Korvosa Guard

Artoria's page

301 posts. Organized Play character for Hrothdane.


Full Name

Artoria Pendragon

Race

Human

Classes/Levels

Spells Per Day Remaining:
Oracle: (1--5/5) Paladin: (2--1/1, 1--4/4)
Spell/Effects Active:
Haste, Smite Evil

Gender

AC 22 T 15 FF 17 | Current HP 74/74| F +14 R +9 W +14 (+2 vs death, paralysis, sleep) (+1 vs poison) Immune: Fear, Disease | Init +0| Perc +0 (+3 in shadows or darkness)

Size

M

Age

25

Alignment

LG

Deity

Iomedae

Languages

Taldane (common), Sylvan, Draconic

Occupation

The King of Knights

Strength 16
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 20

About Artoria

"YET some men say in many parts of England that King Arthur is not dead, but had by the will of our Lord Jesu into another place; and men say that he shall come again."
--Sir Thomas Malory

I will say it shall be so.

Appearance:

Stat Block:
Artoria Pendragon
XP: 23
Prestige: 25
Fame: 40
PFS#: 99807-17
Human Paladin (Chosen One)/7 Oracle (nature)/1
LG Medium humanoid (human)
Init +1 Senses: Perception +0 (+3 bonus on sight-based and opposed Perception checks in shadows or darkness) Aura +4 Morale vs. Fear within 10 feet
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 cha)
HP 74
Fort +14, Ref +9, Will +14
Conditional Save Modifiers: +2 Trait Bonus vs. Fear, Death, Sleep, Paralysis, +1 Bonus vs Disease and Poison
Immune Fear, Disease
--------------------
Offense
--------------------
Speed 30 ft
Melee Excalibur +13/+8 (1d8+5/19-20), MW Cold Iron Longsword +12/+7 (1d8+4/19-20), Longspear +10/+5 (1d8+4/x3), Heavy Darkwood Shield +10/+5 (1d8+3/x2), or Sap +10/+5 (1d6+3 non-lethal/x2)
Ranged Masterwork Darkwood Composite Longbow (+2) +8/+3 (1d8+2/x3)
Special Attacks Smite Evil 3/day (+5 hit, +7 damage), Lay on Hands (8/day, 3d6), Mercy (sickened, Iomedae's Inspiring Sword), Channel Positive Energy (8/day, 4d6, DC 18)
Paladin Spell-like Abilities (CL 7th; concentration +12):
At will--Detect Evil
Paladin Spells Prepared (CL 4th; concentration +9):
2nd--Aura of Greater of Courage
1st--Unbreakable Heart, Hero's Defiance, Shield Companion
Oracle Spells Known (CL 1st; concentration +6):
1st (5/day)—Cure Light Wounds, Fallback Strategy, Divine Favor
0 (at will)--Ghost Sound, Guidance, Stabilize, Purify Food and Drink, Enhanced Diplomacy Mage Hand
Mystery Nature
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 13, Wis 10, Cha 20
Base Atk +7/+2; CMB +10; CMD 25
Feats
Weapon Focus (longsword), Power Attack, Furious Focus, Unsanctioned Knowledge, Word of Healing
Traits
Reincarnated, Blood of Dragons
Skills (armor check penalty -1 (0 for climb and swim)
Acrobatics +0 (-1 in armor)
Appraise +1
Bluff +8
Climb +7
Diplomacy +19
Disguise +8
Escape Artist +0 (-1 in armor)
Handle Animal +12
Heal +4
Knowledge (history) +6
Knowledge (nature) +11
Knowledge (nobility) +6
Knowledge (planes) +6
Knowledge (religion) +6
Linguistics +3
Perception +0 (+3 bonus on sight-based and opposed Perception checks in shadows or darkness)
Perform +8
Ride +4 (+3 in armor)
Sense Motive +11
Spellcraft +6
Stealth +0 (-1 in armor)
Survival +4
Swim +7
Use Magic Device +16
Languages Taldane, Draconic, Sylvan
SQ: Aura of Good, Oracle's Curse (haunted), Revelation (Nature's Whispers), Aura of Courage, Divine Health
Gear
Excalibur (+1 grayflame horacalcum longsword, bought with Starmetal Stockpile boon from #6-20) (on weapon cord), +1 Mithril Agile Breastplate, Heavy Darkwood Shield with Coat of Arms, Masterwork Cold Iron Longsword, Masterwork Darkwood Composite Longbow (+2), Sap, Alkali Flask x2, Alchemist's Fire x2, Longspear, Talisman of Freedom (lesser), Ioun Torch, Masterwork Backpack, Familiar Satchel, Disguise Kit (9 uses), Headband of Alluring Charisma +2, Belt of Giant's Strength +2, Spring-Loaded Wrist Sheath x2, Antitoxin x2, Furs, Wooden Holy Symbol, Air Crystals x2, 111 gp

Potions/Oils:

Enlarge Person x1
Oil Magic Weapon x1
Oil Bless Weapon x1
Oil Daylight x1
Touch of the Sea x2

Wands:

Cure Light Wounds (33 charges remaining)
Mage Armor (41 charges remaining)

Scrolls:

Remove Fear x1
Remove Sickness x1
Shield of Faith x1
Protection from Evil x1
Calm Emotions x1
Tongues x1
Comprehend Languages x2

Special Ability Descriptions:

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Bondless: A chosen one does not gain the divine bond class feature.

Divine Emissary (Ex): At 1st level, a chosen one gains an emissary familiar (see page 10), treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor (Ex): The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace (Su): A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

Lay on Paws (Su): At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability. This ability alters lay on hands and channel positive energy.

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.

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.

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.

Archimedes Appearance:

Archimedes Stats and Special Abilities:

Archimedes
Familiar
LG Tiny outsider
Init +6 Senses: Darkvision 60ft, Low-light Vision, Perception +7
Constant: Detect Evil
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 17 (+3 natural armor, +3 Dex, +2 size)
HP 37
Fort +6, Ref +6 (improved evasion), Will 9
--------------------
Offense
--------------------
Speed Fly 50 ft. (perfect)
Melee 3 Blades +10/+10/+10 (1d4-1/x2)
Ranged
Emissary Familiar Spell-like Abilities (CL 7th; concentration +8):
At will—Guidance
1/day--Touch of Law
Harbinger Archon Spell-like Abilities (CL 7th: concentration +8):
3/day—Cure Light Wounds, Protection from Evil
1/week—Commune (6 questions)
--------------------
Statistics
--------------------
Str 6, Dex 15, Con 11, Int 10, Wis 13, Cha 12
Base Atk +7/+2; CMB +3; CMD 15
Feats
Dodge, Improved Initiative
Skills
Acrobatics +2
Appraise +0
Bluff +1
Climb +6
Diplomacy +12
Disguise +1
Escape Artist +2
Fly +20
Handle Animal +2
Heal +5
Knowledge (history) +1
Knowledge (nature) +6
Knowledge (nobility) +1
Knowledge (planes) +6
Knowledge (religion) +6
Linguistics +4
Perception +7
Perform +1
Ride +3
Sense Motive +12
Spellcraft +1
Stealth +10
Survival +2
Swim +6
Use Magic Device +9
Racial Modifiers
+8 Stealth
Special Abilities Disassemble, Wrath (2d6, DC 12, 1/min), Lay on Paws, Minor Archon, Truespeech

Class Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.

Divine Guidance (Sp): An emissary can cast guidance at will. This ability replaces alertness.

Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.