Kristoff Level 4 DORF Paladin \\
Grand Crusader of the temple to
===== Icon Relationships ======
-1 The Diabolist
+1 The Emperor \\
-1 The Dorf King \\
===== Backgrounds ======
+2 Entertainer \\
+5 Elven bladedance \\
+3 Aeron-born \\
\\
+2 Mythkenner \\
===== Attributes ======
^Attr. ^ Total | ^ PB \\ Array ^ Race \\ Class ^ Level \\ Bonus ^
^STR | **8** \\ -1 | | 8 | | |
^DEX | **20** \\ +5 | | 17 | +2 \\ Class | +1 |
^CON | **11** \\ +0 | | 10 | | +1 |
^INT | **8** \\ -1 | | 8 | | |
^WIS | **20** \\ +5 | | 17 | +2 \\ Race | +1 |
^CHA | **8** \\ -1 | | 8 | | |
===== Defenses ======
^ Hitpoints ^ Armor \\ Class ^
| **42/42** \\ \\ (level) x6 \\ (Baseline) 7 \\ \\ | **21 AC** \\ \\ (Light Armor) 12 \\ (DEX) +5 \\ (Level) +4 |
^ Recoveries ^ Physical \\ Defense ^
| **8 x 4d8+0** \\ \\ (Base) 4d8 \\ (CON) +0 \\ \\ | **14 PD** \\ \\ (Base) 10 \\ (CON) +0 \\ (Level) +4 |
^ Initiative ^ Mental \\ Defense ^
| **+5** \\ Elven Grace \\ \\ (DEX) +5 \\ \\ | **14 MD** \\ \\ (Base) 11 \\ (CHA) -1 \\ (Level) +4 |
===== Attacks ======
^ Basic Attack ^
|**ATK:** 9 \\ Reroll 2s \\ \\ DEX +5 \\ Level +4 \\ \\ **DMG:** 4d8+7 \\ \\ \\ DEX +5 \\ Level x4 \\ Longsword 1d8 \\ Blade Heritage +2 |
^**Pull it Together!** \\ Flexible Melee (11+)^
|One nearby ally can heal using a recovery.|
^**Hang Tough!** \\ Flexible Melee (Odd)^
|Give a nearby ally temporary hit points \\ equal to your Charisma modifier. \\ \\ **Adventurer Feat:** If the ally is staggered, \\ double the temporary hit points.|
^**Take Heart!** \\ Flexible Melee (Hit)^
|Nearby ally can roll a save \\ against a "save ends" effect; \\ OR roll a normal save against a condition that \\ has a duration that lasts until the end \\ or beginning of a turn.|
^**Move it!** \\ Flexible Melee (Even)^
|One of your unengaged allies \\ can move as a free action; \\ OR one of your engaged allies can make a \\ disengage check as a free action.|
^**Combat Boon** \\ At-Wil - //Close-quarters spell//^
|Make a basic melee attack. \\ If the attack hits, \\ you or one conscious nearby ally \\ can roll a save \\ against a save ends effect.|
Song of Spilt Blood
Bardic song
Daily
Quick action each turn; 6+ to sustain
Opening & Sustained Effect: Any attack against you takes a
penalty equal to the number of your allies in the battle who
have more hit points than you.
Final Verse: The effect ends immediately, and you or one ally of
your choice can heal using a recovery.
3rd level song Sustain the song on a 4+
Song of Aid
Bardic song
Daily
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: You or a nearby ally gains 3d6
temporary hit points.
Final Verse: One target that gained temporary hit points can also
heal using a recovery
Song of Thunder
Bardic song
Daily
Standard action each turn; 11+ to sustain
Opening & Sustained Effect: Make the following attack against
1d4 + 1 nearby enemies.
Attack: Charisma + Level vs. PD
Hit: 5d6 + Charisma thunder damage.
Miss: —
Final Verse: Make the attack again, but this time it deals half
damage on a miss.
===== Talents ======
Choose another spell-casting character class. \\
You can choose one spell from the spell list of that class, \\
of your own level or lower, \\
as an extra spell you know how to cast. \\
You can even improve the spell you’ve jacked \\
by taking its feats upto your tier, if it has any. \\ \\ This spell is a bonus spell, not included in your bard class count. \\ You can’t jack spells that come from class talents. \\ \\ **Cleric = Combat Boon**
//You cannot take this talent if you have taken the Loremaster talent.// \\ Choose two of the following three bonuses:
- Your bardic skills and magic are now based on your Wisdom \\ rather than Charisma. Any time an element of the bard \\ class refers to Charisma, you can replace that element with \\ a reference to Wisdom.
- Take two additional points of backgrounds; you can use \\ these additional points to raise a background that has \\ something to do with religion, myth
//You cannot take this talent if you have taken the Spellsinger talent.// \\ Increase the number of battle cries you know by one. \\ The bonus battle cry can be from your highest possible level.
^**Adventurer Feat: One battle per day, you can use your battle cries to help yourself**
===== Features ======
^ Elven Grace - //Racial Power// ^
|At the start of each of your turns, \\ roll a die to see if you get an extra standard action. \\ If your roll is equal to or lower than the escalation die, \\ you get an extra standard action that turn. \\ At the start of battle, you roll a d6. \\ \\ Each time you successfully gain an extra action, \\ the size of the die you roll increases by one step \\ on the following progression: (d4), d6, d8, d10, d12, d20. \\ If you get an extra action after rolling a d20, \\ you can’t get any more extra actions that battle. |
===== Feats ======
^Hang Tough |Staggered Allies gets double tHP |
^Linguist |Speaks/Writes all humanoid languages |
^Heritage of the Sword |+2 Dmg |
^Further Backgrounding |+2BGs |
===== Items ======
^Gloffs of Ambidexterity \\ (Recharge 11+)^
|First melee attack on your turn rolling 16+ yields off-hand attack at +10Atk \\ //Quirk: Writes with both hands simultaneously.//|
^Boots of sure feet^
|You can walk and run normally through terrain that would slow you down such as rubble, undergrowth, and muck. \\ //Quirk: Becomes exceptionally picky about diet.//|
HP: (8 + CON mod) x 6
Ability Bonus +2 Strength or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 16 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 17 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (8 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level
Divine Domain
Special: You can choose Divine Domain a second time, if you
wish, at 5th level or at 8th level.
Choose one of the domains listed in the cleric’s class talent
list. You gain all the domain’s advantages, including the ability to
use the domain’s invocation once per day.
If the domain you choose is designed to help cleric spells and
attacks, reinterpret the talent to help your paladin powers. You
can use the domain’s feats if you wish; reinterpret them similarly
if necessary
Domain: War OR Leadership
Once per turn when you make a melee attack against an enemy, hit
or miss, your allies gain a +1 attack bonus against that enemy until
the start of your next turn.
Adventurer Feat: The attack no longer has to be a melee attack,
close and ranged attacks also work.
Champion Feat: The bonus now applies against all enemies you
attack; you no longer have to single out one foe if you use a
spell that attacks multiple enemies.
Epic Feat: Allies now also get a damage bonus against such
enemies equal to double your Charisma modifier.
Invocation of War: Increase the escalation die by 1.
Bastion
You gain +1 AC.
In addition, once per battle when a nearby ally is hit by an
attack, you can choose to lose hit points equal to half of that damage,
and have your ally take only half of the damage instead. The damage
you lose can come from temporary hit points, but isn’t affected by
damage resistance and other tricks to avoid the damage.
Adventurer Feat: Increase your total number of recoveries by 1.
Champion Feat: Once per day, you can use Bastion twice in
the same battle.
Epic Feat: When you use Bastion now, your ally takes no
damage. You still lose hit points equal to half the damage.
Cleric Training
Choose one cleric spell of your level or lower. That spell is now
part of your powers. (You can change out the spell normally.)
Adventurer Feat: You can use your Charisma as the attack
ability for cleric spells you can cast.
Champion Feat: You can now cast the cleric class feature heal
spell (page 95) twice per day.
Epic Feat: Choose two cleric spells instead of one.