Prankster Illusionist

Flizzibus Feuerlanze's page

70 posts. Alias of Helikon.


Full Name

Flizzibus Feuerlanze

Race

Gnome

Classes/Levels

Paladin 15 HP 154/154 AC 37 T 14 FF 36 F23 R 16 W 20 Ini +2 Perc 27 SE 5/Day +6 /+15/+6

Gender

male Active spells. GMW on Lance and Morningstar

Size

small

Age

98

Alignment

Lawful Good

Deity

Saranrae

Languages

Common, Gnome

Strength 22
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 11
Charisma 22

About Flizzibus Feuerlanze

Data:

Name: Flizzibus Feuerlanze
Race: Gnome
Job: Paladin
Age: 98
Height: 3´2"
Weight: 42 lbs
Alignment: LG
Personality: Determind, polite
Likes: Swordmanship, Dwarven drinking Songs, Politness, Tattoos W
Dislikes: Demons, Evil spellcasters, cold soups
Favorite foods: Dwarven Ale, fresh baked bread with Bacon and egg
Hobbies: Tattoing, reading about the heroics of old heroes
Physical Description: Golden skin, rich amber eyes, a shock of honey colored hair.
Deity: Saranrae
Languages: Common, Gnome

Combat:

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Defense
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Initiative: +2
Armor Check Penalty: -4(-6 if wearing shield)
Speed: 25 feet (15 in armor)
Hit Points: 154 (15d10+45+15)
Armor Class: 25 (10 + 1 Dex + 13 Armor + 6 Shield+3 Dodge + 3 Natural+1size)
Touch: 11 Flat-footed: 23
Saves:
Fortitude: +23 (9 +3 Con +6 DG +4Resistence +1Luck)
Reflex: +17 (5 +1 Dex +6 DG +4Resistence +1Luck)
Will: +20 (9 +0 Wis +6 DG +4Resistence +1Luck)

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Offense
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Situational Bonuses:
Smite Evil: it target is evil:
+6 to hit +15 Damage/ignores DR/ Deflection bonus +6

Base Attack Bonus: +15
Melee Attack Bonus: +22 (15 BAB+ 6 Str +1 size)
Range Attack Bonus: +17 (15 BAB+ 1 Dex +1 size)
Combat Maneuver Bonus: +20 (15 BAB+ 6 Str -1 size)
CMD: 32 (10 + 15 Base + 6 Str + 1 Dex -1 size )
Melee
• Blade of the Morning Sun: +21/+16/+11 M(1d8+16; 17-20/x2; S, Magic)
• Lance (MW): +19/+14/+9 R (1d6+21; 20/x2; P; 50 ft Cold Iron)
• Morningstar +18/+13/+8 (1d6+14; 20/x2, P+B, Adamantine)
• Dagger: +22/+17 M/R (1d3+6; 19-20/x2; S/P; 10 ft)
Ranged
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Statistics
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Str 22, Dex 12, Con 16, Int 10, Wis 10, Cha 22
Base Atk +15; CMB +20; CMD 32

Racial Traits:

Ability Score Racial Traits:
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type:
Gnomes are Humanoid creatures with the gnome subtype.
Size:
Gnomes are Sm
all creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed:
(Slow Speed) Gnomes have a base speed of 20 feet.
Languages:
Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defensive Training:
Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance:
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses:
Gnomes receive a +2 racial bonus on Perception checks.
Obsessive:
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Gnome Magic:
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred:
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity:
Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Paladin:

Favored Class (Paladin)
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) +6toHit/+15Damage/+6 Defl
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 Cha 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) +7
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) 7D6
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.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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.
At 3rd level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Diseased: The target is no longer diseased.
Paralyzed:[/b] The Target is no longer paralyzed
Blinded: The target is no longer blinded.
Channel Positive Energy (Su):7d6
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

Divine Bond (Sp) a

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Justice (Su)
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su)
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Feats/Traits/Skills:

Feats:
Power Attack(1)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Mounted Combat (3)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Ride-by Attack (Combat)(5)
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Spirited charge(7)
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Weapon Focus (Short Sword)(9)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Focus (Lance)(11)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Extra Lay on hands(13)
You can use your lay on hands ability two additional times per day.
Improved Critical (Short Sword)(15)
When using the weapon you selected, your threat range is doubled.
Traits:
Seeker
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Armor Expert
When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Skills: Skillpoints gained/level (30) 2+ 0(int)x15
• Acrobatics: -2 (0 ranks; ; +1 Dex; -4 armor +1 Luck) +5 if springing
• Appraise: +1 (0 ranks; +0 trained; +0 Int+1 Luck)
• Bluff: 7 (0 ranks; +0 trained; 6 Cha+1 Luck)
• *Climb: 3 (0 ranks; +0 trained; +6 Str; -4 armor+1 Luck)
• *Craft (cooking): +9 (1 ranks; +3 trained; +0 Int +2 Racial + 2 MW item +1 Luck)
*Diplomacy: +12 (2 ranks; +3 trained; +6 Cha+1 Luck)
• Disguise: NA (0 ranks; +0 trained; +4 Cha+1 Luck)
• Escape Artist: -5 (0 ranks; +0 trained; +1 Dex; -4 armor+1 Luck)
• Fly: N/A (0 ranks; +0 trained; +2 Dex; -4 armor+1 Luck)
*Handle Animal: +11 (1 ranks; +3 trained; +6 Cha+1 Luck)
• *Heal: +1 (0 ranks; +0 trained; +0 Wis+1 Luck)
• Intimidate: 7 (0 ranks; +0 trained; 6 Cha+1 Luck)
• Know (arcana): NA (0 ranks; +0 trained; +0 Int+1 Luck)
• Know (local): NA (0 ranks; +0 trained; +0 Int+1 Luck)
• Know (nature): NA (0 ranks; +0 trained; +0 Int+1 Luck)
• *Know (nobility): 5 (1 ranks; +3 trained; +0 Int)
Know (planes): (0 ranks; +0 trained; +0 Int+1 Luck)
*Know (religion): 5 (1 ranks; +3 trained; +0 Int+1 Luck)
• Linguistics: +1 (0 ranks; +0 trained; +0 Int+1 Luck)
• Perform (): +6 (0 ranks; +0 trained; +6 Cha+1 Luck)
• Perception: +27 (15 ranks; +3 trained; +0 Wis + 2 Racial+1trait +5 item +1 Luck)
• *Ride: 13 (10 ranks; +3 trained; +1 Dex; -4 armor+1 Luck+2 MW item)
• *Sense Motive: +1 (0ranks; + 0 trained; +0 Wis+1 Luck)
• Stealth: 0 (0 ranks; +0 trained; +1 Dex; -6 armor+1 Luck+4 racial)
• Spellcraft: NA (0 ranks; +0 trained; +0 Int; +1 trait+1 Luck)
• Survival: +1 (0 ranks; +0 trained; +0 Wis+1 Luck)
• Swim: 3 (0 ranks; +0 trained; +6 Str; -4 armor+1 Luck)


Spells:

LV 1: 3 + 2 DC 17
Bless Weapon , Divine Favor x2, Restoration lesser x2
LV 2: 2 + 2 DC 18
Shield Other, Resist Energy
LV 3: 2 + 1 DC 19
Magic Circle against evil, Greater Magic Weapon, Heal Mount
LV 4: 1 + 1 DC 20
Holy Sword, Death ward

Equipment:

Weapons: 53.665
small Sunblade 50.335
Small MW Cold Iron Lance 320
Small Adamantine Morningstar 3008
Small Dagger
Armor: 33.857
small Full Plate Mail +4 17.650
small Darkwood Large Shield+4 16.207
Wonderous items: 140.300
Belt of strength +6 36.000
Stone of good Luck 20.000
Ring of Protection +3 18.000
Headband of Charisma +4 16.000
Cloak of Resistance +4 16.000
Pearl of Power III 9.000 [used for the day
Amulet of Natural armor +2 8.000
Boots of striding and springing 5.500
Rod of extend spell, lesser 3.000 2/3
Eyes of the eagle 2.500 gp
Handy Haversack 2.000
Mithral Chain Shirt Barding +1 2.200
Amulet of Natural Armor +1 for Radiance 2.000
MW Military saddle 100
Miscenellous: 164
Golden Holy Symbol 100
MW Cooking book 50
Kit, Paladins
Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Crusaders Cross
Price 1gp, Weight
This palm-sized cross has arms of equal length and an emblem etched at the center. When purchased, the bearer's personal emblem or motto is etched on one side, and name, rank, and nation on the other. Common crusader's crosses are typically made of wood.

A brass locket with his parents pictures inside.
Price 2gp Weight -

Potions: 2.000
Potion Cure light wounds x 5. 250
Potion of Enlarge Person x3 150
Potion of Reduce Person x2 100
Potion of Heroism 750
Potion of Fly 750
Wands: 1.050
Divine Favor 20 Charges 300
Bless 15 Charges 225
Cure light wounds 35 Charges 525
Scrolls: 1.850
Lesser Restoration x3 450
Death ward x2 1400
Coins and other valuables
50 Ambers, each worth 100 gp
Coins 100 Plat, 100 Gold, 10 silver 4 copper
Light Load: 0 lbs - 173 lbs
Medium Load: 174 lbs - 346 lbs
Heavy Load: 347 lbs - 520 lbs
Lift Over Head: 520 lbs
Lift Off Ground: 1040 lbs
Push or Drag: 2600 lbs

Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):


Radiance (:

Medium Celestial Dog Golden Retriever)
HP = 102 (12x8 +4x8) 40 ft.
Str 24, Dex 20, Con 18, Int 2, Wis 12, Cha 6;
Special Qualities: Dark vision, low-light vision, scent.
Bite +14 / +9 (1d8+19)
AC 34 T16 FF 29 F 12 R 13 W 5
10 + 5 Armor +13 Nat +5 Dex + 1 Dodge
RES: Cold, Electricity, Acid 15 SR: 26
DR 10/evil // Smite Evil 1 x day +0/+9
Skills: Acrobatics +9 Perception 20, Swim +11
Feats:
Light Armor Prof
Power Attack
Weapon Focus Bite
Skill Focus Perception
Improved Natural Attack
Dodge