Adventurer

Fidget Pendleton's page

97 posts. Alias of Popcan.


Gender

Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

About Fidget Pendleton

Name: Fidget Pendleton
Level 3 Oradin of Sarenrae
Race: Gnome
Sex: Female
Age: 40
Size: Small
Hair: Yellow
Eyes: Brown
Height: 2’11”
Weight: 28 lbs.
Alignment: Lawful Good
Sense: Low-light vision, Perception +1

Party Stores:

Party Gold: 1326 GP

Adventuring Gear:
caltrops
1 flint & steel
2 oil flasks
10 trail rations
6 days trail rations for one person
1 tangle foot bag

Armor and Shields:
Chain Shirt, resale price 50
Heavy Wooden Shield, 3.5 GP
Masterwork Chain Shirt x2, resale 225 GP each

Bombs/Projectiles:
vial of Alchemist's Fire, x2

Containers:

Fancy Finds:
Bejeweled book of prayers devoted to Baphomet worth 50 GP
1 Silver scale - Cloudwalking (Valeria)
1 Silver scale - Disguise (Tik)
1 Silver scale - Resistance (Fidget)
1 Silver scale - Sacred weapon (Nat)
Obsidian Unholy Symbol of Baphomet, 20 GP

Potions:
12 Potions of Cure Light Wounds
4 Potion of Lesser Restoration
Potion of Invisibility (Nat)
Potion of ?
vial of antitoxin

Scrolls:
Scroll of Bear's Endurance (Nat)
Scroll of Cause Fear
Scroll of Comprehend Languages
Scroll of Remove Disease (Nat)
Scroll of Resist Energy

Spell Component Pouches x2

Wands:
Wand of Longstrider
Wand of ? (from Cleric)

Weapons:
Dagger x2
x2 Masterwork Glaive resale 179 each
Masterwork Longbow, resale 212 GP
Masterwork Scythe, resale 193 GP

Wearable items:
1 gold ring (nonmagical)

Other:
Lockbox key

Advancement Choices
Level 1: Oracle; Mystery: Life; Revelation: Life Link; Feat: Weapon Finesse

Level 2: Paladin

Level 3: Paladin; Feat: Dervish Dance

Favored Class: Paladin

Combat
HP: 31
Hit Dice: Level 1 d8 (8+3 Con), Level 2 d10 (5 + 1 + 3 Con + 1 Favored Class), Level 3 d10 (5 + 1 + 3 Con + 1 Favored Class)
AC: 18 (10, 3 Dex, 4 Chain Shirt, 1 Small Size), Touch 14 (10, 3 Dex, 1 Small Size), Flat Footed 15 (10, 4 Chain Shirt, 1 Small Size)
Initiative: +5 (+3 Dex, +2 Trait Bonus)

Speed: 20 feet
Base Attack Bonus: +2
CMB: 1 (2 BAB, 0 Str, -1 Small size)
CMD: 14 (10, 2 BAB, 0 Str, 3 Dex, -1 Small size)
Saves: F+9 (3 base, 3 Con, 3 Cha)/R+6 (0 base, 3 Dex, 3 Cha)/W+6 (3 base, 0 Wis, 3 Cha) (Racial +2 against fear and depair, Racial +1 against Illusion spells)

Melee: Scimitar +7 (2 BAB, 3 Dex, 1 Small size, +1 Scimitar), damage 1d4 + 3 Dex (Dervish Dancer)

Statistics
Strength: 10
Dexerity: 16
Constitution: 16
Intelligence: 8
Wisdom: 10
Charisma: 16

Racial Traits: +2 Con, +2 Cha, -2 Str; Low-light vision; +2 against illusion spells and effects; +2 on Perception checks; +2 on Craft or Profession skill of my choice; +1 to DC of saving throw against illusion spells; spell-like abilities; treat any weapon with word “gnome” as a martial weapon; Eternal Hope: +2 on saving throws against fear and despair effects; Once per day, reroll a 1 and take the second result

Gnome Spell-Like Abilities
1/day:
Dancing Lights
Ghost Sound
Prestidigitation
Speak with Animals (10 + spell level + Cha)

Languages:
Common, Gnome, Sylvan

Traits and Drawback
Blessed Touch:
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Excitable (Gnome):
You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. Benefit: You gain a +2 trait bonus on all Initiative checks.

Exposed to Awfulness:
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive—but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Oblivious:
Whether because you are an avid daydreamer or you are accustomed to everything being handed to you and spelled out for your benefit, you pay little attention to your surroundings and other people. Effect: You take a –2 penalty on Sense Motive and sight-based Perception checks.

Feats:
Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Dervish Dance:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Skills:
Diplomacy +8 (2 Ranks, 3 Cha, 3 Class Skill)
Perception +1 (1 Rank, 0 Wis, +2 Racial Trait, -2 Drawback)
Perform: Dance +5 (2 Ranks, 3 Cha)

Oracle Class Features:

Oracle’s Curse: Legalistic
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

Mystery
Life: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Oracle Spells
Spells Known:

Orisons (4)
Detect Magic
Enhanced Diplomacy
Guidance
Light

Level 1 (2 + Cure Spell) 4/day
Bless
Cure Light Wounds
Protection from Evil

Paladin Class Features:

Aura of Good:
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil:
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:
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:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands:
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.

Items:
Backpack (2 GP, 1 lbs.)
Chain Shirt (100 GP, 12.5 lbs.)
Cold-Weather Outfit (Free, 3.5 lbs.)
Iron Holy Symbol of Sarenrae (5 GP, .5 lbs.)
+1 Cold Iron Scimitar
Scimitar (15 GP, 2 lbs.)
Silk Rope, 50 ft. (10 GP, 5 lbs.)

Total weight: 30.5 lbs

Light Carrying Capacity: 33 lbs.

Remaining Gold: 161 GP

Background:

Appearance:

Fidget is of relatively average height and weight for a young gnome. She has slightly tan skin from all the time she spends outside. Her hair is shoulder-length and a bright banana yellow, and her enormous eyes are a deep coffee brown. Her facial features are extremely adorable and child-like, especially her ski-slope nose and the spray of light brown freckles across her face. She wears a chain shirt, and simple wool and leather clothing in shades of brown and gray.

Personality:

Fidget has the typical gnomish tendency to delight in strange and new things, and is excitable to the point of distraction. In fact, "distracted" is her number one state of being. Too unfocused for much booklearning, Fidget's favorite activities have always been physical, like running, playing sports, and climbing trees. She is extremely mischievous, and is prone to suggest goofy misadventures to her companions. She is a natural ringleader and her light-hearted nature often convinces people to follow along with her ridiculous ideas. She can often get into unexpected trouble, however.