Lantern Bearer

Covadil Delonnen's page

107 posts. Organized Play character for Greenclaw.


Full Name

Covadil Delonnen

Race

Half-elf

Classes/Levels

Occultist (Haunt Collector) 3 | HP:24/24 | AC: 17 (19 Shield+Enlarge) | T: 11 (9) | FF: 15 | CMD: 17 | Fort: +7 | Ref: +5 | Will: +5 (+7 enchantment) | Init: +1 | Perc: +8, low-light | Sense Motive: +4 | Mental Focus: 9/9 |Active: Burning Radiance

Gender

Male

About Covadil Delonnen

b][COLOR=#303030]Covadil Delonnen[/COLOR][/b] (74677-13)

Sex: M Race: Half-Elf Class/Level: Occultist (Haunt Collector) 3
Alignment: LG Size: Medium Type (Subtype): Humanoid (Half-elf)
Faction: Silver Crusade
Deity: Iomedae
XP: 6 Fame: 12 PP: 2
Init +1; Senses ; Perception +8, low-light vision
Favored Class Bonus: +1 mental focus points (+1/2), +0 hit points, +0 skill points [floatright][imageid=3761114][/floatright]

[u]DEFENSE[/u]
AC 17, touch 11, flat-footed 15 (+6 armor, +1 dex)
HP 24 (3d8 +6 Con)
Fort +7, Ref +5, Will +5 (+7 vs enchantment)
Special Defenses Immune magic sleep

[u]OFFENSE[/u]
Spd 20ft
Melee Masterwork Greatsword +7 (2d6+8, 19-20/x2)
Club +6 (1d6+6, 20/x2)
Ranged Sling +3 (1d4+6, 20/x2)
Special Attacks

[u]STATISTICS[/u]
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 10 (+0), Cha 8 (-1)
BAB +2, CMB +6, CMD 17

Feats
Skill Focus (UMD): +3 UMD
Extra Mental Focus: +2 Mental Focus pts
Power Attack: -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until next turn.

Traits
Deft Dodger: +1 Reflex
Pragmatic Activator: Use Int for UMD instead of CHA

Skills (4 skill points/level +3/level (Int) +0 (favored class)= 7 - Class Skills in Bold yield +3 when trained, Skills in italics are not usable untrained)

[c][u]Mod[/u] [u]Ranks[/u] [u]Attribute[/u] [u]Name of Skill[/u]
-2 0 (dex) Acrobatics
+3 0 (int) Appraise
-1 0 (cha) Bluff
+4 0 (str) Climb
+3 0 (int) Craft
+5 3 (cha) Diplomacy
+1 0 (dex) Disable Device
-1 0 (cha) Disguise
-1 0 (dex) Escape Artist
+1 0 (dex) Fly
+0 0 (cha) Handle Animal
+0 0 (wis) Heal
-1 0 (cha) Intimidate
+9 3 (int) Knowledge (Arcana)
+3 0 (int) Knowledge (Dungeoneering)
+3 0 (int) Knowledge (Engineering)
+3 0 (int) Knowledge (Geography)
+7 1 (int) Knowledge (History)
+3 0 (int) Knowledge (Local)
+3 0 (int) Knowledge (Nature)
+3 0 (int) Knowledge (Nobility)
+7 1 (int) Knowledge (Planes)
+9 3 (int) Knowledge (Religion)
+7 1 (int) Linguistics
+8 3 (wis) Perception
-1 0 (cha) Perform
+0 0 (wis) Profession
-2 0 (dex) Ride
+4 1 (wis) Sense Motive
+1 0 (dex) Sleight of Hand
+8 2 (int) Spellcraft
-1 0 (dex) Stealth
+0 0 (wis) Survival
+4 0 (str) Swim
+13 3 (int) Use Magic Device[/c]

Languages
Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Hallit, Orc, Sylvan

Racial Abilities
Adaptability: Skill Focus (UMD) bonus feat
Human Heritage: +2 INT
Elven Immunities: immune to magic sleep and +2 save vs enchantment spells and effects
Keen Senses: +2 perception
Low-light vision: see twice as far as humans in dim light
Elven Blood: count as elves for any effect related to race
Human Blood: count as humans for any effect related to race
Multitalented: Two favoured classes (Occultist, Fighter)

SQ
Weapon and armor proficiency All simple and martial weapons, light armor, medium armor and shields (but not tower shields).
Shining Wayfinder A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Mental Focus (Su): 9/day
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.
Implements (Su): Abjuration (broach), Transmutation (sword), Illusion (ring)(Haunted - Champion)
Resonant Powers:
Physical Enhancement (Su): +2 temporary enhancement bonus to a physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Warding Talisman (Su): +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Seance Boons: +2 bonus on all non-spell damage rolls.
Spirit Bonus: Call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. Number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus.
Focus Powers:
Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size.
Size Alteration (Sp): You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.
Magic Item Skill: A bonus on all Use Magic Device checks equal to 1/2 his occultist level (1).
Object Reading: Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

Spells Caster Level: 1 (Concentration +5)
0 (at will) – resistance, mending, ghost sound
1 (4/day) – shield, enlarge person, vanish

Combat Gear
Masterwork Greatsword, Club, Sling, Sling Bullets (19), Mwk Agile Breastplate

Other Gear
Wand of CLW (45), Cloak of Resistance +1, Masterwork Backpack, Antiplague, Antitoxin, Chalk (10), Earplugs, Oil of Bless Weapon, Outfit (travellers), Potion of CLW, Rope, Shining Wayfinder, Smelling Salts, Smoked Goggles, Vermin Repellent, Weapon Cord, Wrist Sheath (spring loaded) x2 - CLW in one and antitoxin in other

Money 439gp, 5sp, 7cp

Boons
Elixir of Treasure Seeking: Drinking grants +2 competence bonus on Appraise & Perception checks for duration of entire adventure. In addition, if earn less than maximum gp reward during adventure, you can fine small cache of 150gp (up to max reward of scenario). When used, cross off CS.
Impressive Find: Once you earn 12 or more Fame, you receive 1 additional PP (but not Fame). You can't have more PP than Fame and if exceed, must be spent or lost.
Pleasure Doing Business: Can buy Silverhex for 6,326gp. Can enhance and will always be 2,000gp less.
Belkzen Veteran: Can spend 2PP to learn Orc as a bonus language. In addition check box that precedes boon to gain benefits of orc ferocity half-orc racial trait for 1 round.
Martyr's Shard: A free action, check box to grant one weapon you wield a +1 enhancement bonus (does not stack) and ability to overcome DR and regeneration as a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.Future Martyr's Shard boons may unlock additional benefits.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
*Can choose to purchase avenging dagger (100,604gp) as though Fame were 10 or higher. If character has earned 2, 3 or all 4 Martyr's Shard boons, reduce cost to 110,604gp respectively.
Scarred Champion: When fail a saving throw against spell or spell-like ability of an undead, you can check box to roll 1d6 and increase the saving throw by that amount. If succeeds, leaves you with hand-sized scar somewhere on body - a reminder of Valdei's assistance.
Frozen Fortitude: As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
Triumph Over Scales: Sspend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Blight Bane: Swift action, challenge animal, plant or vermin creature that you can see, gaining special bonuses against that foe for number of rounds equal to WIS. Gain +1 bonus on attack rolls against that foe and your your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 if creature also has fiendish template. Instead grant these benefits to adjacent ally as a move action using WIS bonus to determine its duration. Cross off when used.
Fangwood Purifier: Spend 2PP to learn Sylvan as bonus language. In addition check box to attempt wild empathy check to influence animal or magical beast, treating your character level as your druid level for this purpose. If you already have wild empathy you can instead check the box to roll twice and take higher result.
Martyr's Shard 3: A free action, check box to grant one weapon you wield a +1 enhancement bonus (does not stack) and ability to overcome DR of undead for 1 minute.During this time grants you +2 bonus on caster level checks to overcome spell resistance of evil creatures.
Otherwise you can check the box that precedes this boon to grant weapon you wield a +1 enhancement bonus (does not stack) and it grants you a +1 bonus on CL checks to overcome spell resistance of evil creatures for 1 minute. During this time attacks with weapon ignore first 5 points of DR possessed by undead creatures.
Heavenly Scholar: Check a box to add 1d6 to the result of one Knowledge (Religion) check after rolling but before learning result of roll. 2/2
Sacred Champion: Check box to use standard action version of lay on hands as if you were paladin of your character level.
Elixir of Sacred Breath: Can buy for 1100gp. Functions as elixir of fire breath, except that half of damage it deals results directly from divine power and is therefore not subject to being reduced to fire-based attacks.
Combat Boon: Immediate Action, you may reroll an attack roll before success is determined. You must accept second roll, even if worse than the first roll. You may only use this ability one. Cross off once used.

Description:

A tall, darkly dressed half-elf, with long black hair, mournful blue eyes and wearing a large sword sheathed at his hip, Covadil’s appearance is only softened by the somewhat out of place looking broach in the shape of a cat pinned on his chest. Despite looking quite deeply scratched, it looks to be as polished as well as could be expected given it is most likely quite old.

History:

Born and raised in Mendev on the edge of the Worlwound, he was no stranger to the constant threat and fear of danger. For awhile he managed to live a normal life with his loving family, but then those threats and dangers became real and found him. When demons breached the Worldwound, his parents were killed during the invasion, his family home destroyed in the conflict.

Left alone with little to remember them by, the half-elf clung to what possessions he was able to salvage, the most prized of all his father’s sword and a silver broach belonging to his mother and in the shape of a cat. Feeling more than just a deep connection with his family through them, Covadil has learnt to channel the psychic energies imbued within them to produce powerful magic

Joining the Pathfinders and the Shining Crusade faction, he seeks purpose in the world and the chance to do good and honour the memory of his fallen family. Perhaps in the process he’ll be able to find more artefacts that will enable him to further develop his unusual powers.