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Fighter

Daniel Arrisen's page

1,561 posts. Alias of STR Ranger.


Full Name

Daniel Arrisen

Race

Half-Orc

Classes/Levels

Sacred Servant of Iomedae HP121/121, AC28/19/27-2AC if Fighting without shield , F17/R12/W15, Init +2, Perception +11, CMB15/CMD26

Gender

Male

Size

Med

Age

30

Special Abilities

Domains: War (Tactics)

Alignment

Lawful Good

Deity

Imodae

Languages

Common, Abyssal, Infernal

Occupation

Medic

Strength 20
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 8
Charisma 19

About Daniel Arrisen

Statblock:
Traits:Indomidable Will, Bully: Intimidate

Daniel Arrisen CR11
Male Half Orc Paladin of Iomedae
LG Medium Humanoid
Init 1+1Trait; Senses Perception +11
--------------------l
DEFENSE
--------------------
AC= 10+11(Enchanted Fullplate)+1(Dex)+2(Enchanted Quickdraw shield)+1(Amulet of Natural Armor)+1 (ROP)+2 (Jingasa of the fortunate soldier)

AC28/touch 14/flat-footed 27
hp 121

Base Saves
Fort +8, Ref +4 Will +8 (+1 Will Trait)
Resist None
--------------------
OFFENSE
--------------------
Spd 30 ft. (20ft in heavy armor)

+1 Evil Outsider Bane 'Heavens Razor' Longsword Attack:+19
(1d8+5+1/19-20/x2/S)

2x Masterwork Alchemical Silver Cestus +19(1d4+5/19-20/x2/B or P)

Masterwork Alchemical Silver Warhammer +19 (1d8+5/×3/B)

+1 Composite Longbow (+3 Str) +14 (1d8+3/X3/P)

--------------------
DEFENCE
--------------------

+2 Equestrian Full plate Armor: 9 Armor/-5Armor Check

+1 Quickdraw Light Steel Shield: +1/-1AC

--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 17
Encumbrance: Light- 100lbs / Medium- 101-200lbs/ Heavy- 201-300lbs

Base Atk +12; CMB +17; CMD +28

Supernatural Abilities::

Tactics Domain-
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wis modifier. 2 per day

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. (Cleric level= Pally level-3) 9 rounds per day. 5 rounds left.

Domain Spells: 1st—magic weapon, 2nd—aid(tactics), 3rd—magic vestment,
4th—divine power

Skills::
2+2(INT)+1Skilled)=5 per level
Acrobatics 6+1(DEX)=7-5
Appraise 0+2(INT)= 0
Bluff 3+4(CHA)=7
Climb 1+5(STR)=6
Craft (Weapons) 4+2(INT)=6
Diplomacy11+4 (CHA)= 15
Heal4-1(WIS)= 3
Handle Animal4ranks+4(CHA)=8
Fly 1+1(DEX)=+2
Intimidate 7+4(CHA)+2Racial+1Trait=14
Knowledge-Arcana (INT)= 2+2(INT)=4
Knowledge-Planes 2+2(INT)=4
Knowledge-Religion 5+2(INT)=7
Knowledge-Nobility 4+2(INT)=6
Linguistics 1rank+2(INT)= 3
Profession (Alchemist) 0+0(WIS)=0
Ride 12+1(DEX)=12
Spellcraft 4+2(INT)=6
Sense Motive 4-1 (WIS)=3
Swim 1+4(STR)= 4
Stealth 8+1(DEX)= 9-5AC penalty
Perception 12ranks-1(WIS)=11
Use Magic Device +3(CHA)=

Gear::

Arms/Armor:
+1 Evil Outsider Bane Longsword 8015
+1 Composite (3) Longbow 2400
20 Alchemical Silver arrows 200gp
20 Arrows 1gp
2x Alchemical silver cestus 400
Alchemical Silver Warhammer 398
+2 Equestrian Fullplate 10650
+1 Quickdraw Light Steel Shield 1059

Wonderous Items:
3x Pearl of Power 2000
Belt of Str, Dex +4 40,000
Jingasa of the Fortunate Soldier 5000
Headband of Charisma +2 4000
+1 AMULET OF natural armor 2000
+2 Ring of Protection
+2 Cloak of resist 4000
Boots of the cat 1000
Cracked Pale green prism Ioun stone 4000
Ring of Water Breathing
Handy Haversack 2000gp

Disposable Magic:
Wand of Divine Favor 38charges

Backpack (2gp)
Holy symbol, wooden: Imodae
Pouch, belt
Bedroll
Winter Blanket
Shave kit
6x Trail Rations (3gp)
Spring Loaded Wrist Sheath 5gp
3 vials holy water
Flour Bomb
Daylight Scroll
1 CSW

Money:
201 sp
28477 gp (in one week, daniel can buy his +2mithral Equestrian plate/belt and after selling his current armor will have 11,377 to buy a +1 Menacing Greatsword and and Inheritors Gauntlet.)

SPECIAL ABILITIES:

Regular Paladin abilities:Here

Sarcred Servant Alt Abilities
Smite Evil (Su)

This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

This ability replaces smite evil.

Spells

At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su)

At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol.

As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch.

At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells.

Each bonus can be used to grant one of the following enhancements:

+1 caster level to any paladin spell cast,
+1 to the DC to halve the damage of channel positive energy when used to harm undead,
+1d6 to channel positive energy,
+1 use/day of lay on hands.
These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant 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 holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.
3 bonuses, 2×a day

Call Celestial Ally (Sp)

At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level.

This ability replaces aura of resolve

Oath of Vengeance
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.

Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

Powerful Justice (Su)

At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.

This ability replaces aura of justice.

Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.

Oath Spells

1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.

Deities: Iomedae

Racial Abilities:

Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Half-orcs are Humanoid creatures with both the human and orc subtypes.

Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Half-orcs have a base speed of 30 feet.

Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats/Special::

1-Aura of good, detect evil, smite evil 2/day, 2 uses left Tactics Domain 2 uses left Fey Foundling
2-Divine grace, lay on hands 10/day 10 left
3-Aura of courage, divine health, mercy (Sickened), Power Attack
4-Channel Wrath
5-Divine bond (+3 CL 2/day), Combat Expertise
6-Mercy (Remove Disease)
7-Smite evil 2/day, Unsanctioned Knowledge (Delusional Pride, Instrument of Agony, Slow)
8- Weapon Master, 9/day (9 rds left) Call celestial Ally*PLANAR ALLY*
9- Mercy- Nauseated Improved Trip
10
11-Powerful Justice, Combat Reflexes
12-Mercy- Cursed

Spellist:

Level 1:
3+d
Prepped: Delusional Pride, Challenge Evil, Lessor Restoration, Magic Weapon(d)

Level 2:
3+d
Prepped: Paladin’s Sacrifice, Righteous Vigor, Litany of Righteousness, Aid (d)

Level 3:
Prepped 2+d
Slow, Greater Magic Weapon (+3 cl), Magic Vestment (+3 cl) (d)

Daniel Arisen is so named because he was thought stillborn at birth. His mother died bringing him into this world and his paladin father had been killed at the world wound months before. Raised by his dad's brother, he was groomed to be a knight in Indomae's church. Starting as a medic at the world wound, he saw first hand the threat the infernal relms are. Learning to fight well and focus his faith offensively he now specializes in killing demons. He has left the world wound now, called away to lend aid to one of his first swordmasters from Westcrown. This is a city he finds offensive. Although he can see the alternative of the rule of hell as far preferable to that of the Demons he is used to fighting, the place is a perversion under the rule of law. What good were proceesses and structures that served only to crush a mans freedom?His is not ready to leave yet. The place is frought with creatures of the night. Things he had not yet seen at the Wound.
Now worth reaches his ears of a group of individuals with the will to fight to change this place for the better....

He has a paladin’s outlook in terms of good, believing a good deed worth it for it’s own sake. He is more inclined to good than completely rigid law, a life time raised in war has taught him pragmatism.

As far as combat goes he is quite the leader, inspiring courage in allies and fear in enemies. His ability to do damage is quite good but he is not stupid enough to give a foe even terms. He will arrange the field to his advantage and happily use magic against a fighter in single combat. He is honorable though and will give quarter to a foe who asks and he will barging with a devil if an outcome for the greater good can be achieved. Gowing up in a war teaches one pragmatism and paladins who blindly follow thier ideals usually end up dead.

The Code:

STR Ranger wrote:
Daniel Arrisen wrote:

This is my Deity's Paladin code from The FoP book.

I will learn the weight of my sword. Without my heart to guide it, it is worthless. My strength is in my heart, not my sword. It I lose my blade I have lost a tool. If I lose my heart, I have died.

I will have faith in my god. I channel her. I shine in her army. I will not tarnish her through base actions.

I am first into battle and last to leave

I will not be taken prisoner by my free will. I will not surrender those under my charge

I will never abandon my companion but I will honor sacrifice freely given.

I will guard the honor of my fellows, I will have faith in them.

When in doubt I may force my enemies to surrender, but I am responsible for them.

I will never refuse a challenge from an equal. I will give honor to worthy enemies and CONTEMPT to the rest

I will suffer death before dishonor.

From the Advanced Players Guide:

Oath of Vengeance Paladin:
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.


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