Sorcerer

Caelben's page

145 posts. Organized Play character for Revvy Bitterleaf.


Race

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

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

About Caelben

PFS info::

CORE 13475-23

Elf:
Standard Racial Traits

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

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

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.

Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her 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.

Weapons & Armor:
Longspear:
5 gp 1d8 x3 (9 lbs). Piercing brace, reach

to hit 1d20+4 (+3 strength+1 BAB) damage 1d8+(3*1,5) = 1d8+4

Benefit: An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.
Gauntlet:
2 gp 1d3 x2 1 lb. Blunt damage

Longbow:
75 gp 1d8 x3 100 ft. 3 lbs. Piercing

Morningstar:
8 gp 1d8 x2 — 6 lbs. B and P

Scale mail:
Armor Cost: 50 gp Armor/Shield Bonus +5 Maximum Dex Bonus +3 Armor Check Penalty -4 Arcane Spell Failure Chance 25% Speed 20ft Weight1

hps: 10+1+1+3=15 favored class bonus, toughness
saves;
fort:base+2
ref base+0, dex+3
will: base+2 (+1 trait)

traits: reactionary (+2 init)

skills:
Diplomacy: + 3 cha +3 trained
Profession: Farmer: +0 wis +3 trained

equipment:
Wand of cure light wounds (46/50 charges)

finished scenario's:

Black Waters
Master of the Fallen Fortress