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Eagle Knight

Finnabar d'Orlovsky's page

572 posts. Alias of Llaelian.


Full Name

Finnabar d'Orlovsky

Race

Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10

Classes/Levels

Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Gender

Male

Size

6'1

Age

29

Alignment

LG

Languages

Pralen, Ilisarii, Canari

Strength 16
Dexterity 11
Constitution 15
Intelligence 13
Wisdom 12
Charisma 17

About Finnabar d'Orlovsky

Finnabar d'Orlovsky

Temp: HP=,

[b]INITIATIVE: +1 (+0 Dex +1 Trait)

MOVE: 20' (15 in armor)

HIT POINTS: 34(2d10+2d8 Paladin/Oracle, +2 Con per level)

AC: 16 (+5 armor, +1 shield) ACP=-4

Flat-footed: 16
Touch: 10

SAVES: Fort: +8 Ref: +3 Will: +10

BASE ATTACK BONUS: +3
Melee Attack: +6
Ranged Attack: +3

CMB: +6
CMD: 17 (+1 trait)

Belan's Gift: Masterwork Cold Iron Battle Axe
Melee: To Hit: +8, Crit: 20(x3), Damage: 1d8+3
with PA +7, 1d8+5
with Smite Evil, +11, 1d8+5
with Smite and PA +10, 1d8+7
Javelin+3, 1d6+3 20(*2)

FEATS:

Power attack: (1st lvel feat)
Cleave (Human bonus trait)
Weapon Focus : Battle Axe (Oracle Mystery)
Dazzling Display (3rd lvl]

TRAITS:

Noble(Orlovsky): Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
Veteran of Battle: You have fought in several battles, and each time felt the presence of Belam guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Heirloom weapon: Belam's gift, a masterwork cold iron battleaxe.

SPELLS:

Orisons: Guidance, Purify food and drink, Detect magic, Spark, Enhance Diplomacy.
1st Level : Cure Light Wounds, Bless, Divine Favor, Enlarge Person 5/day remaining: 5

CLASS ABILITIES:

Detect Evil: 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.;

Smite Evil: 1/day 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.

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Battle Mystery
Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Lay on Hands: 1d6, 4/day remaining 4

SKILLS:

(2 Paladin, +1 Int, +1 Human, +1 Fav class = 5 per level
4 Oracle, +1 Int, +1 Human = 6 per Level)

Climb +6 (1 rank, 2 Str, 3 Class)
Bluff +4 (1 rank, 3 Charisma)*
Diplomacy +10 (3 rank, 3 Charisma, 3 Class, 1 Trait)
Heal +5 (1 rank, 1 Wisdom, 3 Class)*
Intimidate+10 (4 rank, 3 Charisma, 3 Class)*
Knowledge (engineering) +6 (2 rank, 1 Int, 3 Class) *
Knowledge(religion) +5 (1 rank, 1 Int, 3 Class)
Knowledge(nobility) +6 (1 rank, 1 Int, 3 Class)*
Perception +7 (3 rank, 1 Wis, 3 Class)
Ride +6 (3 rank, 3 Class)
Sense Motive +5 (1 rank, 1 Wis, 3 Class)*
Spellcraft +5 (1 rank, 1 Wis, 3 Class)

EQUIPMENT:

Light Load: 66 lbs or less
Medium Load: 67 - 133 lbs
Heavy Load: 134 - 200 lbs
Worn
Explorer equipment
MW Elven Scale Mail
Light steel shield
Belan's Gift: Masterwork ColdIron Axe (Heirloom Weapon)
5 javelins 5gp 10lbs

Backpac
Bedroll
Blanket common
Waterskin
Hooded lantern+oil
Rope, silk 1 + grappling hook
Mapbook

Pouch (2839 gp, 6 sp 16 cp)
Flint and steel

Total Weight: 73.5 lbs. (Medium Load)

BACKGROUND::

Finnabar is the second son of a minor branch of the Orlovsky family. Despite the house reluctance to be drawn into conflicts, all of the male descendant are still given a throughout martial training. Finnabar took to it with a real skill and would have turned into a brilliant swordsman. However, when he was about 20, during a bout, a horse at the other end of the training ground suddenly reared and took flight towards Finnabar. Rolling away was not enough and one of the horse forelegs broke Finnabar femur. The next second, the horse was calm again, grazing peacefully.
The wound took forever to heal and Finnabar had to stay in bed for almost a year. During that time, he was sent to the house of one of his uncles who had hired one of the best physician of the kingdom. During that stay, he was often entertained by his young cousin, Xarafine, who was only 9 at that time. She would come amd play in his room, bring him news or flowers from the garden. From that time, he has kept a fondness for her and followed her progress and her recruitment in the clergy.
Once healed, it was evident that Finnabar would never be a swordsman or a horseman as his tight was all crooked and he had lost his balance. Despite that, he still insisted on training to build his strength back and was soon able to walk or run alone even if he was slower than before. To regain his health, he spent a lot of time walking alone in the various districts of his home town and discovered the world outside his House with its injustice, poverty and harshness. 
Thinking his injury was god-sent to open his eyes on the world, and with no clear future, he assigned himself the task to be the voice of the poor to better their conditions. He picked up his studies of engineering to learn how to build better houses or districts and began petitioning for the establishment of new hospices and for sewers even in the poorer districts... This was not seen as a good career by his peers and his parents who tried to redirect his new interests, but he resisted and persisted.
At that time of his life, he was about 25 and should have settled and founded a family, tending to his family lands or business. Instead of it, he spent his time at various government offices, trying to further his cases and in the poorer districts, overseeing the building of equipment. His name and his natural gifts for negotiation were put to use and he gained in popularity. However, during that time, if his days were full of joy, his nights, since his accident, were plagued by nightmares as if someone was pounding on his head.
About a year ago, after a specially difficult night, he felt something tearing in his head and opening his eye, saw someone waiting by his bed. Was it a dream, was it real ? The being was majestuous, almost 10 feet tall, body and head encased in a well crafted armour. On his back, a great sword and at his belt, a mace. In his hands, he carried a shield and a nasty looking battleaxe.
Before he could utter a word, the being spoke. "Well, my son, I took forever to get your attention. But now I have it, you'll listen to me. You have done well, my son, and without guidance, have done exactly what I was expecting you to do. But now the time has come to stop training and put you to the test. For I have chosen you to be my Herald. Go, some people are waiting for you. Be their shield and protector. Go and build what you've been dreaming."
With these last words, the being blinked out of existence.
"But who are you. And what are you talking about?" said the startled Finnabar.
The same powerful voice boomed in his head. "Some call me Belan, others the Judge of Battles. As for the rest, you'll see the opportunity when it presents itself. Go now, my Chosen."
When Finnabar opened his eyes, no one was in the room. However, by the bed, he discovered a new battleaxe bearing his god's arms. Finnabar kept this encounter secret, even if he had been changed forever. He saw the world differently and could detect the evil that people carried deep down their hearts. He also began training with his new-found battleaxe and discovered he was built for it. all that time, he kept his eyes and ears open for this new opportunity announced by the god.
When the decision was made by Restov to expand, he thought that this was the event he was supposed to wait for. To his family delight, he applied and was selected amongst others. What the God expect of him is still unknown, but Finnabar fully intends to have a say on the conditions of the new settlers once the land is cleaned and ready for settlement.

APPEARANCE::

A tall and impressive man, Finnabar stands at 6'1 with the large shoulders of someone used to train regularly. He wears his hair shortly cropped and, while it used to be black as night, it is now more gray than white. Despite dressing in utilitarian clothes, his allure is that of a man sure of himself.
When standing and walking it is however obvious that his right leg is shorter than the other and a closer examination may reveal that his tight is bent and spots a mass of ugly scars. However, his movements are still those of a warrior and if he lacks the swiftness and speed of a swordsman, he displays the strength of the axeman.

Quests/Information::

Quests
Explore the green belt
Deal with the bandits
Find Lana ring (was stolen by Kressele but not found at her camp)
Bring back Fligram Sneeg alive if possible to the lieutenant
Bring back moon radishes

Information
A group of Kalds have been seen carrying weapons


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