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Jon Heavenless, a Paladin?


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spacer.pngspacer.pngThe Face Behind The Mask / Battle Ready

JON HEAVENLESS

RACE: HellbredType: Humanoid/Hellbred
Subype: Human

Race - Hellbred RP 12~14

Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance. They may have a subtype it the hellbred was a humanoid before the scourging.


RP (2) Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.

RP (?) Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would.

Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.

RP (0) Standard Ability Scores: Cha/Con +2 / Int -2

RP (4~6) Devil's Favor: I think here it could work like focused study, you gain devil favors/damnation feats at 1st, 8th and 16th levels. Since there are few damnation feats, there are some in the spheres wiki and they propose other feats could count as damnation feats for their progression like obedience feats and planar infusion.

RP (2) Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison.

RP (4) Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. (RP is 2 for darkvision and 2 for the bonus on sense motive)

CLASS: Paladin 9Oath of the People's Council: https://www.aonprd.com/OathDisplay.aspx?FixedName=Oath of the People's Council

Paragon Freeman:
https://libraryofmetzofitz.fandom.com/wiki/Paragon_Freeman

Intended Role: Melee Dps, Tank, Second-hand Healer
Alignment: CG 
Deity: Milil

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Physical Description/Personality

Height: 5'11" | Weight: 205 lbs Age: ~22 | Skin: Whitewith red leathery spots Hair: Gray Eyes: Red

Appearance: Jon is a walking contradiction, he has the presence of a dreadful demon, but with a calming demeanor. His flaming eyes are balanced by his friendly smirk and his confident posture inspires trust.
The scourging brought about many other changes that are barely visible, thanks to Jon's efforts. Horns shaved down to the limit, a single aberrant wing was cut off and many scars cover his face where eldritch symbols once resided.
Whatever happens, Jon stands tall and he exudes serenity. He moves slowly and with certainty, with his somewhat bulky frame, and his deep voice brings courage to all around, or righteous fury when needed.

Personality: Contrary to his looks, Jon is quite merry, he enjoys dancing and singing and he would never say no to a tankard of mead. After having his fill Jon enjoys nothing more than reading and researching about his condition, an unexplained curse that seems impervious to magic.
He is man of few words, always finding a reason to drink and to perform a poetry reading, since those words are not his own. One might call him aloof even, but at the slightest sign of danger he will put himself between any menace and would be victims without a second thought.

Usual Attire: Jon normally wears a blackened mithral fullplate with golden lines across it, a navy blue cloak and an imposing guisarme that displays a regal banner adorned with Milil symbolMilil_symbol.jpg .

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Build Notes

6m5d6r1v2 : 18/17/16/15/15/14

 

Level Progress and Feats

Levels : Paladin 9
FCBs (Human): +1/level to electricity resistance (max +10).

Class Abilities :
1st: Stirring Monologue (Su) 27 rounds/day. At 1st level, the paladin can deliver a stirring monologue on the ideals of justice and fairness, motivating allies and persuading others. This functions as bardic performance as per a bard of her paladin level using Perform (oratory). All the effects are language-dependent even if they would not normally be. The paladin gains the following performances at the indicated levels: inspire courage (1st), fascinate (4th), inspire competence (5th), suggestion (7th), dirge of dread (10th), inspire greatness (13th), frightening tune (16th), and mass suggestion (19th).
1st: Aura of Good, Detect Evil
2nd: Divine Grace, Lay on Hands9/day, 4d6.
3rd: Aura of Courage, Divine Health, MercyFatigued.
4th: Channel Positive Energy
5th: Divine Bond2/day, Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
6th: MercyDiseased.
8th: Aura of Resolve
9th: MercyHard choice between Injured (FH 3 for 4 rounds), Poisoned or Restorative.

Spells : Caster Level 6
1st: 2 + 2 (Charisma)
2nd: 1 + 1 (Charisma)

Traits :
Faith: Fate's Favoredincrease luck bonuses you receive by 1. Link.
Region: Community MindedWhile some pray to the gods for mercy or prosperity, you follow a different tack—you believe in improving the lives of those around you through earnest labor and the efforts of you and your community. Your hard-earned discipline and the candor of your words affect all who bear witness. Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. Link.

Feats :
Regional: Luck of Heroes+1 luck to saves and AC. Link.
Racial: Devil's FavorWhen you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one. (Fiendish Codex II: Tyrants of the Nine Hells, p. 81)
1st: Fascinated by the Mundane Story Feat. +2 con charisma-based skill checks and increase any morale bonus you receive by 1. Link.
3rd: Extreme Mood Swings Increase any morale bonus you receive by 1 and take a -1 penalty vs. emotion and fear effects. When drunk both values double. Link.
5th: Deific Obedience - MililUsing Nocticula (Redeemed) Spend an hour in a secluded location while crafting a work of art. If your hour of work begins at, ends at, or includes the stroke of midnight, then the subject of your art is up to you. Otherwise, your art must include the concept of midnight in some way. When you aren’t adjacent to an ally, gain a +1 morale bonus to your AC and on all saving throws. Link.
7th: Healer HandsYou can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.

You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). Link.

8th Racial: Devil's StaminaTotal +4 HP (or +6 HP with damnation?)You gain 2 extra hit points per devil-touched feat you have selected, including this one. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to the number of devil-touched feats you possess for 5 rounds. (Fiendish Codex II: Tyrants of the Nine Hells, p. 83)
9th: ????? This one it depends on how damnation feats are counted. If devil touched feats are counted as damnation, then I will take Fiendskin (it will give Fire immunity, Cold resistance 10 and possible Acid immunity later on). If not, I might go for VMC sorcerer (Imperious Bloodline to stack on the morale effects) and I will have to discard my 7th level feat. Or I might even get Lingering Performance and trade community minded trait for magical knack for a better caster level.


Saves, BAB, HD, Skill Points


HD : 9d10Paladin 9 BAB : +9Paladin 9
Saves : Fortitude +6Paladin 9 = +6 , Reflex +3Paladin 9 = +3 , Will +6Paladin 9 = +6
Skill Points : 36 + 18Paladin 9: 36 = 18 class + 18 (Int) + 18 from background skills



CommentsPS: So, my initial idea of Fighter 3/Paladin 2/Pious Templar 4 was off the charts when compared to the players already in the group (bonus to attack around +26 with a +32 damage using a short sword and an AC around 32 (more when fighting defensively). Add to that the loss of class identity.
Going Paladin with Oath of the People's Council trades smite for bard performance that becomes raging song with poet's cloak (UMD it if needed) and Jon becomes a real hero of the people, charging ahead and giving great support, with community minded making sure that bonuses stay for at least 2 turns. Paladin 9 keeps full Lay on Hands/Channel Energy and variant, which helps with healing.
However, in combat healing might still be limited. Channel gives 4d6 (~12, ~17 with a variant divine bond), if close enough healer hands might heal ~18.

About combos: Deific obedience gives +1 morale to AC/Saves when not adjacent to allies, which becomes +3 (+4 when drunk, and I hope to be drunk a lot).
Flagbearer with Banner of the Ancient Kings gives +2 morale to attack, which becomes +4 (+5 when drunk), this affects allies whithin 30 ft. If also helps with bardic songs and similar abilities. I assume it works like this, if Fascinated by the Mundane and Extreme Moodswings add their bonuses before banner of the ancient kings, then it woulb be +8.
Raging Song (thanks to poet's cloak + Banner of the Ancient Kings) would give morale +4 to Str/Con, AC -1, Will +3, all that increased by +2 (+3 when drunk) and allies may end rage and keep the bonuses for 2 rounds.

Other options to help healing, if Sacred Servant could stack with the oath (sacred servant replaces smite evil with smite evil....), that would give extra lay on hands and extra healing dice, however it would also grant a domain, then I of course would take Travel Domain.
One crazy option would be to allow the pact magic archetype, it trades spells to bind spirits, like binders from 3.5. A couple of spirits have great healing options, but I guess I would rather keep the spells.

 

Statblock

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Jon Heavenless
M CG Hellbred (Human subtype) Paladin, Level 9, Init 6, HP 100/100, Speed 30 ft.
AC 27, Touch 17, Flat-footed 25, CMD 29, Fort 21, Ref 16, Will 20, CMB +12, Base Attack Bonus 9
Reach, Trip, Training (Flagbearer) Guisarme +1 (Power Attack -3/+9) +14/+9 (2d4+19, x3)
Reach, Trip, Training (Flagbearer) Guisarme +1 (With Raging Song) (Power Attack -3/+9) +18/+13 (2d4+31, x3)
Mithral Full Plate +1 , Ring of Protection +1 (+10 Armor, +2 Dex, +1 Natural, +4 Misc)
Abilities Str 17, Dex 14, Con 18, Int 14, Wis 16, Cha 20
Condition None

 

Background

Highmoon, the famous capital of Deepingdale, house to one of the largest libraries outside of candlekeep, was about to receive an unwanted vagrant branded with haunting omens. The man was found unconscious on the steps of the Leaves of Learning. TuriAn elderly and wise dwarf

https://i0.wp.com/www.strangeassembly.com/wp-content/uploads/2018/10/herald-of-Irori.jpg
, one of Oghma's followers, happened upon the body and wasn't sure about what to do, gruesome marks and others brands whispered to be from the depths of hell itself. Even the sky seemed angry, the clouds darkened and water poured in an instant. The elder acted on instinct, he brought the man to shelter and spent the night studying this stranger, for questions filled his mind and any answers he reached only brought up twice as many questions.

When morning came the man slowly opened his eyes, a bald dwarf glared at him. The man wasn't startled, he slowly raised his torso and sat on the bed. "Where am I?" the man calmly asked. Turi raised his white eyebrows and ran his hand over his long goatee, a trained movement that seemed as natural as water running in a river. The man waited for an answer patiently, a small contest had began between the man and the dwarf. Turi finally sighed conceding, "Hummm, you find yourself in Highmoon..." Turi said while reaching for his smoking pipe, "...and your single question seems to have answered many of mine." he finished as he lighted his pipe. The man contemplated his surrounding for a moment, he took his hand to his head and felt three horns, as if just learning about them, but he still kept a serene expression, as if using a mask. The man turned his eyes back to Turi, the dwarf's eyes fixed on him. He was about to stand when the bald elder stopped him, "I will allow you to leave if you can tell me your name." Turi said emotionlessly. The man once again was only able to stare back at Turi and he just shook his head. A smirk took over Turi's mouth, he raised his hand telling the man to wait, he left the room and soon after came back with food and water.

The next months seemed to go by in a flash, the man, now Jon, did odd jobs around the Leaves of Learning while unde Turi's tutelage. They uncoverd much about his situation, how he was some kind of reincarnation, a second chance at redemption if you will. Jon had only glimpses of what he was before, all he could grasp were blurred images about a place called the Zenthil Keep. However, much of his past life was still ingrained in his body, his muscles were quite adept in handling weapons and his heart ached for action. No, it was more than that, his whole being felt a pull, a calling to something greater and far more important than the worries of his mortal coil. Of course Turi recognized this and slowly instructed Jon about holy scriptures. As fate would have it, which seems common among holy warriors, Jon was at the perfect place to find what he needed. It wasn't long until he heard Milil's singing voice and took up arms to safeguard the people of the realms.

The next years were marked with travels and misadventures rewarded more with gratitude than whatever else. Although Jon couldn't call the Leaves of Learning as his headquarters, Turi always saved a room and fresh sheets for him. Every time he came back to Highmoon they shared a meal and had a most laconic interaction. It was a game between them, communicating using just expressions or by changing the intesity of their glares. Nonetheless, Jon's name already travelled before him and there were no lack of requests, from facing ogres and slavers to scorting travelers, fate would alway bring him to deal with something unexpectedwho would have guessed that simply helping protect a cargo of grains would have ended in a mortal fight against a Bane worshipper? along the way. As of late, the way seemed to be up north, something was bound to happen in Cormanthyr and Jon felt he was needed there. Sure, he knew little about the forest, but Turi agreed, they could use any help available up there and if Jon felt a pull to head there it was certain that he would find something dark in the elven forest.

 

 

 

 

Edited by droobles (see edit history)
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@Kylia Quilor Here goes my hellbred adaptation:

 

From 3.5:

Show this

HELLBRED RACIAL TRAITS

  • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.

  • Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.

  • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would.

  • Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.

  • Devil's Favor: A hellbred gains Devil's Favor as a bonus feat for which it does not need to meet the prerequisite.

  • Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.

    • Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a -2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind.

      At 4 HD, he gains a bonus devil-touched feat.

      At 14 HD, he gains another bonus devil-touched feat.

    • Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a -2 penalty to Constitution.

      At 6 HD, his darkvision extends to 60 feet.

      At 9 HD, his darkvision extends to 120 feet.

      At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell.

      At 15 HD, he gains telepathy out to 100 feet.

  • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.

  • Favored Class: Paladin. A multiclass hellbred's paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.

So, in PF I think it would be translated to something ~12 RP like:

 

 

  • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.

  • RP (2) Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.

The next 2 abilities would cancel each other I guess:

  • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would.

  • Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.

Now I combine the body/spirit traits to make it more PF like:

  • RP (0) Standard Ability Scores: Cha/Con +2 / Int -2

  • RP (4) Devil's Favor: I think here it could work like focused study, you gain devil favors/damnation feats at 1st, 8th and 16th levels. Since there are few damnation feats, there are some in the spheres wiki and they propose other feats could count as damnation feats for their progression like obedience feats and planar infusion.

  • RP (2) Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison.

  • RP (4) Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. (RP is 2 for darkvision and 2 for the bonus on sense motive)

  • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.

  • Favored Class: Paladin. A multiclass hellbred's paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.

So the possible see in darkness and telepathy abilities could just be some racial feats if someone is interested in that. Perhaps even the darkvision could be dropped since the devil feat progression kinda grants darkvision.

Damnation feats could turn into a power creep, since one could get a lot of energy resistance/immunity and demoralization effects, but there are always corner cases like the efreet burn feint 😅

 

I guess the interesting options would be Devil's Favor, Devil's Sight, maybe Devil's Stamina (from 3.5) and Fiendskin + Souless Gaze from PF.

 

The ones I would most likely take are Devil's Favor, Devil's Sight and Fiendskin.

 

Edited by droobles (see edit history)
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9 minutes ago, droobles said:

RP (4) Devil's Favor: I think here it could work like focused study, you gain devil favors/damnation feats at 1st, 8th and 16th levels. Since there are few damnation feats, there are some in the spheres wiki and they propose other feats could count as damnation feats for their progression like obedience feats and planar infusion.

I'd be willing to consider Damnation feats from 3.5e on a case by case basis, and consider counting other feats as damnation feats on a case by case basis as well. I'll have to check my copy of Tyrants of the Nine Hells to check those damnation feats. Poke me tomorrow if I don't get back to you by then.

9 minutes ago, droobles said:
  • RP (2) Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison.

  • RP (4) Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. (RP is 2 for darkvision and 2 for the bonus on sense motive)

This seems like Body should get a small boost to make whichever one that's picked fair. But otherwise this seems fair.

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8 minutes ago, Kylia Quilor said:

I'd be willing to consider Damnation feats from 3.5e on a case by case basis, and consider counting other feats as damnation feats on a case by case basis as well. I'll have to check my copy of Tyrants of the Nine Hells to check those damnation feats. Poke me tomorrow if I don't get back to you by then.

This seems like Body should get a small boost to make whichever one that's picked fair. But otherwise this seems fair.

If we remove darkvision then they would be the same cost, the only difference is Darkvision really.

 

from 3.5 what we have are devil-touched feats, they are kinda like bloodline feats, and all they do is give darkvision and some x per day abilities (+2 on checks, blindsight for 5 rounds, fast healing for 5 rounds).

 

Damnation feats are from pathfinder https://www.aonprd.com/Feats.aspx?Category=Damnation

I am aiming for fiendskin only (it gives energy resistances), but soulless gaze is bonkers, broken even (if you feel demoralization is already unbalanced, soulless gaze makes it even worse making targets suffer from increased fear effects).

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25 minutes ago, droobles said:

from 3.5 what we have are devil-touched feats, they are kinda like bloodline feats, and all they do is give darkvision and some x per day abilities (+2 on checks, blindsight for 5 rounds, fast healing for 5 rounds).

 

Sorry, misunderstood & Misremembered. been ages since I cracked my Tyrants of the Nine Hells open. Regardless, I'll check the feats from there and get back to you.

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