. radius), detect good (constant - 60 ft. radius), low-light vision, scent
Languages Common (cannot speak Common, but is fluent in Beast Speech)
Skills +0; Acrobatics +7, Athletics +9
Str 20, Dex 18, Con 21, Int 10, Wis 17, Cha 13
AC 22, TAC 14; Fort +7, Ref +6, Will +6
HP 50/50 (maximum)
Buck: The pegasus won’t use this reaction against a creature in control of it, that domesticated it, or that trained it.
Trigger: A creature Mounts the war horse or gives it a Command while riding upon it.
Effect: The rider must succeed at a DC 17 Acrobatics check to Maintain its Balance or fall off the pegasus.
Speed: 60 feet, Fly 120 feet
Melee: bite +9, Damage d6+5 bludgeoning; hoof +9, Damage 1d8+5 bludgeoning
Gallop: The pegasus Strides twice. It’s accelerated 15 during these Strides.
Gear: Chainmail pegasus barding +2 (does not slow the user, does not have the Noisy trait). DM note for PC: I wonder how Star got this? =)
Weapons
Battleaxe +2, provides light on command as a torch unlimited times per day.
-- Damage: 1d8+6 Slash
-- Bulk 1
-- Hands 1
-- Group: Axe
-- Trait: Sweep
Composite longbow +2
-- Damage: 1d8+6 Piercing
-- Range: 100 feet
-- Bulk 1
-- Hands 1+
-- Group: Bow
-- Trait: Deadly d10, propulsive, 50 volley, add Strength modifier (up to +4) to damage
--40 composite longbow arrows
--20 whistling arrows
Armor
Chainmail of Shadows +2
-- Armor Bonus +6
--Touch Armor Bonus +3
-- Dexterity Modifier Cap +3
-- Check Penalty -3
-- Speed Penalty -5 feet.
-- Bulk 2
-- Traits: Noisy
-- Add +2 to Stealth checks. (DM note: Also negates Noisy Trait.)
Powerpaw's borrowed large shield
Large-sized heavy spiked metal shield +2 (NOTE: Tower shields do not seem to exist in Pathfinder 2.0 Playtest!)
-- Armor Bonus +4
--Touch Armor Bonus +4
-- Dexterity Modifier -0
-- Check Penalty -1
-- Speed Penalty -0
-- Bulk 1
-- Shield spikes cause d6+6 piercing damage (+2 +STR modifier).
Shield: Heavy metal shield, expert-quality
--Currently taco-shaped (broken)
Magic items
- Sarabina signet ring - was not a magic item until enchanted by the Daughters of Summertime: +2 to saving throws vs. Enchantment and Illusion spells of all kinds. In addition, the spells Charm Person and Charm Monster are ineffective against Bren while he wears this ring.
- Shalin's Horse-headed Ring of Return
- Highwind Count Medal - A sign of rank, earned through RP by doing several favors on behalf of the city and monarchs of Highwind. Grants one bonus feat slot. (Counts towards the 5 magical items chosen at character creation.)
- Eyes of the Eagle - Made by Shalin Riversbane, a gray elf sorcerer and one of Bren's closest friends. Adds +5 to Perception checks. (Counts towards the 5 magical items chosen at character creation.)
- Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. These boots, while worn, increase the wearer's base land speed by 10 feet. In addition to this enhanced Striding ability, these boots allow the wearer to make greater leaps. He can jump with a +5 competence bonus on Acrobatics checks.
- Restorative Ointment - The honey-colored glass jar appears to be of Wood Elven design, for it opens and closes without a sound. Every time. Metagame info: Placed upon a poisoned wound or swallowed, the ointment detoxifies any points (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds). There arefivethree applications.
- Chime of Opening (9/10 charges remaining) - Dwarven-made, this little charm sings a tune that can come in handy. Metagame info: A chime of opening is a hollow mithril tube about 1 foot long. When struck, it causes locks, doors, portals, shackles, and the like to open. It automatically dispels a hold portal spell or even an arcane lock case by a wizard of lower than 15th level. This is a brand-new chime which can function 10 times. (GM Note: Unlike the normal version that cracks and becomes useless, this chime simply ceases to open things and can be recharged. The ringing sound is beautiful and something unique to hear and can be used as a signal. One can sound the chime without activating its magical properties if so desired.)
Adventuring gear
Apparel
--Explorer's Outfit
--Noble's Outfit
Consumables
- Waterskin x2 (full)
- Good Rations (13 days worth)
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern,
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
6 tindertwigs,
A tinderbox,
belt pouch
3 map/scroll cases
--10 blank sheets of paper
2 flasks (empty)
1 vial ink (black)
2 inkpens
small steel mirror
sealing wax (evergreen)
soap
whetstone
military saddle
Climber's kit
Carved acorn
Unfinished acorn half
St. Cuthbert book, letters
Money: 63g, 2s, 2c
Last edited: