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Svalanarn's parents were famous undead hunters but he doesn't refer to them or acknowledge his birthright. He came to the temple as an adolescent shortly after his parent's death. His father was killed by 'terminal stupidity' and his mother died so that he could escape. When he is concentrating or trying to focus, he tends to sing Sylvan lullabies. Svalanarn is like a boy scout, he believes in being prepared. He believes in martial readiness so has sparred with most people in the village and seldom misses a chance to practice.

Svalanarn believes in the Father, Corellon Larethian. He also is makes devotions to Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, and Solonor Thelandira. Unlike most of the clerics, he seems to revere them all equally. When fighting enemies of the faith he is particularly vicious and unrelenting. He can be frightening when fighting for his friends or the faithful as he doesn't back down and shows no fear. Svalanarn seems to make friends as easily as others breath.

The campaign world allowed for paladins to match the alignment of the core of their pantheon. Since the leader of the Elven Pantheon was chaotic neutral, Svalanarn was required to be Chaotic Neutral but retained all the abilities and other restrictions of the class.

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The city the players ended up settling in was being threatened by a hostile force. Svalanarn was a master armorsmith who brought trained workers into the city with the refugees from his village. They were allowed to settle into the old park area of the city where he built a large forge. The city was a trading hub for a local mining camp that was the source of a special ore. This green ore, when worked into weapons or armor gave the items a natural ghost touch property. Although his character sheet does not note, he is incredibly wealthy. The party came into the city with over 2000 pieces of mithril coin and a wagon load of mithril gear, the spoils of their escape through a ruined dwarven stronghold. It was estimated that the party had over 200,000 worth of gp after building their forge and purchasing housing within the city.


Male Elf paladin 9
CG medium humanoid (elf, elf)
Init +2; Senses Low-Light Vision, Perception +11,
Aura Aura of Courage, Aura of Good,
Languages Common, Elven, Goblin, Orc, Sylvan

AC 30, touch 12, flat-footed 28
hp 108 (9HD)
Fort +13, Ref +10, Will +12, +2 vs. enchantment spells and effects

Speed 20 ft. (4 squares)
Melee longsword +3 (cold iron/holy) +18/+13 (1d8+9/19-20)
Melee shield +3 (heavy/mithral) +15/+10 (1d4+6)
Melee dagger +1 (corrosive/mithral) +16/+11 (1d4+7/19-20)
Ranged dagger +1 (corrosive/mithral/thrown) +12/+7 (1d4+7/19-20)
Ranged longbow +2 (composite) +13/+8 (1d8+2/x3)
Melee morningstar (mithral) +16/+11 (1d8+6)
Melee sword (short/mithral) +16/+11 (1d6+6/19-20)
Melee greatsword +3 (bane (humanoids (human))) (two handed) +18/+13 ((two handed) 2d6+12/19-20)
Melee kukri +1 (mithral) +16/+11 (1d4+7/18-20)
Melee sword of venom +2 (short/mithral) +17/+12 (1d6+8/19-20)
Melee gauntlet +15/+10 (1d3+6)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +9; CMB +15; CMD 27

Special Actions Channel Positive Energy (5d6, DC 18), Smite Evil,

Class Spell-Like Abilities: detect evil ( at will)


Prepared Spells Prepared Spells: Paladin (CL 9): 1st - detect undead , ghostbane dirge (DC 15) , restoration (lesser) (DC 15) 2nd - paladin's sacrifice (DC 16) , resist energy (DC 16)

Paladin: Spells per Day: (0/3/2/0/0/0/0/0/0/ DC:15+spell level), Spells Known: 1st - Bless, Bless Water, Bless Weapon, Challenge Evil, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Ghostbane Dirge, Grace, Hero's Defiance, Honeyed Tongue, Knight's Calling, Magic Weapon, Protection from Chaos, Protection from Evil, Rally Point, Read Magic, Resistance, Restoration (Lesser), Veil of Positive Energy, Virtue 2nd - Aura of Greater Courage, Bestow Grace, Blessing of Courage and Life, Bull's Strength, Corruption Resistance, Delay Poison, Eagle's Splendor, Fire of Entanglement, Instant Armor, Light Lance, Owl's Wisdom, Paladin's Sacrifice, Remove Paralysis, Resist Energy, Righteous Vigor, Sacred Bond, Saddle Surge, Shield Other, Undetectable Alignment, Wake of Light, Weapon of Awe, Zone of Truth

Abilities Str 22, Dex 14, Con 15, Int 16, Wis 13, Cha 18

Special Qualities Aura of Courage, Aura of Good, Aura of Life, Celestial Spirit, Detect Evil, Mercy (Diseased), Divine Health, Elven Immunities, Elven Magic, Keen Senses, Lay on Hands, Low-Light Vision, Mercy (Poisoned), Mercy (Shaken), Weapon Familiarity,

Feats Craft Magic Arms and Armor, Endurance, Master Craftsman (Craft (Armor)), Shield Focus, Shield Wall

Skills Appraise +3, Bluff +4, Climb +4, Craft (Armor) +17, Craft (Untrained) +3, Craft (Weapons) +7, Diplomacy +14, Disguise +4, Handle Animal +8, Heal +7, Intimidate +4, Knowledge (Nobility) +7, Knowledge (Religion) +13, Linguistics(Orc) +4, Perception +11, Perform (Untrained) +4, Ride +5, Sense Motive +8, Spellcraft +9, Survival +11, Swim +4,

Possessions longsword +3 (cold iron/holy); belt of giant strength +4; cloak of resistance +1; full plate +3 (champion/mithral); outfit (explorer's); shield +3 (heavy/mithral); arrows (20/mithral); holy symbol (mithril); rope (hemp/50 ft.); waterskin (filled); arrows (20/cold iron); dagger +1 (corrosive/mithral); morningstar (mithral); sword (short/mithral); gauntlet; Backpack [Sack (Leather); Sack; Everburning Torch (x2); Holy Water (Flask) (x17);]; Sack ; Sack (Leather) ; Pouch (Belt) [Potion of Cure Moderate Wounds;]; Pouch (Belt) ; Pouch (Belt) [Flint and Steel; Whetstone;]; Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) [Coin (Gold Piece) (x4); Coin (Silver Piece) (x20); Coin (Mythril Piece) (x20);]; Pouch of Holding [Healer's Kit; Masterwork Artisan's Tools (Armor); Cooking Kit (x3); Wineskin;]; Wineskin ; Longbow +2 (Composite) ; Chest, Huge [Coin (Mythril Piece) (x1780); Greatsword +3 (Bane (Humanoids (Human))); Kukri +1 (Mithral) (x2); Mithril Bar (x6); Sword of Venom +2 (Short/Mithral);];

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Aura of Life (Su) At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a -4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 9 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 5d6 (DC 18 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 9.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Hunter's Blood You didn't choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name, it's better known than you are.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 8 times per day. With one use of this ability, you can heal 4d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 4d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 9.

Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.

Smite Evil (Su) This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures. You can call out to the powers of good to aid you in your struggle against evil 3 times per day. As a swift action, you choose one target within sight to smite. If this target is an evil undead, you add +4 to your attack rolls and +9 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +18. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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