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Marcos Galvos

Cuali Goblin
6-Level Paladin

A goblin paladin who works hard to find and do the right thing for the situations he finds himself in.


Played by
C. B. Ash

Hi! I'm CB Ash - also known as Kummer Wolfe. To be fair, I spend my days going in several directions at once from software architect, inventor, and UX designer to science fiction and fantasy writer, Game Master, and worldbuilder on World Anvil or writer on Storium!   In short, I'm a creative storyteller!   As you might guess, the day job is the long-time software architect / ux designer/inventor part. The rest is the 'night job'.   Aside from that, I'm working on a couple of books, one of which is in my world 'Fiven' below.   Beyond that, I'm either working on one of my github projects or web component architecture.   I'm also on Storium: https://storium.com/user/kummer_wolfe   ... and I wouldn't turn down a coffee: https://ko-fi.com/cbash


Other Characters by Kummer Wolfe


   
Marcos Galvos
Character Name
Race
Paladin
6
Level And Class
S
Size
28
Age
male
Gender
LG
Alignment
Freecities
Deity
Homeland
3'4"
35
Height
Weight
black
brown
Hair Color
Eyes Color
Marcos Galvos
Paladin
6

 
S
28
male
LG
Freecities
3'4"
35
black
brown
ATTRIBUTES
Ability Name
Score
Abil Mod
Temp Adj
Cur Mod
Str
Strength
15
+2
+0
+2

 
Dex
Dexterity
17
+3
+0
+3

 
Con
Constitution
13
+1
+0
+1

 
Int
Intelligence
10
+0
+0
+0

 
Wis
Wisdom
13
+1
+0
+1

 
Cha
Charisma
10
+0
+0
+0

 
HIT POINTS & RESISTANCES
Total
HD
Dam Red
Spell Res
56
10
0
Initiative
Dex
Modifier
3
3
0
Base Attack Bonus
6
ARMOR CLASS
Total
Armor
Shield
Dex
24
9
1
3
Size
Natural
Deflection
Misc
1
0
0
0
Touch
14
Flat Footed
21
FORTITUDE Constitution
Total
Base
Ability
Magic
Misc
Temp
7
5
1
0
1
0
Reflex Dexterity
Total
Base
Ability
Magic
Misc
Temp
8
2
3
0
3
0
WILL Wisdom
Total
Base
Ability
Magic
Misc
Temp
7
5
1
0
1
0
Combat Maneuver Bonus CMB
CMB
BaB
Strength
Misc
15
6
2
7
Combat Maneuver Defense CMD
CMB
BaB
Strength
Dexterity
Misc
31
6
2
3
20
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
0
2
0
0
0
0
0
0
0
0
Per Day
0
1
0
0
0
0
0
0
0
0
Bonus
0
0
0
0
0
0
0
0
0
0

 
Speed
Base
With Armor
Fly
Swim
Climb
Burrow
30
20
Languages

Coirili, Common, Mril

SKILLS
Skill
Total
Abilty
Ranks
Misc
Acrobatics
+6
DEX
+3
0
+3

 
Appraise
+0
INT
+0
0
+0

 
Bluff
+0
CHA
+0
0
+0

 
Climb
+4
STR
+2
0
+2

 
Craft (Alchemy )
+1
INT
+0
1
+0

 
Diplomacy
+0
CHA
+0
0
+0

 
Disable Device*
+6
DEX
+3
0
+3

 
Disguise
+0
CHA
+0
0
+0

 
Escape Artist
+6
DEX
+3
0
+3

 
Fly
+6
DEX
+3
0
+3

 
Handle Animal*
+2
CHA
+0
2
+0

 
Heal
+6
WIS
+1
4
+1

 
Intimidate
+1
CHA
+0
1
+0

 
Knowledge (Religion )*
+0
INT
+0
0
+0

 
Linguistics*
+0
INT
+0
0
+0

 
Perception
+3
WIS
+1
1
+1

 
Ride
+7
DEX
+3
1
+3

 
Sense Motive
+2
WIS
+1
0
+1

 
Sleight of Hand*
+6
DEX
+3
0
+3

 
Spellcraft*
+0
INT
+0
0
+0

 
Stealth
+6
DEX
+3
0
+3

 
Survival
+4
WIS
+1
2
+1

 
Swim
+4
STR
+2
0
+2

 
Use Magic Device*
+0
CHA
+0
0
+0

 
Skills additional notes

Has a bonus mod in a Profession once he selects one.

Feats


  • Armor Proficiency (Heavy)
  • Armor Proficiency (Light)
  • Armor Proficiency (Medium)
  • Blind-Fighting| Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
  • Elemental Channel (Fire): you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype
  • Martial Weapon Proficiency - All
  • Shield Proficiency
  • Simple Weapon Proficiency - All
  • Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.



  • Special Abilities


  • Current Mercies: Diseased, Sickened

  • Spell Points: 1

  • Traits


  • Courageous: +2 save vs fear
  • Focused Mind: +2 on concentration checks
  • Darkvision 60': Goblins can see in the dark ( black and white only )
  • Skilled: +4 racial bonus to Ride and Stealth checks


  • Name Attack Bonus Critical Type Range Ammunition Damage
    Estel ( Sword of Hope , +1 ) 10 {19-20}x2 Slashing None None 1d6+3
    Dagger 9 {19-20}x2 Piercing/Slashing 10 feet None 1d3+2
    Shortbow 10 x3 Piercing 60 feet None 1d4
    Longsword 9 {19-20}x2 Slashing None None 1d6+2
    Alchemist's Spear, +1 10 x3 Piercing None None 1d6+4
    Alchemist's Spear, +1,Ranged 11 x3 Piercing None None 1d6+3
    "Unarmed Strike" 9 x2 Bashing None None 1d2+2

     
    Name AC Bonus Type Check Penality Spell Failure Weight Properties
    Green Full Plate +9 Armor -6 35% 50 lbs None
    Steel Shield +5 Shield -4 25% 3 lbs None

     

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Aura of Courage (Su)


    Prerequisite(s)

    Paladin 3

    Benefits

    At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Aura of Good (Ex)


    Prerequisite(s)

    Paladin 1

    Benefits

    The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil (Sp)


    Prerequisite(s)

    Paladin 1

    Benefits

    At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

    Divine Bond (Sp)


    Prerequisite(s)

    Paladin 5

    Benefits

    Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.   The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). 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 the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.   If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.   In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures.   A Medium paladin can select an elkPPC:WO, giant seahorsePPC:WO, giraffePPC:WO, yakPZO1140 or zebraPZO1140 as a bonded mount.   A Small paladin can select an antelopePPC:WO, capybaraPZO1140, eohippusPZO1140, giant weaselPPC:WO, ramPPC:WO, reindeerPZO1140, stagPPC:WO, or wolfdogPZO1140 as a bonded mount.   The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.   Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.   At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.   At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.   Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   Animal Companion Feats and Archetypes =========================================================== Consult your GM if the special animal companion feats or archetypes are allowed.   The archetypes are listed here followed by the feats.   Divine Bond Variants (Optional) ===========================================================   Although all paladins commune with divine forces and celestial spirits, some are able to do so in ways that transcend the typical martial blessing or celestial servitor.   When a paladin gains the divine bond class feature, she can choose one of the following variant divine bonds instead of those outlined by her class. All variant divine bonds are supernatural abilities, and a paladin cannot choose a variant divine bond if she has an archetype that alters or replaces divine bond.   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. Source PZO9446   Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 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. Source PZO9446   Archon Bond: As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius 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.

    Lay On Hands (Su)


    Prerequisite(s)

    Paladin 2

    Benefits

    Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.   Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

    Mercy


    Prerequisite(s)

    Paladin 3

    Benefits

    At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.   At 3rd level, the paladin can select from the following initial mercies. Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446 Fatigued: The target is no longer fatigued. Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PZO9446 Shaken: The target is no longer shaken. Sickened: The target is no longer sickened.   At 6th level, a paladin adds the following mercies to the list of those that can be selected. Dazed: The target is no longer dazed. Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PZO9446 Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PZO9446 Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PZO9446   At 9th level, a paladin adds the following mercies to the list of those that can be selected. Confused: The target is no longer confused. Source PZO9446 Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PZO9446 Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level. Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PZO9446   At 12th level, a paladin adds the following mercies to the list of those that can be selected. Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PZO9446 Blinded: The target is no longer blinded. Deafened: The target is no longer deafened. Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PZO9446 Paralyzed: The target is no longer paralyzed. Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PZO9446 Stunned: The target is no longer stunned. These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

    Smite Evil (Su)


    Prerequisite(s)

    Paladin 1

    Benefits

    Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.   In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

    Channel Positive Energy


    Prerequisite(s)

    Cleric, Paladin 4

    Benefits

    Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.   A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).   Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.   A cleric must be able to present her holy symbol to use this ability.   When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

    Divine Health (Ex)


    Prerequisite(s)

    Paladin 3

    Benefits

    At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.  

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    SRD

    Bless Water

    Create holy water.


    Transmutation \ \ Good

    Casting time: 1 Minute
    Range: Touch
    Duration: Instantaneous
    Effect: 1 pint of water
    Targets: Flask of water touched
    Domain: Divine 2

    Description

    Components: V, S, M (5 pounds of powdered silver worth 25 gp)   Saving Throw: Will negates (object)   Spell Resistance: yes (object)   This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
    SRD

    Bless Weapon


    Transmutation \ \

    Casting time: 1 standard action
    Range: Touch
    Duration: 1 min./level
    Targets: weapon touched
    Domain: Glory

    Description

    This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.   In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    The major events and journals in Marcos's history, from the beginning to today.

    The list of amazing people following the adventures of Marcos.

    Played by
    C. B. Ash

    Hi! I'm CB Ash - also known as Kummer Wolfe. To be fair, I spend my days going in several directions at once from software architect, inventor, and UX designer to science fiction and fantasy writer, Game Master, and worldbuilder on World Anvil or writer on Storium!   In short, I'm a creative storyteller!   As you might guess, the day job is the long-time software architect / ux designer/inventor part. The rest is the 'night job'.   Aside from that, I'm working on a couple of books, one of which is in my world 'Fiven' below.   Beyond that, I'm either working on one of my github projects or web component architecture.   I'm also on Storium: https://storium.com/user/kummer_wolfe   ... and I wouldn't turn down a coffee: https://ko-fi.com/cbash


    Other Characters by Kummer Wolfe