Fighter

Daniel Arrisen's page

1,736 posts. Alias of STR Ranger.


Full Name

Daniel Arrisen

Race

Half-Orc

Classes/Levels

Sacred Servant of Iomedae HP128/128, AC30/17/27, F17/R14/W14, Init +3, Perception +12, CMB18/CMD34

ActiveSpells:
Blessing of the Watch, Protection Aura in 20ft Azreal, Spl Imun3BAB+23+2 AC/+1 Saves Azreal

Gender

Male

Size

Med

Age

30

Special Abilities

Domains: War (Tactics)

Alignment

Lawful Good

Deity

Imodae

Languages

Common, Abyssal, Infernal

Occupation

Medic

Strength 20
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 8
Charisma 19

About Daniel Arrisen

Statblock:
Traits:Fate's Favored, Bully: Intimidate

Daniel Arrisen CR11
Male Half Orc Paladin of Iomedae
LG Medium Humanoid
Init 3; Senses Perception +12
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DEFENSE
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AC= 10+11(Enchanted Fullplate)+12 Bonus for 13 hours from step off+3(Dex)+1(Amulet of Natural Armor)+2 (ROP)+2 (Jingasa of the fortunate soldier)

AC30/touch 16/flat-footed 27
hp 128

Base Saves
Fort +8, Ref +4 Will +8
Resist None
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OFFENSE
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Spd 30 ft. (20ft in heavy armor)

+1 GMW +3Masterwork Greatsword Fury's Fall
Greatsword Attack: +22
(2d6+7+3/19-20/x2/S)+1 damage morale, Blessing of the watch

+1 Evil Outsider Bane 'Heavens Razor' Longsword Attack:+20
(1d8+5+1/19-20/x2/S)

2x Masterwork Alchemical Silver Cestus +20(1d4+5/19-20/x2/B or P)

Masterwork Alchemical Silver Warhammer +20 (1d8+5/×3/B)

+1 Composite Longbow (+3 Str) +15 (1d8+3/X3/P)

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DEFENCE
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+2 Mithral Equestrian Full plate Armor: 9 Armor/-2Armor Check

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STATISTICS
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Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 17
Encumbrance: Light- 100lbs / Medium- 101-200lbs/ Heavy- 201-300lbs

Base Atk +13; CMB +18; CMD +31

Supernatural Abilities::

Tactics Domain-
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wis modifier. 2 per day

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. (Cleric level= Pally level-3) 10 rounds per day. 10 rounds left.

Domain Spells: 1st—magic weapon, 2nd—aid(tactics), 3rd—magic vestment,
4th—divine power

Skills::
2+2(INT)+1Skilled)=5 per level
Acrobatics 6+3(DEX)=9-2
Appraise 0+2(INT)= 0
Bluff 3+4(CHA)=7
Climb 1+5(STR)=6
Craft (Weapons) 4+2(INT)=6
Diplomacy12+4 (CHA)= 16
Heal4-1(WIS)= 3
Handle Animal7ranks+4(CHA)=11
Fly 1+3(DEX)=+4
Intimidate 7+4(CHA)+2Racial+1Trait=14
Knowledge-Arcana (INT)= 2+2(INT)=4
Knowledge-Planes 2+2(INT)=4
Knowledge-Religion 5+2(INT)=7
Knowledge-Nobility 4+2(INT)=6
Linguistics 1rank+2(INT)= 3
Profession (Alchemist) 0+0(WIS)=0
Ride 14+3(DEX)+4(Magic)=21
Spellcraft 4+2(INT)=6
Sense Motive 4-1 (WIS)=3
Swim 1+5(STR)= 6
Stealth 8+3(DEX)= 11-2AC penalty
Perception 13ranks-1(WIS)=12
Use Magic Device +4(CHA)=

Gear::

Arms/Armor:
Masterwork Greatsword 365
+1 Evil Outsider Bane Longsword 8015
+1 Composite (3) Longbow 2400
20 Alchemical Silver arrows 200gp
20 Arrows 1gp
2x Alchemical silver cestus 400
Alchemical Silver Warhammer 398
+2 Mithral Equestrian Fullplate
Equestrian Belt 3200

Wonderous Items:
3x Pearl of Power 3000
Belt of Str, Dex +4 40,000
Jingasa of the Fortunate Soldier 5000
Headband of Charisma +2 4000
+1 AMULET OF natural armor 2000
+2 Ring of Protection
+3 Cloak of resist
Boots of the cat 1000
Cracked Pale green prism Ioun stone 4000
Ring of Water Breathing
Handy Haversack 2000gp

Disposable Magic:
Wand of Feather Step 35 charges
Wand of Keep Watch 30 charges

Backpack (2gp)
Holy symbol, wooden: Imodae
Pouch, belt
Bedroll
Winter Blanket
Shave kit
6x Trail Rations (3gp)
Spring Loaded Wrist Sheath 5gp
3 vials holy water
Flour Bomb
Daylight Scroll
1 CSW

Money:
201 sp
877 gp

SPECIAL ABILITIES:

Regular Paladin abilities:Here

Sarcred Servant Alt Abilities
Smite Evil (Su)

This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

This ability replaces smite evil.

Spells

At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su)

At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol.

As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch.

At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells.

Each bonus can be used to grant one of the following enhancements:

+1 caster level to any paladin spell cast,
+1 to the DC to halve the damage of channel positive energy when used to harm undead,
+1d6 to channel positive energy,
+1 use/day of lay on hands.
These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.
3 bonuses, 2×a day

Call Celestial Ally (Sp)

At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant’s caster level for this effect is equal to her paladin level.

This ability replaces aura of resolve

Oath of Vengeance
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.

Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

Powerful Justice (Su)

At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.

This ability replaces aura of justice.

Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.

Oath Spells

1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.

Deities: Iomedae

Racial Abilities:

Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Half-orcs are Humanoid creatures with both the human and orc subtypes.

Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Half-orcs have a base speed of 30 feet.

Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats/Special::

1-Aura of good, detect evil, smite evil 3/day, 3 uses left Tactics Domain 2 uses left Fey Foundling
2-Divine grace, lay on hands 10/day 10 left
3-Aura of courage, divine health, mercy (Sickened), Power Attack
4-Channel Wrath
5-Divine bond (+3 CL 2/day), Combat Expertise
6-Mercy (Remove Disease)
7-Smite evil 3/day, Unsanctioned Knowledge (Delusional Pride, Herosism, Slow, Freedom of Movement)
8- Weapon Master, 10/day (10 rds left) Call celestial Ally*PLANAR ALLY*
9- Mercy- Nauseated Improved Trip
10
11-Powerful Justice, Combat Reflexes
12-Mercy- Cursed
13- Felling Smash

Spellist:

Level 1:
4+d
Prepped: Tactical Acumen, Challenge Evil, Lessor Restoration, Divine Favor, Magic Weapon(d)

Level 2:
3+d
Prepped: Paladin’s Sacrifice, Heroism Cast and expired, Litany of Righteousness, Aid (d)

Level 3:
Prepped 2+d
Slow, Greater Magic Weapon (+3 cl)Cast on Greatsword, Magic Vestment (+3 cl)(d)Cast on Armor

Level 4:
Prepped 1+d
Freedom of Movement, Divine Power (d)

The Code:

STR Ranger wrote:
Daniel Arrisen wrote:
This is my Deity's Paladin code from The FoP book.

I will learn the weight of my sword. Without my heart to guide it, it is worthless. My strength is in my heart, not my sword. It I lose my blade I have lost a tool. If I lose my heart, I have died.

I will have faith in my god. I channel her. I shine in her army. I will not tarnish her through base actions.

I am first into battle and last to leave

I will not be taken prisoner by my free will. I will not surrender those under my charge

I will never abandon my companion but I will honor sacrifice freely given.

I will guard the honor of my fellows, I will have faith in them.

When in doubt I may force my enemies to surrender, but I am responsible for them.

I will never refuse a challenge from an equal. I will give honor to worthy enemies and CONTEMPT to the rest

I will suffer death before dishonor.

From the Advanced Players Guide:

Oath of Vengeance Paladin:
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.