Dalviss Crenn

Moadis's page

496 posts. Organized Play character for Merck.


Race

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Deity

Shelyn

Location

Absalon

Languages

Common, Elven

About Moadis

PFS # 35561-9
STR 16, DEX 12, CON 14, INT 10, WIS 8, CHA 17
Half Elf
Male
Age 58
Medium Size
Alignment LG
Paladin - Warrior of the Holy Light archetype lvl 4, Life Oracle lvl 1

COMBAT STATS
BaB +4
Init +3; Senses: Perception 5, Low Light Vision p
CMB +7 (+4BaB +3strength)
CMD 18 (+4BaB +3strength +1dexterity +10)
Favored class: Paladin (+4/2 hit point to the paladin's lay on hands ability) and Oracle (+1/2 to the oracle's level for the purpose of determining the effects of one revelation)[/b]

DEFENSE
AC 21/23 with shield, touch 11, flat-footed 20/22 (+10 Armor +1 Dex +2 shield)
HP 43/43 (4d10+1d8+10]
Fort +9 (+2 vs death effects)
Ref +5
Will +8 (+2 racial saving throw bonus vs enchantment spells and effects)

OFFENSE
Speed 30 ft, 20 ft Armored
Melee +1 Silver Lucerne Hammer +8 (1d12+5/x2)
Melee Mwk Cold Iron Greatsword +8 (2d6+4/19-20x2)
Melee Longsword +7 (1d8+3/19-20x2)
Melee Cestus +7 (1d4+3/19-20x2)
Ranged Sling +5 (1d4+3/x2), range 50 ft.
Space 5 ft; Reach 5 ft

TRAITS
Reactionary: +2 trait bonus on initiative checks.
Exalted of the society: +1 channel energy per day

FEATS
Fey Foundling: You heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Power Attack
Furious Focus

CLASS'S SPECIAL ABILITIES
Aura of Good
Detect Evil
Smite Evil 2xDay
Divine Grace
Lay on Hands
Channel Positive Energy

SKILLS
Diplomacy (Cha) 10 (4 Rank)
Knowledge (Religion) (Int) 4 (1 Rank)
Knowledge (Nobility) 4 (1 Rank)
Handle Animal 7 (1 Rank)
Heal 3 (1 Rank)
Perception 5 (1rank)
Ride 5 (1rank)
Sense Motive 3 (1 Rank)
Spellcraft 4 (1 Rank)

EQUIPMENT:

+1 Armored Spiked Full plate +10/+1/–5, 2550 gp, 60 lbs.
+1 Alchemical Silver Lucerne Hammer (B or P), 1d12 dmg, crit x2, 2510 gp, 12 lbs, brace, reach
Mwk Cold Iron Greatsword (S) 2d6 dmg, crit 19–20/×2, 8 lbs, 400 gp,
Longsword (S), 1d8 dmg, crit 19-20/x2, 15gp, 4 lbs
Cestus (B or P) 1d3 dmg, crit 19-20x2, 5gp, 1 lbs
Heavy Wooden Shield +2/-/-2, 7gp, 10 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
6x Trail Rations, 0.30gp, 6
20x sling bullets, 2 sp
Wand of CLW - 50/50
Wayfinder

Money left: 22gp, 5sp

SPELLS:

ORACLE

Know:

Orisons:
Stabilize
Enhanced Diplomacy (+2 on one diplom/intim check)
Detect Magic
Guidance

1st LVL:
Cure Light Wounds
Protection from Evil
Command

Spells per Day
1st lvl: 4/4

Life Mystery:

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations:
Life Link (Su):
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

CURSE - Legalistic:

Legalistic:
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Racial Traits:

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

Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.

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

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

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

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

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

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

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

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

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Paladin's Abilities:

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.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid hern 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.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

Fatigued: The target is no longer fatigued.
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.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

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.
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.

Channel Positive Energy (Su):
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Warrior of the Holy Light Archetype:

Power of Faith (Su)
At 4th level, a warrior of the holy light paladin 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.

Vanities:

Property: Caravan (5 PP)
You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You arent required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you shoulder some of the responsibility of ownership.

For the most part this means handling things like representing the caravan's interests to important merchants, politicians and aristocrats. You do so as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Jobs rolls.

Booms:

Rescued the minotaur Prince (PFS#45): Permanent +1 circumstance bonus to any intelligence or charisma-based checks made while in Absalom.

Backstory:

Found in the ruins of Bedis as a baby Moadis is believed to be the sole survivor of that village massacre at the hands of the demon hordes. He was raised in Mendev at orphanages sponsored by the crown and the churches. There wasnt any doubts in his mind when he become old enough to be responsible by his own fate, he joined the Mendevian Cruzade at the first opportunity.

There he spent most of his adult life. He never stop believing in the cause but as the years passed he lost faith in his ability to make any difference. He witnessed to many deaths, lost too many friends, slowly despair started to weight heavily on his chest. He became another drone on the battlefield, living just for his next kill. One day, when Moadis had lost all hope, he could no longer go forward, he became catatonic. His superiors sent him to a temple's sanatorium to heal.

Eventually he came back from that dark place inside his mind and in the process found his faith. He converted to Shelyn and became a knight of that church. When the fifth cruzade was launched he was already at the end of his middle age and decided to retire and leave the fighting to more young and capable hands. He joined the pathfinders to see the world he spent so many decades fighting for and save some money for his late years.