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About Caduceus ViaCaduceus Via
Healing:
Life Link (8 max bonds, 180 feet) (Su) As a standard action, establish a bond that drains your HP to heal others below their maximum hit points by more than 5 hp. Fey Foundling Magical healing works better on you. (Heals an additional +2/die rolled) Lay on Hands 4d6+2 (12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition. Greater Mercy If the recipient of a Lay on Hands does not suffer from a condition that can be cleared with the paladin's Mercy feature, the target heals an additional 1d6. Oracle Channel Positive Energy 7d6 (7/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Paladin Channel Positive Energy 3d6 (10/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Selective Channeling Exclude targets from the area of your Channel Energy. Purifying Channel DC 20 When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect. Bracers of the Merciful Knight When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell. Inheritor's Light Any cure spell or lay on hand's effect use to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effects maximum healing amount. Once per day, the wielder can use Inheritor's Smite. +1 Holy Reliquary Positive Channeling heavy steel shield The shield is keyed to either positive or negative energy when it is crafted. If the bearer can channel energy of the keyed type, three times per day he can increase the total number of dice of channeled energy by 1. The wearer also reduces any damage taken from energy of the type opposed to the keyed type by 10 points. Delay Affliction (Su): 8 hours 2/day Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.
————— Defense:
————— AC 27, touch 13, flat-footed 24 (+10 armor, +3 shield, +1 natural) HP 107 (10 HD; 7d8+4d10+30); CMB +10; CMD 21 Fort +15, Ref +9, Will +17; +2 vs. enchantments, +2 vs. death Defensive Abilities dual minded; Immune sleep, disease, fear ————— Offense:
————— Speed 30 ft. (20 ft. in armor) Inheritor's Light +12/+7 (1d8+3/19-20) Melee mwk cold iron longsword +12/+7 (1d8+2/19-20) Ranged mwk composite longbow +10/+5 (1d8+2/×3) Special Attacks:
Oracle Spells Known (CL 10th; concentration +16)
Paladin (Hospitaler) Spells Prepared (CL 1st; concentration +5)
Cloak of the Crusader Bless 1x/day
————— Statistics:
————— Str 14, Dex 10, Con 16, Int 7, Wis 10, Cha 22 Base Atk +8; CMB +11; CMD 21 Feats:
Fey Foundling {1st Level} Extra Lay on Hands {3rd Level} Selective Channeling {5th Level} Greater Mercy {7th Level} (+1d6 LoH healing for target not under the effects of conditions to be cleared: Sickened) Toughness (9th level) Purifying Channel (11th level) Traits
Skills:
Acrobatics -6 (-10 to jump) Appraise -2 Bluff +6 Climb -4 Diplomacy +20 Disguise +6 Escape Artist -6 Fly -6 Heal +0 Intimidate +6 Knowledge (planes) +3 Knowledge (religion) +4 Perception +3 Ride -2 Sense Motive +4 Spellcraft +2 {Racial Modifiers +2 Perception} Languages:
Common Elven Special Qualities:
elf blood Lay on Hands 14/day (4d6+2) mercy (sickened) oracle's curse (legalistic) revelation (life link, channel) vow to self Combat Gear:
+1 Full Plate +1 Holy Reliquary Positive Channeling heavy steel shield (Damage Resistance negative energy 10 and {+1d6 to channel/3x a day}) Inheritor's Light mwk composite longbow (+2 Str) mwk cold iron longsword alchemist's fire (5) Other Gear:
Air Crystal (x3) Aegis of Recovery Bracers of the Merciful Knight Cloak of the Crusader Ioun Stone ~ Pink and Green Sphere {Slotted into Wayfinder} (+2 CHA) Oil of Bless Weapon (x2) Oil of Daylight Ornament of Healing Light Meditation Crystals (x4) Phylactery of Positive Channeling Ring of Protected Life Ring of Protection +3 Vestments of War Scroll ~Aid 4 minutes, +1 morale bonus to attacks & saves vs fear; +1d8+4 temp HP ~Ghostbane Dirge (x2) Will save DC 13 ~Restoration, lesser (x3) Heals 1d4 points of temporary ability damage ~Shield of Faith (x3) 4 hour duration, +2 deflection bonus ~Shield Other +1 deflection bonus to AC & +1 resistance bonus to saves ~Recentering Drone 5 minutes, +1 sacred bonus to attack rolls & saves vs fear, plus 1d8+5 temporary hit points Scroll ~Invisibility Purge (x2) grappling arrow (3) Heightened Continual Flame {4th level} (cast on Inheritor's Light) masterwork backpack silk rope (150 ft.) sunrod (5) Wand of Longstrider {38/50 charges} Wayfinder {w/pink & Green Sphere ~ Resonant power-+1 untyped bonus to Will Saves} 749 gp ————— Special Abilities:
————— Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Dual Minded +2 Will saves. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Fey Foundling Magical healing works better on you Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (4d6+2 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your objective. Life Link (8 max bonds, 180 feet) (Su) As a standard action, establish bond that drains your HP to heal other below their maximum hit points by more than 5 hp. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition. Oracle Channel Positive Energy 6d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Paladin Channel Positive Energy 3d6 (9/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Purifying Channel When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect. Selective Channeling Exclude targets from the area of your Channel Energy. Smite Evil (1/day) (Su) +5 to hit, +5 to damage, +4 deflection bonus to AC when used. Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
————— Faction Cards:
SILVER CRUSADE YEAR 6 SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
SILVER CRUSADE YEAR 7 SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
Sessions:
PFS#: 151777-6
# 1 - 0-37 The Beggar's Pearl The Dragon's Demand (part 2a)
33 XP / 58 Fame / 45 PP / 749 GP
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