Kwava

Elorin Moonshade's page

67 posts. Alias of Kozaric.


Classes/Levels

init:+5, AC:17, HP:18, F:+5 R:+5 W:+5, Perception:+2

About Elorin Moonshade

Elorin Moonshade
Male Elf Paladin of Sarenrae
Level 1 Divine Hunter
LG Medium Humanoid
Init +5; Senses: Perception +2
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DEFENSE
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AC: 17 (18 w/buckler)touch 13, flat-footed 14 (+4 Armor, +3Dex)
HP: 12 (1d10+1con+1 favored)
Fort +3, Ref +3, Will +3
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OFFENSE
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Spd: 30 ft.
Melee:
Scimitar: +3 (1d6+2/18-20/x2)
Cestus: +3 (1d4+2/19-20/x2)
Dagger, +3 (1d3+2/19-20x2)

Ranged:
MW,Composite Long bow: +5 (1d8+2/20/x3) Range110
Thrown Dagger +4 (1d4+2/19-20x2) Range 10

Special Attacks:
-Smite Evil 1/day
-Point blank Shot: +1 Attack and Damage within 30’
Special Defense:
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STATISTICS
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Str 14 , Dex17 , Con 12 , Int 10, Wis 10, Cha 14 [20pt buy]

Base Atk +1; CMB +3; CMD 16
Feats:
- Point blank Shot: +1 Attack and Damage within 30’
- (Bonus) Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits:
- Militia Veteran (any town or village): Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Survival
- Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Skills:

Skills: 2 (2 Class)
Craft (Int):
Diplomacy: +3+1rank+2Ch=+6
Handle Animal:
Heal:
Knowledge (nature) (Int): +1 trait
Knowledge (nobility) (Int)
Knowledge (religion) (Int) 3+1Rank+0 Int=4
Perception: +2 Race
Profession:
Ride:
Sense Motive:
Spellcraft:
Survival: +3 +1 rank +1trait+1 race= +6
Languages: Common, Elven

Class Abilities:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (medium and light), and with shields (except tower shields).
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.


Racial Abilities:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Equipment:

1000g start
Weapons and Armor
MW, Composite Long bow +2str 600g
40 Arrows, 2g
20 Alchemical Silver Arrows 3g
20 Cold Iron Arrows, 2g
Scimitar 5g
Cestus 5g
Dagger Cold Iron 4g
Armor, Chain Shirt +4 AC 100g
Buckler +1 AC 5gp
=726g

Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Hemp (50 ft.) 1 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Grappling Hook 1 gp 7 lb.
Crowbar
=11.02 Gear

Background:
Elorin Moonshade was born and raised in Crying Leaf and trained as a holy warrior of Sarenrae to fight against the horrors that have taken Celwynvian. During his training Elorin's skill with his bow lead him to be assigned to a scout company where he met Yasmine, a young ranger. They quickly became friends and over the years fell in love.
One fateful day their squad ventured too far into the ruins of Celwynvian and become overrun. During the ensuing melee his fiancé was captured and killed. Elorin barely escaped with this life while pulling his squad leader to the closest out post.
The paladin demanded the defenders mount a rescue attempt, but the Captain of the outpost would not send a squad to recover her body, the cost of such a raid would be too high in elven deaths. Elorin was told not to return, but the young elf disobeyed his orders as soon as he reequipped and hastily healed. Alone, Elorin crept back into the ruins spending days hiding and moving in deeper until he finally found his beloved. To his horror, Yasmine had been changed into one of the cursed undead. Her beauty had ben twisted into something unnatural. She had been made a servant of Kozaric, once a lord of Celwynvian, now an elven vampire.
Elorin made his way into the ruined manor that housed the vampire clan, but found out why vampires can sleep unmolested during the day in such a place as Celwynvian. They have servants that do not fear the light. Beaten and battered and using the last of his holy power, Elorin was once again forced to retreat. He knew dying would not free his beloved so he retreated back to Crying Leaf and made his report to his superiors, accepting his punishment for disobeying his orders.
After his prentice was complete, Elorin resigned his duty to Crying Leaf and vowed to gain enough experience and knowledge to one day return and slay Kozaric and give his beloved her eternal rest.
Now the paladin travels the wild lands of Varisia, hunting the undead and praying to one day assail Celwynvian again.

Roleplaying:

The shadow slipped between the trees on the outskirts of town. It cloak a mixture of brown and greens that made it seem to blend into the vary woods it traveled. It comes to a stop unseen by the guards by the gate and grips a lovingly polished bow with its left hand while it crouches and watches the gate.
” Vauntil, yet another town beset by evil. Sarenrae, please give me the power and strength to search out this evil and expose it to your cleansing fire. “ The shadow stands and moves from the trees and walks towards the guards removing its hood to expose the face of a young elf that has been hardened beyond its years. The elf slings his bow and exposes the palms of his hands as he nears the gate before stopping. ”I am Elorin Moonshade, paladin of Sarenrae, The Dawn Flower. I seek entrance to your town to answer the call for heroes.”

The elf is motioned through the gates, the formality of his actions lost on the guards. Elorin makes his way through the town assailed by the smells and sounds until he finds himself at the town hall. The paladin stands still for a moment on the steps looking at the door, his thoughts going back to Celwynvian and his beloved Yasmine, back to the horror he felt, and the pain. The elf opens the doors wide and enters. His bow now unknowingly has made its way into his left hand as he stands in the entrance way. ”I have come. Let The Dawn Flower’s fire burn.”