Mage Sniper

Senniki Raymes's page

182 posts. Alias of David James Olsen.


Race

Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5

Classes/Levels

HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 8
Charisma 19

About Senniki Raymes

Resources
Current AC - 21
Current HPs - 52/52
Aura of Courage 16' - Allies within 15 feet gain +4 morale bonus on saves vs fear effects
Smite Evil 2/Day - Used 0/2 +4 to Hit, +6 Damage (+12 vs Undead), +4 Def AC; Overcome DR
Lay on Hands 7/day - Used 0/7 Heals 3d6 + Sickened and Diseased
Divine Bond 1/day - Used 0/1 Can add +1 or Power
Effects

Senniki Raymes
Male Half-Elf Paladin (Undead Scourge) of Phaulkon 6

Stats:

Initiative +4
HP 52 (5d10+10)
AC 21 (+10 Armor, +1 Dex) FF 20 T 11
Speed 20
Fort +12 Ref +11 Will +9; +2 racial bonus against enchantment spells and effects.
BAB 6 CMB 8 CMD 22
Defensive Abilities Immune to Fear, Disease, Sleep

Melee

mw greatsword +8 (2d6+3/19-20)

Ranged

mw composite longbow (+2 Str) +11 (1d8+2/x3) [+1 to hit and damage within 30']

Rapid Shot mw composite longbow (+2 Str) +9/+9 (1d8+2/x3) [+1 to hit and damage within 30']

Rapid Shot mw composite longbow (+2 Str) +7/+7 (1d8+6/x3) [+1 to hit and damage within 30']

Languages Common, Elven, Undercommon

Favored Class Paladin [1st-5th] +6' to all Auras

Favored Class Fighter


Skills:
(3 Skill Points/Level)x4 (12 Total)

Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Diplomacy 13 (6+3CS+4Cha)
Knowledge (religion) 9 (4+3CS+1Int)
Perception 2 (1-1Wis+2 Race)
Use Magic Device 17 (6+3CS+4Cha+3Feat+1Trait)

ACP:


Feats and Traits:

Trait

Dangerously Curious (Magic) Senniki gains a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for him.

Feats
Half-Elf Skill Focus Use Magic Device
1st Level Point Blank Shot
3rd Level Rapid Shot
5th Level Deadly Aim -2 to Hit for +2 to Damage

Racial Traits:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Speed: Half-elves have a base speed of 30 feet.

Drow-Blooded Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level Paladin and Fighter

Class Abilities:

Weapon and Armor Proficiency: Senniki with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Aura of Good (Ex): The power of a Senniki's aura of good is equal to Senniki's level.

Smite Evil (Su) Two times per day, Senniki can call out to the powers of good to aid him in his struggle against evil. As a swift action, Senniki chooses one target within sight to smite. If this target is evil, Senniki adds his Cha bonus to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite evil is an undead creature, the bonus to damage on each successful attack increases to 2 points of damage per level Senniki possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, Senniki gains a deflection bonus equal to his Charisma modifier to her AC against attacks made by the target of the smite. If Senniki 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 Senniki rests and regains his uses of this ability.

Divine Grace (Su): Senniki gains a bonus equal to his Charisma bonus on all Saving Throws.

Lay On Hands (Su): Senniki can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, Senniki can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless he targets himself, in which case it is a swift action. Despite the name of this ability, Senniki only needs one free hand to use this ability.

Alternatively, Senniki can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels he 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.

Aura of Courage (Su): Senniki 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 only while Senniki is conscious, not if he is unconscious or dead.

Divine Health (Ex): Senniki is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, Senniki can select one mercy. Each mercy adds an effect to his lay on hands ability. Whenever he uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by her. 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.

3rd Level: Sickened
6th Level: Diseased

Channel Positive Energy (Su) Senniki gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A paladin uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells Senniki gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. Hemust choose and prepare his spells in advance.

The Difficulty Check for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Senniki can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Paladin. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. Senniki may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during her daily meditation.

His caster level is equal to his paladin level – 3.

Divine Bond
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.

Spells (None until 4th):

Paladin Spells (Caster Level 2, Cast Defensively +6, Ranged Touch +9)

2
1 hero's defiance, knight's calling

Equipment:

pp 8 gp 6 sp 6 cp

Silver Armband (of Olven origin) 50GP
mw greatsword
mw Comp Longbow (+2) with 100 arrows (40 In Efficient Quiver)
10 cold iron arrows (In Efficient Quiver)
10 silver arrows (In Efficient Quiver)
18 Large Sized Arrows (In Efficient Quiver)
Backpack
Bedroll
2 sacks
7 torches
50' Rope
Trail Rations (8)
Waterskin
Earplugs
Smoked Googles
Crow Bar
Flint and Steel
Silver Holy Symbol of Phaulkon

Explorer's Outfit
Traveller's Outfit

Magic Items
Platemail +1
Efficient Quiver
Headband of Alluring Charisma +2
Cloak of Resistance +1
Potion of shield of faith
2 potions of enlarge person
wand of cure light wounds - 25 charges

Appearance:

Senniki looks like a shorter more heavily built drow elf, with long white hair, dusky skin, but with blazing blue eyes unknown by the drow to possess. Senniki dresses more like humans than an elf however. He is always seen with a holy symbol of a winged human silhouette of Phaulkon around his neck.
Age 25 Years old
Height 5'11"
Weight 155 lbs
Eye Color Light Blue
Hair Color White
Personality
Senniki is generally a happy guy, despite the looks and misgivings people generally have about him at first. He loves to travel, seeing new and unexplored places. He only rarely gets angry, and then it is usually only directed to those who are evil with no respect for life. Ridding the world of undeath is one of his sole purposes in life.

Background:

Senniki was born to an elven and human parent in Celene. Shocking enough that his father had married a human, his birth also revealed a carefully hidden secret in his father's family, that one of his ancestors was a drow.

It was said his father served the noble family in Enstad, training the soldiers in archery. In all his life Senniki had never seen his equal. But at his birth his father retired and moved south near Courwood. Even though people who did not know him or only just met him were suspicious of his drow looks, people tended to warm up once they got to know him.

His father spent all of his time, hunting in the woods, spending time with the elves of the Suss Woods, teaching Courwood townspeople the art of archery, or just traveling. As Senniki got older his father instilled the love of archery, helping people, and seeing the world.

His father's, and then Senniki's, devotion to Phaulkon was strong int heir lives and steered him on his path in life. One day he knew it was time to set off and decided to travel to one of Phaulkon's beloved temples on Lendore Isle. This long trip took nearly two years and was full of danger.

Once there he was told by a cleric of Phaulkon to immediately go east of Greyhawk to Diamond Lake and find the Wind Dukes. There he would begin an important first step in his personal growth. He also knows that artifacts are returning to the world and that as a follower of Phaulkon, Senniki would need to keep them out of evil's hands.

On the trip back he was worried about his family so he took a quick couple days detour to visit them and reassure himself everything was ok. He made his way north-east to Greyhawk, then took a coach to the Able Carter Coaching Inn.

He started asking around about where he could the location of the Wind Dukes. Every said there was hundreds of cairns outside the city. One helpful individual said he knew the location and would take him there. Unfortunately, it was a lie and once outside of town, just past Dourstone Mine, he was ambushed and knocked out.

Since then he has been a prisoner of an evil Hextor cult. Hopefully he will find a way out of his situation.

Dice:

[dice=Initiative]1d20+4[/dice]

Melee Attacks

[dice=mw greatsword]1d20+9[/dice]
[dice=Damage]2d6+3[/dice]

Range Attack

[dice=mw Comp Longbow]1d20+11[/dice]
[dice=damage]1d8+2[/dice]

[dice=Rapid Shot #1 mw Comp Longbow]1d20+11-2[/dice]
[dice=damage]1d8+2[/dice]

[dice=Rapid Shot #2 mw Comp Longbow]1d20+11-2[/dice]
[dice=damage]1d8+2[/dice]

[dice=Rapid Shot with Deadly Aim #1 mw Comp Longbow]1d20+10-2-2[/dice]
[dice=damage]1d8+2+4[/dice]

[dice=Rapid Shot with Deadly Aim #2 mw Comp Longbow]1d20+10-2-2[/dice]
[dice=damage]1d8+2+4[/dice]

Saves +2 to enchantments
[dice=Fortitude Save]1d20+12[/dice]
[dice=Reflex Save]1d20+11[/dice]
[dice=Will Save]1d20+9[/dice]

Skill Checks

[dice=Diplomacy]1d20+13[/dice]
[dice=Knowledge (religion)]1d20+9[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Use Magic Device]1d20+17[/dice]

Stats:

Point Buy 30, Half-Elf +2 to One Stat
Str 14 (5)
Dex 16 (10) +2 Race = 18
Con 14 (5)
Int 12 (2)
Wis 8 (-2)
Cha 16 (10)