Carousing Champion

Arion Duvamil's page

313 posts. Organized Play character for caps.


Full Name

Arion Duvamil

Race

LG Angel-Blooded Aasimar

Classes/Levels

Holy Tactician Paladin/Warsighted Oracle 2/2- HP 29/29- AC 19/T:13/FF:16 - Perception: +5 - Fort: +9, Ref: +5 Will: +9 - CMB: +7, CMD 17 - Speed 20 ft. - Init. +0

Gender

Male

Size

Medium

Age

87

Special Abilities

Alter Self 1/day | Spell Resistance 9

Alignment

LG

Languages

Common, Celestial

Strength 18
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 7
Charisma 18

About Arion Duvamil

#137974-4

The Confirmation (1xp, 2pp, 430gp, 10gp day job)
The Cyphermage Dilemma (1xp, 2pp, 532gp, 10gp day job)
Temple of Empyreal Enlightenment (1xp, 1pp, 512gp, no day job)
Emerald Spire level 2 (3xp, 4pp, 1536gp, no day job)
Emerald Spire level 3 (3xp, 4pp, 3711gp, no day job)
Dawn of the Scarlet Sun (1xp, 1pp, 2252gp, no day job)

10xp
Male Angel-Blooded Aasimar Holy Tactician Paladin/Warsighted Oracle 2/2
humanoid (human), outsider (native)
Dark Archive
LG Medium Human
Init +0; Senses Perception +5

STATISTICS
Str 18, Dex 10, Con 12, Int 14, Wis 7, Cha 18
Base Atk +3

DEFENSE
AC 19; Touch 13; Flat-footed 16; (+6 armor, +3 Cha)
HP 29 (2d8 base + 2d10 paladin + 4 Con)
Fort +9; Ref +5; Will +9;
CMB +7; CMD 17

OFFENSE
Speed 20 ft.

MELEE
+1 Cold Iron Greatsword +8 (2d6+7, 19-20/x2, S, magic)
Silvered Lucerne Hammer +7 (1d12+6, x2, B or P, Brace, Reach, +2 Sunder vs. med/hvy armor)
Spear +7 (1d8+6, x3, P, Brace)
Cestus +7 (1d4+4, 19-20/x2, B or P, ALWAYS EQUIPPED)
Cold Iron Dagger +7 (1d4+4, 19-20/x2, S or P)
Armor Spikes +7 (1d6+4, x2, P, ALWAYS EQUIPPED)

RANGED
Sling +3 (1d4+4, x2, B, 50ft.)
Cold Iron Dagger +3 (1d4+4, 19-20/x2, P or S, 10ft.)
Spear +3 (1d8+6, x3, P, 20ft.)

Space 5 ft.; Reach 5 ft.

FEATS
Extra Revelation (Prophetic Armor)
Power Attack

TRAITS
Magical Knack (+2 Oracle CL)
Arcane Archivist (+1 UMD, class skill)

FAVORED CLASS BONUS
+2/6 Oracle Level for Lunar Companion revelation (freaking nerf-errata!)

SKILLS (20 ranks from 2*4 Oracle + 2*2 Paladin + (4 * 2 Int))
+8 Climb** (1 rank + 3 class + 4 Str),
+8 Diplomacy (1 rank + 3 class + 3 Cha),
+8 Handle Animal (1 rank + 3 class + 8 Cha),
+4 Heal (1 rank + 3 Class - 2 Wis + 2 Skilled racial bonus),
+8 Intimidate, (1 rank + 3 class + 8 Cha),
+6 Knowledge (History) (1 rank + 3 class + 2 Int),
+6 Knowledge (Nature) (1 rank + 3 class + 2 Int),
+6 Knowledge (Nobility) (1 rank + 3 class + 2 Int),
+8 Knowledge (Planes) (1 rank + 3 class + 2 Int + 2 Skilled racial bonus),
+6 Knowledge (Religion) (1 rank + 3 class + 2 Int),
+5 Perception (4 ranks + 3 class - 2 Wis),
+6 Spellcraft (2 ranks + 3 class + 2 int),
+12 Use Magic Device (4 rank + 3 class + 4 Cha + 1 Trait)
**add -3 Armor Check Penalty

LANGUAGES
Common, Celestial, Abyssal, Infernal

SQ
Exalted Resistance - Spell Resistance 9 (5 + level) vs. spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
Scion of Humanity - counts as Outsider (native) and humanoid (human) for any race-related effects (include feat prerequisites and spells). Can pass for human without using the Disguise skill.
Skilled - +2 Heal, +2 Knowledge (Planes)
Alter Self (Sp) - 1/day (1/1)
Darkvision 60ft.

Legalistic Oracle Curse (Ex) - 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.
Lunar Oracle Mystery
Prophetic Armor (Lunar Revelation) (Ex) - You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.
Martial Flexibility (4/4) - (via Warsighted Oracle) Use a move action to gain the benefit of a combat feat for 1 minute.

Oracle Spells 4/day (5/5 left) (CL 4th via Trait)
Divine Favor, Fumbletongue, Shield of Faith, CLW
Light, Guidance, Resistance, Detect Magic, Enhanced Diplomacy

Aura of Good (Ex)
Detect Evil (Su) at will
Weal's Champion (Su) 1/day (1/1) - Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. +4 attack, +1 weapon damage against evil targets for 1 round. In addition, for 1 round after successfully striking an evil creature, all non-evil allies within 30 feet gain a +2 competence bonus on attack rolls against that creature as well as a +1 competence bonus on damage rolls. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.
Lay on Hands (Su) 4/day (4/4) - 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.

COMBAT GEAR
MWK Spiked Breastplate (400/40lbs.)
+1 cloak of resistance (1000gp)
+1 Cold Iron Greatsword (4400/8lbs.)
Silvered Lucerne Hammer (195/12lbs.)
Cestus (5/1lb.)
Cold Iron Dagger (4/1lb.)
Spear (2/6lbs.)
Sling (0/0lbs.)
20 Cold Iron Bullets (.4/10lbs.)
10 Silvered Bullets (2.1,5lbs.)

MAGIC GEAR
CLW Wand (bought w/2PP) 44/50
Shield Wand (bought w/2PP) 46/50
SPENT - Oil of Bless Weapon (50) - SPENT
Oil of Bless Weapon (50)
Potion of Jump (50)
Potion of CLW (50)

OTHER GEAR
Acid [2] (20gp/2lbs.)
Alchemist's Fire [1] (20gp/1lbs.)
Antitoxin [1] (50gp/0lbs.)
backpack MWK [1] (0gp/0lbs.)
bedroll [1] (0.1gp/5lbs.)
Bell [1] (1gp/0lbs.)
belt pouch [1] (1gp/0.5lbs.)
Caltrops [2] (2gp/4lbs.)
Candle [2] (0.02gp/0lbs.)
Chalk [2] (0.02gp/0lbs.)
Crowbar [1] (2gp/5lbs.)
Earplugs [2] (0.6gp/0lbs.)
Fishhook [2] (0.2gp/0lbs.)
flint and steel [1] (1gp/0lbs.)
Grappling Arrow [1] (1gp/0.5lbs.)
Grappling Bolt [1] (1gp/0.5lbs.)
Grappling Hook [1] (1gp/4lbs.)
Hammer [1] (0.5gp/2lbs.)
Magnet [3] (1.5gp/1.5lbs.)
Manacles [1] (15gp/2lbs.)
Oil [3] (0.3gp/3lbs.)
Paper [5] (2gp/0lbs.)
Parchment [5] (1gp/0lbs.)
pitons [10] (1gp/5lbs.)
Powder [6] (0.6gp/3lbs.)
Sack [1] (0.1gp/0.5lbs.)
Sewing Needle [1] (0.5gp/0lbs.)
Signal Whistle [1] (0.8gp/0lbs.)
Silent Whistle [1] (0.9gp/0lbs.)
Silk Rope (50ft.) [1] (10gp/5lbs.)
Small Steel Mirror [1] (10gp/0.5lbs.)
Spring-loaded wrist sheath [2] (2gp/2lbs.)
String/Twine (50ft.) [2] (0.2gp/1lbs.)
Sunrod [2] (4gp/2lbs.)
Tindertwig [3] (3gp/0lbs.)
torches [10] (1gp/10lbs.)
trail rations [5] (2.5gp/5lbs.)
Vermin Repellant [2] (10gp/0lbs.)
Wandermeal [10] (0.1gp/5lbs.)
waterskin [1] (1gp/4lbs.)
Weapon Cord [1] (0.1gp/0lbs.)
Whetstone [1] (0.02gp/1lbs.)

MISC.
6'1" tall
200 lbs.

78.5 gp
158lbs. EQ weight (less than 200lb. Medium encumbrance, which matches Medium armor)

1474 gp
- (1026.5) weapons and armor
447.5 gp
- (200) potions
247.5
- (169) mundane equipment
78.5gp

+446 + 3711gp Emerald Spire level 3

- (4000gp) magically enhance Cold Iron Greatsword
- (50gp) oil of Bless Weapon

+ 2252gp Dawn of the Scarlet Sun

-1000gp

=1337.5gp

83 lbs. Combat EQ weight
75 lbs. mundane EQ weight

5PP
15Fame

1000gp cloak of resistance?
2000gp amulet of natural armor?
2100gp +1 mithral chain shirt?