Günther lvl 3
Brigitte's husband, Holy Champion of Hurrian (Stormlord) 3
Milandisian, High Coryani, Low Coryani, AltherianFeats:
Gentry, Divinity’s Purpose (Val)Val’Holryn traits:
Obligation of Rank, Weapon Familiarity: Flintlocks, Rank and Station, Bloodrank 1, Bloodpowers: His Might is our OwnClass (Stormlord) Traits:
Simple and Martial weapons, all armor and shields, Aura of Faith, Detect Evil, Smite Evil, Divine Grace, Lightning Resistance (6), Divine Health, Aura of CourageEquipment:
+1 Full Plate, MW Large Steel Shield, MW Longsword, 3 Pila, Flintlock pistol, 20 bullets with powder, Heavy Warhorse, miltary saddle and stuff, 570 gold
|Handle Animal||2||0||2||0||Wisdom||14||+2||Melee Attack||+5 (+6 Longsword)|
|Ride||6||4||1||1||Hit Points||16 +2d10|
Divinity’s Purpose [Bloodline] By calling on your divine purpose, you increase your ability to defend humankind. Benefit: When you are defending humans who are in significant danger of dying (GM’s discretion; generally, for NPCs this means commoners or other normal humans at any time, but for player characters it means only unconscious or incapacitated characters) you may call upon the Valinoric blood within your veins as a free action. When this power activates, you become infused with the divine purpose for which the Gods created you. You gain 5 temporary hit points per blood rank, and you receive a +2 holy bonus on your attack rolls, damage rolls, and saving throws for as long as there is a clear threat to the lives of the humans within your sight. Once the threat to the humans has passed (again, GM’s discretion, but generally this occurs at the end of the encounter), you become fatigued (if you successfully saved the humans’ lives) or exhausted (if any of the humans died while you were trying to defend them) until you are able to rest for 8 hours. This power does not activate more than once in any 24-hour period.
His Might is Our Own (Su) The Storm Lord strikes with the concentrated might of a thousand lightning bolts. Such intense control is truly understood only by His children, who are gifted with the ability to focus the power of their blows. With a crackle of electricity, once per day the Val may gain a +2 bonus to Strength for one minute per character level. This bonus increases by 2 for every 2 blood ranks beyond 1st (a total of +4 for blood rank 3, +6 for blood rank 5, and so on). This requires a standard action.
Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
Aura of Faith (Ex): The power of a Storm Lord’s divine aura is equal to his Storm Lord class level plus any other class levels that provide a divine aura (e.g. cleric).
Detect Evil (Sp): At will, a Storm Lord can use detect evil, as the spell.
Smite Evil (Su): Once per day, a Storm Lord may attempt to smite evil with one normal melee attack. The Storm Lord adds his Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per Storm Lord class level if the attack hits. If the Storm Lord accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Divine Grace (Ex): Beginning at 2nd level, a Storm Lord applies his Charisma modifier (if positive) to all saving throws.
Lightning Resistance (Su): A Storm Lord gains electricity resistance equal to twice his class level.
Divine Health (Ex): Beginning at 3rd level, a Storm Lord is immune to all diseases, including magical diseases such as lycanthropy and mummy rot.
Aura of Courage (Ex): Beginning at 3rd level, a Storm Lord is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions continually as long as the Storm Lord is conscious, but not if he is unconscious or dead.