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About Delman Fredrel Vortani IIIAdd +1 to Intelligence DM Boon. Also roll for random drops of Daily Tasks. Quests:
Cave of Ur'Legrutha. It is North of New Faces in a country known as Nemesis. Know that these are evil lands and for my servants and those who are good will find it hard to live here. In the Blood Mountains of Malice you will find a bleak white tower on the mountain you must search for the cave. Do not go to the white tower."
Daily Quest
The light infuses into the cat quicly turning its eyes from the purple glow to a heavenly golden, the fur turns white, and the runes glow golden changing to be of celestial script. A halo emerges upon the cat’s crown of golden light. The feline begins to purr. A shadow of light then appears above Delman casting down upon the trio, no source apparant. Delman coughs a bit as the same golden light comes from his mouth and eyes that was infused in his familiar. Temporary: gain fast healing 3, resist energy 10 (fire), Before Battle: Mage Armor,
Description:
His hood still covering much of his features, you notice the dull white glow that his eyes emit. The black cloak he wears has a white scythe stitched into the back and has white lining, it covers most of his body leaving his legs mostly exposed, it still seems to not impede his movement. He smiles and says, "Greetings, my name is Delman. Besides the cloak you see two handles poking out of his exterior pockets on his sides. Human/Seelie (Idun Touched/fey), male, Paladin (divine hunter)/Fey Bloodline Sorcerer 4, LN
Init +5; Perception +2, low-light vision; BAB: +4, CMB +5, CMD 20
AC: 28, touch 17, flat-footed 24 (armor +x, dex +5, natural +3, shield +4, etc.) +4 mage
HP: 45/45 (10, 9, 4, 6+12) Resist Cold 3, DR 2/cold iron Favored bonus: +1 HP, +1 HP, +1 HP Total, starting value, bonuses
[dice=Kukri]1d20+9[dice] [dice=damage]1d4+1[dice] [dice=undead bane, comp. long bow +1]1d20+9+3[/dice] [dice=damage]1d8+2+2d6[/dice]
[dice=goblin bane, comp. long bow +1]1d20+9+3[/dice] [dice=damage]1d8+2+2d6[/dice]
+1 to attack and damage if within 30 feet. three greater slaying arrows. The designated creatures for each of these three arrows is gnoll, giant, and dragon. The magic of these greater slaying arrows vanishes if they are sold, but they can be given to others in trade for goods or as a gift. If a worshiper of Erastil fires one of these greater slaying arrows and misses, the arrow vanishes and a slaying arrow of the same type appears in the gifted character’s quiver. If this regular slaying arrow is then fired, only to miss its target, it has a 50% chance to be lost, as normal. [dice=MC, long sword]1d20+9[/dice] [dice=damage]1d8+1[dice] Spells:
Sorcerer
2nd level: 5/day Invisibility [Later spells: Create Pit, Extreme Flexiblity, Animal Aspect,Flaming Sphere, Levitate, Knock, Raven’s flight, Scorching Ray, Shackle, Sense Vitals, Storm of Blades, Unnatural Lust,
1st level: 8/day
[Scrolls to get: Lucky Number, Murderous Crow, Positive Pulse,
Cantrips:
Orison:
Paladin:
Specials: Constant–detect good, protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves. ) Detect Evil (at will) Smite Evil: swift action, +5 attack, +3 damage (first attack possibly x2), bypass DR, 2/day, +5 Deflection to AC vs. target Lay On Hands: 8/day, heal 2d6 hp, standard action, unless the paladin targets herself, in which case it is a swift action. Mercy fatigue. Shared Precision: when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her.
Paladin: Divine Hunter:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor ( Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency. 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 Charisma 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. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma Divine Bond (Su): At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond. Fey Bloodline Sorcerer:
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Town of New Faces:
Skills:
Acrobatics +6_Bluff +11 _ Climb +1 _ Dip +11 _ Escape Artist +5 _ HA +11 _ Heal +6 _ Intim +11 _ K (Arc, Nat, rel, nob) +5 _ Ride +5_ Spell +5 _ Stealth +5 _ Survival +2 _ UMD +12 _ Swim +1 Skills: CS=class skill
Feats:
Traits:
Specials:
Racials:
The Idun considers her fey chalice, and its sacred wines, an intimate part of herself. Forcing an Idun to pour wine, or destroying her chalice, is considered both an evil act and an act of rape. Fey Vintages (Sp)
The Idun can produce curative wine at will; a creature who drinks curative wine is stabilized, and receives a new Fortitude save at a +4 holy bonus to overcome any disease or poison affecting them.
Gear:
4 cyrstals
Original gear: Iphone 8, wallet (sold), credit cards (sold), money (sold), Driver's License, writing pad and pen (sold), 49er's hat (sold), hoodie (sold), levi's jeans and button up shirt (sold). Belt and buckle. Mess kit:
Monk's kit:
Cracked Hematite gem, orblike and blue. Concentration DC 20 to heal 1 hp per round. HP: 33/31_ AC: 23 _ T: 15 _FF: 19_ Perception +1_Sense Motive +5[/ooc]_Init: +5_Fort: +11_Ref: +11_Will: +9_CMB: +2_CMD: 17_Speed: 30 Skills:
Acrobatics +6_Bluff +9 _ Climb -1 _ Dip +9 _ Escape Artist +5 _ HA +9 _ Heal +5 _ Intim +9 _ K (Arc, rel) +4 _ Ride +5_ Stealth +5 _ Survival +1 _ UMD +10 _ Swim -1 --------- |