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Caelin Valorian, Lyranda Excoriate


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Caelin Valorian, Lyrandar Excoriate

Caelin.png.fe5e26f5617b1b555dcbc915948117aa.png
"Listen friend, you don't know me so I am going to explain this once: I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. Understand?"


Level: 1
Class: Champion
Archetype: N-A
Background: Excoriate
Deity: Sovereign Host

Height: 6'1"
Weight: 197 lbs
Eyes: Grey Blue
Skin: Tanned; weathered
Hair: Black-Navy; Short cropped

Ancestry: Human
Gender: Male
Age: 57 yrs
 

Abilities
Ability | Modifier
STR: 14 | +2
DEX: 18 | +4
CON: 10 | +0
INT: 10 | +0
WIS: 12 | +1
CHA: 16 | +3

Hit Points: 18
Armor Class: 18
Size: Medium
Speed: 25 ft

Perception: +4 ◆
Fort Save: +5 ◆◆
Ref Save: +7 ◆
Will Save: +6 ◆◆

 

 


Abilities


Ancestry

HumanRarity: Common
Hit Points: 8
Size: Medium
Speed: 25 ft
Ability Boosts: Two Free (Dex, Cha)
Languages: Common, Additional languages equal to 1 plus your Intelligence modifier. Choose from the list of common languages and any other languages prevalent in your region.
.

Heritage

Mark of StormAt least one of your parents is a half-elf descendant of a Mark of Storm bloodline, whether or not they manifested a mark. You have slightly pointed ears and other telltale signs of half-elf heritage. You gain the elf trait, the half-elf trait, the Dragonmarked Heritage trait, the Mark of Storm trait, and low-light vision. In addition, you can pick elf, half-elf, human, Dragonmarked Heritage, and Mark of Storm feats whenever you gain an ancestry feat.

Background

Excoriate (Lyrandar)An heir who violates the laws of a house is made an excoriate: stripped of the house name and forbidden from drawing on house resources. Any dragonmarked member of your house who knows of your status is automatically unfriendly toward you, as are most members of other dragonmarked houses who are aware that you are a excoriate.

You gain three ability boosts. One must be to Wisdom, Charisma, or Intelligence; one is free; and you should work with your GM to choose the third based on the circumstances of your excoration. (Str, Dex, Cha)

You've trained the skill related to House Lyrandar, Acrobatics, and Draonmarked Houses Lore. You gain the Steady Balance feat.

Ancestry Features

Low-light visionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Class Features

Class ProficienciesPerception: Trained (◆)
Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆)
Skills: Trained in Acrobatics, Trained in one additional skill based on Deity (Dol Arrah; Diplomacy), Trained in two additional skills plus Intelligence modifier, ()
Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆)
Defenses: All Armor: Trained (◆), Unarmed Defense: Trained (◆)
Class DC (Dexterity): Trained (◆)
Spells: Trained in Divine Spell Attack (◆), Trained in Divine Spell DC (◆)
 | Deity & Cause (Dol Arrah, Paladin)Champions are divine servants of a deity. Choose a deity to follow. Actions fundamentally opposed to your deity’s ideals are anathema to your faith. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.

Dol Arrah (Goddess of Honor & Sacrifice)

Edicts: Seek those that break oaths and enforce just restitution, uphold your promises.
Anathema: Lie, dishonor yourself or your family, shirk your duties, break an oath.

Paladin

You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the Lay on Hands devotion spell. After the tenets of good, add these tenets:

You must act with honor, never taking advantage of others, lying, or cheating.

You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
Devotion SpellsYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, Lay on Hands, and you are trained in Divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
| Retributive StrikeRETRIBUTIVE STRIKE (Reaction)
TRAITS: Champion
TRIGGER: An enemy damages your ally, and both are within 15 feet of you.

You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
 | Shield BlockYou gain the Shield Block general feat, a reaction that lets you reduce damage with your shield. | Tenets of GoodYou follow a code of conduct, beginning with tenets shared by all champions of Cause, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.

If you violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.

Tenets of Good

You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

 


Feats


Skill Feats Class & Archetype Feats Ancestry & General Feats

Steady BalanceTRAITS: General, Skill
PREREQUISITES: Trained in Acrobatics

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

 

Ranged ReprisalRANGED REPRISAL
TRAITS: Champion
PREQUISITE: Paladin Cause

You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.


 

Least MarkTRAITS: Uncommon, Dragonmarked Heritage

You gain or increase your Focus Pool by 1 and select a new Dragonmark Focus Spell.

When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (Mark of Storm). The spell you select may be up to half your level rounded up, but no more than 3rd level.

You become trained in Dragonmark attack rolls and DCs, and your spellcasting ability modifier for Dragonmark Spells is Charisma. You gain the Dragonmark trait.
| Lyrandar CaptainYou were trained in the navigation and piloting of Lyrandar ships. You become trained in Sailing lore. At 3rd, 6th, and 13th levels, you gain an additional skill increase to Sailing lore. Additionally, if you have a Mark of Storm you may sail elemental ships using Lyrandar focus items.

Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +7
Arcana: +0 
Athletics: +5

Crafting: +0
Deception: +3

Diplomacy: +6
Intimidation: +3 
Lore (Dragonmark Houses): +3

Lore (Sailing): +3

Medicine: +1
Nature: +1
Occultism: +0

Performance: +3
Religion: +4

Society: +3
Stealth: +4 
Survival: +1 
Thievery: +4

 


Attacks


MELEE RANGE

Longspear, Reach ◆◆, +9 1d8+4 P

SpearThrown 20 ft ◆◆, +9 1d6+4 P

DaggerAgile, Finesse, Thrown 10 ft, Versatile S ◆◆, +9 1d4+4 P 

Fist, Agile, Finesse, Nonlethal, Unarmed ◆◆, +9 1d4+4 B

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +7, 1d4+4 P

Sling, Propulsive ◆◆, +7, 1d6+2 B

Spear, Thrown 20 ft ◆◆, +7 1d6+4 P

 



Inventory

Platinum Gold   Silver Copper
0 1   0 9

Weapons & Armor


Hide Armor

Buckler

 

Longspear

Spear

Dagger

Sling


Adventuring Gear


Worn Stowed

Backpack, Flint & Steel, Healer's Tools, Sling Bullets (10), Waterskin

 

Bedroll, Chalk (10), Climbing Kit, Clothing (Explorer's), Clothing (Fine), Rations (2 Weeks), Soap, Torch (5), Writing Set

Current Bulk: 6.6 Encumbered: 9.0 Maximum:  14.0

Edited by Zen Gypsy (see edit history)
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