Chivane

Elise Leafy's page

1 post. Organized Play character for Evan_Fang.


Full Name

Elise Leafy

Race

Human | HP 94/94 | AC 25 T 12 FF24 | CMB +13, CMD 25 | F +16, R +11, W +14,+2against mind-affecting | Init +3| Perc +1

Classes/Levels

Speed 20ft | Active conditions:

Gender

”Elise” Female LG Oathbound Paladin (Against Feind) 10

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 19

About Elise Leafy

Still working on this section

Combat Stat:

Init +3 (+2 Dex +1 competance)
Fort +16 (+7 base, +3 CON, +4 CHA, +2 resistant)
Ref +11(+3 base, +2 DEX, +4 CHA, +2 resistant)
Will +14 (+7 base, +1 WIS, +4 CHA, +2 resistant)
HP 94 (10+6*9+3*10CON)
BAB +10
CMB +13 ( 10 BAB, 3 STR)
CMD 25 (10 base, 10 BAB, 2 DEX, 3STR)
Speed 20 ft (30ft w/o armor)

Attack
+1 Vicious Silversheen Scimitar +15/+10(1d6+4+2d6, S)
+1 Vicious Silversheen Scimitar PA, two handed +11/+6(1d6+14+2d6, S)
Adamantine Scimitar +15/+10(1d6+3, S)
MWK Cold Iron Long Sword +14/+9 (1d8+3, S)
Lucerne hammer +12/+7 (1d12+4, BP)
Battle Poi +9/+4 (1d4, fire)
Comp +2 Long Bow +12/+7 (1d8+2,P)

Human Racial Feature:

Bonus Feat
Skilled

Traits:

Blade of mercy(Religion) :Take no penalty on dealing nonlethal damage w./ S weapon and gains +1 trait bonus on nonlethal damage w./ S weapon
Unscathed(Magic): Any kind of energy resistance you gained increase by 2 points
Fate’s Favored(Faith): +1 extra bonus on any Luck bonus
Sound of Mind(Region): +2 trait bonus on saving throws against mind-affecting effects

Oathbound Paladin 10 Class Features
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)

Detect Evil (Sp)

Smite Evil (Su):As a swift action, the paladin chooses one target within sight to smite. Gains CHA modifier (+4) on attack rolls to the target and adds Paladin level (+10) on damage rolls to the target. If the target is evil outsider, dragon or undead, the 1st successful hit adds 2 times paladin level (+20) on damage rolls.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 (+4) 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.

Divine Grace (Su): Bonus equal to CHA modifier apply on saving throws

Lay on Hand (Su): Heal 1d6 per 2 Paladin level (5d6), can use Cha modifier ½ Paladin level (9) times. Needs a free hand to use. Heal others takes standard action while heal myself takes swift action.
Also can deal damage to undead creatures, dealing 1d6 damage per 2 Paladin level (5d6). 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.

Aura of Courage (Su):Immune to fear. Allies within 10 feet gains +4 bonus on saving throws against fear effects. It doesn’t work if I am unconscious.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): Paladin can apply mercy effects when using Lay on Hand

Mercy choosen:
:
3rd lvl: Sicken
6th lvl: Fatigue
9th lvl: Replaced

Channel Positive Energy (Su) :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. (5d6, DC19)

Spells: Cha based, CL 7. Lvl 1 3 slots, Lvl 2 2 slots, Lvl 3 1 slot

Oath Spells: 1st—resist energy; 2nd—detect thoughts; 3rd—invisibility purge; 4th—plane shift.

Divine Bond: Bond with weapon. Activate as standard action, in the time of Paladin level minutes, the weapon lights up like torch and gains +1 enhancement bonus at 5th lvl (and 1 extra bonus every 3rd lvl after that). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. Everyday, this ability can be used once at 5th lvl and 1 per 4 lvl after that.

Anchoring Aura (Su): At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.

Holy Vessel (Su): At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property's cost (see the armor special abilities and shield special abilities tables). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount. This ability replaces the mercy gained at 9th level.

Feats:

Power Attack
Fey Founding (human bonus)
Greater Mercy
Worldwound Walker
Additional Traits
Weapon Focus: Scimitar (The Refuge of Time boon)
Improved Critical: Scimitar

Skills:

Swim -1(+3 STR, +1 Rank, -5 ACP)
Acrobatic -2(+2 DEX, +1 Rank, -5 ACP)
Fly +1(+2DEX, +2 Rank, +2 Competence, -5ACP)
Spellcraft +4(+1Rank, +3 Class)
Kn(Noble) +6(+3 Rank, +3 Class)
Kn(Religon) +4(+1 Rank, +3 Class) (+5 competence when using Ioun stone in Lodge) (+2 Circumstance w./ chronicle)
Heal +13 (+1 Wis, +9 Rank, +3 Class)
Profession (herbalist) +5 (+1 Wis, +1 Rank, +3 Class)
Sense Motive +5(+1 Wis, +1Rank, +3 Class)
Diplomacy +19(+4Cha,+10Rank, +3Class, +2 Competence) (+1 against hostile starting attitude; +2 to convince non-evil NPC not to perform evil actions)

Equipments:
Weapons:
+1 Vicious Silversheen Scimitar
Adamantine Scimitar
MWK Cold Iron Long Sword
Lucerne hammer
Battle Poi
Comp +2 Long Bow
Heavy Crossbow
Arrow (20)
Tangleshot Arrow (20)
Crossbow bolts (10)

Armor and Shields:
+2 Full Plate
+2 Buckler

Belt:
+2 Str, Con Belt of Physical Might

Body:
Peasant's outfit
Griffon Mane Tabard

Chest:
Bane Baldric

Feet:

Sling
Sling bullets (10)x2
Wandermeal x80
Hot weather outfit

Wand of Longstrider
Wand of IH
Wand of Divine Favor
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XP: 3
Fame: 6
Prestige:0