Umagro

Meriui bin Mircea's page

283 posts. Alias of hustonj.


Full Name

Meriui bin Mircea

Race

Human (Keleshite)

Classes/Levels

Paladin (Sacred Shield/Warrior of the Holy Light) 4 | AC28 T11 F20 (27 w/ Shield) CMD17 | HP40/40 | F+10 R+6 W+8 | Init+1 | Per+0

Gender

Male

Size

Medium (5' 3", 160#)

Age

19

Alignment

LG

Deity

Sarenrae

Location

Wati

Languages

Common (Taldane), Kelish, Ossirian

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 10
Charisma 19

About Meriui bin Mircea

Description: The dark tattoos across the young man's clean-shaven chin and the dark pits the matching ones make of his eye sockets are pretty universally the first things people notice about the young Kelishite. His almond-colored eyes, black hair and the tattoos combine to leave little doubt that he is Kelish in origin. His solid metal armor is fairly simple, but with an angelic ankh engraved into the breastplate. Wearing that much metal brings him some derision. The tower shield, on the other hand, has many desert people openly laughing at him, as anyone with his obvious background knows that mobility is key in open combat. The silvr angelic ankh hanging by a cord around his neck is very obvious. His pack appears well-worn and loaded, though the array of weapons keeps most thieves outside arm's reach.

Background:
Meriui was Mercia's 4th son and 7th child. Her inheritance was typical of the low-end desert nomads, consisting mostly of the equipment and animals necessary to survive the nomadic lifestyle. Her husband, Zayed, had been raised as a trader, and spent a great deal of time teaching their children the arts of negotiation and flattery, mostly through examples and story-telling. Their lives were fairly normal for desert nomads. The family was camped at an oasis, while Ishaq, the eldest son, was wooing an eldest daughter expected to inherit enough goods and materials for him to easily start a business as a trader or merchant. One night during the negotiations, the other family's enemies attacked! They came using magic and summoned creatures, focusing their efforts on the tents of their enemies, leaving Mercia's family alone.

Except for the ones who tried to help fight off the attack. The other family was almost destroyed, one of the youngest girls managed to escape by hiding with Mercia. Zayed, Ishaq and Meriui (who was far too young to have been seen as threatening) threw themselves at the attacking force. The summoned creatures included not just djinn, but also demons. One of the demons took Meriui out of the fight with a couple of almost lazy attacks. Meriui survived, but was unconscious and unresponsive.

When Meriui awoke, he was in a monastery devoted the the Dawnflower. The monks said that they had been caring for him for months, since his mother had brought him in after the attack, and that she had taken the surviving members of the family to find her Mother, Rahaf. Asking why that was necessary is how Meriui found out about the deaths of his father and brother. Too young to be allowed to travel in the desert alone, Meriui found himself stuck in the monastery. Remembering his father's stories, Meriui frustrated the monks because he would try o use anything and everything that he found as though it were one of the mysterious objects from the stories. This proved especially frustrating for them when he would mange to get his hands on something actually of value, and occasionally activate them! The monks took the responsibility to their charge seriously, though, and they worked to teach him about the Dawnflower and how focused she is on helping people redeem themselves, regardless of their past, how well she works with the other gods of Good to try to protect the innocent and improve the lot of people everywhere. The lessons took, but they failed to over-ride the stories Zayed had filled Meriui's head with. As he was becoming a teenager, Meriui managed to convince Sati, a travelling cleric of Sarenrae, to allow the boy to accompany him.

Sati provided more practical lessons than the monks had, and worked on helping Meriui train his body for the dangers of the world where the monks had trained his mind to find the good and see opportunity. Sati and Meriui wandered, dong Sarenrae's work as they went, until they chanced upon Alhena, Meriui's second sister. After visiting and catching up with his sister, Meriui had little trouble getting Sati to change their plans so that he could visit Mercia. She was ecstatic to see that he had survived, introduced him to her new husband and they both encouraged him to continue devoting his life to serving Sarenrae. That shocked Meriui, and he had to think about it for several days before he could admit to himself that he had been doing exactly that. He had been reacting to his situation, to the circumstances he found himself in, but he had never actually chosen to dedicate himself to anything, yet.

Meriui asked Sati to help him actually, formally dedicate his life to the service of Sarenrae, and through her the people he would meet. Knowing the boy would never manage to be a Cleric, Sati took the older teen to the temple complex in Katheer where eh could be put through a series of ordeals and evaluations so that Sarenrae herself could tell the clergy how best to use him. His focus on positive opportunities, belief in redemption, demonstrably foolish courage, and good physical shape was matched perfectly to a vision Sarenrae gave the young man late in the process, telling him to take up the scimitar, defend those who need help and guide those that he can to the proper path. Thus, Meriui found himself become a Paladin of Sarenrae. After he finished his training, Meriui went looking for a place that he could make a difference for the Dawnflower. During this search. he heard about the opening of the Wati necropolis, and knew beyond doubt that those entering the necropolis would face the undead. He left for Wati the next day.

Combat:
Init+1 (Dex+1)
Speed 20' (x3; Armor)
BAB+4 Melee+6 Ranged+5 CMB+6 (Str+2, Dex+1)
MW Scimitar +7 for 1d6+2 @ 18+, S
MW Flail +7 for 1d8+2 @ x2, B
Javelin +5 for 1d6+2 @ x2 to 30', P, x3

-2 to all attacks while using tower shield
+1 damage vs undead

HP 40 (10 + [3x6] + [4xcon+2] + [4xFavored Class])

AC28 T11 F20 (27 W/ shield) CMD17 (Armor+10, Shield+7, Dex+1, Str+2, BAB+4)

Bastion of Good 2/Day - Halve damage to allies W/I 10' & Add (Charisma Modifier +1) as Deflection to personal AC both against target
Fight Defensively -4 Attack, +2 Dodge
Total Defense No attacks allowed, +4 Dodge
Standard Action to take cover behind Tower Shield

Fort+10 (Base+4, Con+2, Divine Grace+4)
Ref+6 (Base+1, Dex+1, Divine Grace+4)
Will+8 (Base+4, Wis+0, Divine Grace+4)

+4 trait bonus vs exposure to hot conditions
+1 trait bonus vs fire effects
Immune to Fear; Provide +4 Morale vs Fear to allies W/I 10'
Immune to all diseases

Detect Evil at will

Lay on Hands 9/Day @ 2d6 w/ Mercy: Fatigued

Holy Shield: Uses 2 Lay on Hands as Standard action: self glows as by Light; adjacent allies gain my Shield bonus; (Charisma Modifier +3) rounds duration

Power of Faith: Uses 1 Lay on Hands as Standard action: 30' nimbus of light from self; self & allies W/I gain +1 morale to AC/attacks/damage/saving throws against fear; 1 minute duration

Skills:
2+1 Int Skills
Total Skill Attribute+Ranks+Favored Class+Others (Specify)(+Optional)
+ 1-Acrobatics 1+0+0+AC Penalty
+ 1 Appraise 1+0+0
+ 6 Bluff 4+0+0+2 Silvered Tongue
+ 1 Craft 1+0+0
+15 Diplomacy 4+4+3+2 Silvered Tongue+2 Ambassador
+ 4 Disguise 4+0+0
+ 1-Escape Artist 1+0+0+AC Penalty
+ 1-Fly 1+0+0+AC Penalty
+ 0 Heal 0+0+0
+ 4 Intimidate 4+0+0
+ 8 Knowledge (Nobility) 1+4+3
+ 9 Knowledge (Religion) 1+4+3+1 Undead Crusader
+ 0 Perception 0+0+0
+ 4 Perform 4+0+0
+ 1-Ride 1+0+0+AC Penalty
+ 0 Sense Motive 0+0+0
+ 1-Stealth 1+0+0+AC Penalty
+ 0 Survival 0+0+0
+ 2-Swim 2+0+0+AC Penalty

Armor AC Penalty -5
Armor & Shield AC Penalty -13

Feats & Traits:

Feats
H Tower Shield Proficiency
1 Shield Focus
3 Extra Lay On Hands

Traits
Campaign: Undead Crusader +1 trait to damage versus undead. +1 trait to Knowledge (Religion)
Regional: Desert Child (Desert) You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Religion: Ambassador You gain a +2 trait bonus to Diplomacy checks.

Gear:
12000 GP budget

4480.00 Darkwood Tower Shield +2 (+6/+2/-8/22.5#)
2650.00 Full Plate +1 (+10/+1/-5/35%/20'/50#)
.315.00 MW Scimitar 1d6/18+/4#/S
.308.00 MW Flail 1d8/x2/5#/B/disarm, trip
...3.00 Javelin (x3) 1d6/x2/30'/2#/P (6#)
FREE Outfit, Hot Weather 4#
..50.00 Backpack, Masterwork 4#
..11.00 Kit, Paladin's 30# (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
..75.00 Ioun Torch -#
..25.00 Holy Symbol, Silver -1
4000.00 Headband of Alluring Charisma (+2) -1

11918 spent for 129.5# (31# is pack and contents, so 98.5# without pack) - threw away 2# normal backpack
82 GP on hand

< 58# Light - By armor/Shield
<116# Medium (133# w/ Masterwork Backpack) +3/-3/20'/x4
<175# Heavy (200# w/ Masterwork Backpack) +1/-6/20'/x3

Human (Keleshite):
Qadira
+2 Charisma
Medium
Normal Speed
Bonus Feat
Silvered Tongue (replaces Skilled) +2 Diplomacy & Bluff; Diplomacy can shift 3 steps
Languages: Common (Taldane), Kelish; Ossirian
Black hair, almond eyes

Paladin (Sacred Shield; Warrior of the Holy Light):

Alignment Lawful good
Hit Die d10
Starting Wealth 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The paladin’s class skills are 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).
Skill Ranks per Level: 2 + Int modifier.
Table: Paladin
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, detect evil, bastion of good 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Holy shield, bastion of good 2/day, power of faith
5th +5 +4 +1 +4 Divine bond
6th +6/+1 +5 +2 +5 Mercy
7th +7/+2 +5 +2 +5 Bastion of good 3/day
8th +8/+3 +6 +2 +6 Aura of resolve
9th +9/+4 +6 +3 +6 Mercy
10th +10/+5 +7 +3 +7 Bastion of good 4/day
11th +11/+6/+1 +7 +3 +7 Improved bastion
12th +12/+7/+2 +8 +4 +8 Mercy
13th +13/+8/+3 +8 +4 +8 Bastion of good 5/day
14th +14/+9/+4 +9 +4 +9 Shining light
15th +15/+10/+5 +9 +5 +9 Mercy
16th +16/+11/+6/+1 +10 +5 +10 Bastion of good 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Mercy
19th +19/+14/+9/+4 +11 +6 +11 Bastion of good 7/day
20th +20/+15/+10/+5 +12 +6 +12 Perfect bastion
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
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.
Bastion of Good (Su)
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.

This ability replaces smite evil.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)
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.
Aura of Courage (Su)
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.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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 PPC:HH
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.
Holy Shield (Su)
At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
At 20th level, any allies within 20 feet are protected.
Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).

This ability replaces channel positive energy.
Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Divine Bond (Sp)
At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities 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 shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Improved Bastion
At 11th level, the radius of a sacred shield’s bastion of good ability increases to 20 feet.

This ability replaces the paladin’s aura of justice.
Shining Light (Su)
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.

This ability replaces aura of faith.
Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Perfect Bastion
At 20th level, a sacred shield and her allies within 20 feet gain regeneration 10 against the target of her bastion of good ability (essentially regeneration that is overcome by any damage not caused by the target).

This ability replaces the sacred shield’s holy champion ability.
Code of Conduct
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.


Attributes:

20 Point Buy
Base Race Level Magic Current
+5 14 +0 14 +0 14 +0 S 14 +2
+3 13 +0 13 +0 13 +0 D 13 +1
+5 14 +0 14 +0 14 +0 C 14 +2
+2 12 +0 12 +0 12 +0 I 12 +1
+0 10 +0 10 +0 10 +0 W 10 +0
+5 14 +2 16 +1 17 +0 H 17 +3

25 Point Buy
+ 5 14 S 14 +2
+ 3 13 D 13 +1
+ 5 14 C 14 +2
+ 2 12 I 12 +1
+ 0 10 W 10 +0
+10 16 H 18 +4