Alain

Corwin Morningsword's page

51 posts. Alias of PDS.


Full Name

Corwin Morningsword

Race

Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) |

Classes/Levels

Gestalt Paladin/Oracle Level 1

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Good

Deity

Abadar

Languages

Celestial, Common, Draconic (Linguistics), Elven (Linguistics), Sylvan (Trait: Noble Born - Lebeda)

Strength 14
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 10
Charisma 19

About Corwin Morningsword

Appearance and Personality:
Corwin Morningsword of House Lebeda grew up the proverbial Golden Child in appearance, treatment, and behavior. His handsome face and blonde hair seemed to emerge from a fairy tail. When he smiled, the world smiled with him. When he took action, he was praised. When he was magnanimous, others felt humbled. Corwin's rise to Paladinhood surprised no one, nor did anyone question the decision for him to answer the Swordlord's call.

Vision, Movement, Favored Class, Proficiencies:
Vision: Darkvision (60 ft)
Movement: 30 ft (20 ft in Scale Mail/Medium Armor)
Favored Class (Oracle): 1 HP (Level 1)
Weapon Proficiencies: Simple Weapons, Bows, Hammers, Heavy Blades, Polearms
Armor Proficiencies: Heavy, Medium, and Light
Shield Proficiencies: All except tower shields

Wealth:
26 gp, 5 sp

Racial and Background Traits:
Racial:
Celestial Resistance (acid 5, cold 5, electricity 5)
Native Outsider
Spell-Like Ability (Daylight 1/day)
Truespeaker (replaces Skilled)

Background:
Omen (Faith)
Fast Talker (Social)
Noble Born - Lebeda (Campaign)
Overprotective (Drawback)

*Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

*Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

*Noble Born - Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”

*Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Special Abilities:
Paladin:
Aura of Good
Detect Evil
Smite Evil 1/day

Oracle:
Mystery (Life)
Oracle's Curse (Haunted)
Orisons
Revelation (Channel) (1 + Cha mod = 5/day)

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the caster. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two caster levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the caster's level + the caster's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A caster may channel energy a number of times per day equal to 1 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A caster can choose whether or not to include herself in this effect. A caster must be able to present her holy symbol to use this ability.

Feats:
Level 1: Selective Channeling

Skills:
Skill Ranks (Oracle): 4
Background Skill Ranks: 2

Background Skills: Handle Animal and Linguistics

Skill Bonuses:
Acrobatics: -5
Appraise: 0
Bluff (Skill Rank 1): 9
Climb: -3
Diplomacy (Skill Rank 1): 8
Disguise: 4
Escape Artist: -5
Fly: -5
Handle Animal (Skill Rank 1): 8
Heal: 0
Intimidate (Skill Rank 1): 9
Linguistics (Skill Rank 1): 3
Perception: 0
Ride (Skill Rank 1): -1
Sense Motive: 2
Stealth: -5
Survival: 0
Swim: -3

Weapons and Armor:
Weapons:
Longsword (Attack Mod 3) (15 gp)
Morningstar (Attack Mod 3) (8 gp)
Light Crossbow (Attack Mod 2) (35 gp)
Spiked Gauntlet (Attack Mod 3) (5 gp)
Dagger (Attack Mod 3) (2 gp)

Armor:
Scale Mail (AC 5) (50 gp)
Heavy Steel Shield (AC 2) (20 gp)

Inventory:
Paladin's Kit (11 gp)
(sans torches): a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), a waterskin, and a wooden holy symbol.
Crossbow Bolts (10) (1 gp)
Traveler's Outfit
Vermin Repellent (2) (10 gp)
Oil (1 sp)
Sack (1 sp)
Weapon Cord (3) (3 sp)
Crowbar (2 gp)
Grappling Hook, Common (1 gp)
Tent, Small (10 gp)

Mount:
Horse, Light (75 gp)
Bit and Bridle (2 gp)
Saddle, Military (20 gp)
Saddlebags (4 gp)

Spells:
Concentration Check: d20 + 5
Roll d20 and add your caster level (+1) and the ability score modifier used to determine bonus spells of the same type (+4).

Difficulty Class Check: 10 + Spell Level + 4
The Difficulty Class for a saving throw against an Oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Oracle Spells per Day
1st Level: 3 + 1 (Cha 19) = 4

Oracle Spells Known:

0th Level (4 + 2 from Oracle's Curse (Haunted)):
Detect Magic
Ghost Sound
Guidance
Mage Hand
Mending
Stabilize

1st Level (2):
Cure Light Wounds
Magic Weapon
Shield of Faith