Celestial Gnome

Fizzbeard Dragonfiend's page

367 posts. Organized Play character for Mike Tuholski.


Full Name

Lord Fizzbeard Dragonfiend

Race

Gnome [11]

axebeak:
58/58 | AC 27 T 17 FF 20 | CMD 24 | F +8 R +12 W +6 (+4 enchant) | Perc +5 | 50' movement | DR 5/evil | Resist acid/cold/electricity 10 | SR 14

Classes/Levels

Paladin of Smiad 11 | HP 103/103 | AC 21 T 11 FF 21 | 20% miss | CMD 23 | F +15 R +8 W +12 (+2 illusions) | Init +0 | Perc +2 | SM +5 | smite: 4/4 | LoH: 9/10 | Aura of Courage/Resolve (10'): +4 morale against fear and charm | 15' movement

Gender

Fizzbeard Male

Size

Small

Special Abilities

#55162-5

Alignment

Lawful Good

Deity

Smiad (archon empyreal lord of honor, renown, and dragon-hunting)

Languages

Common, Gnome, Sylvan

Homepage URL

chronicles

Strength 14
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 10
Charisma 17

About Fizzbeard Dragonfiend

Used:
13 charges wand of clw

Lord Fizzbeard Dragonfiend
Male gnome paladin 11
LG Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +2
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
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Defense
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AC 21, touch 11, flat-footed 21 (+10 armor, +1 size)
hp 103 (11d10+33)
Fort +15, Ref +8, Will +12; +2 vs. illusions
Defensive Abilities defensive training; Immune charm, disease, fear
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee +1 dragon-bane greatsword +13/+8/+3 (1d10+14/19-20 plus 2d6 vs. dragon) or
. . mwk cold iron dagger +13/+8/+3 (1d3+9/19-20) or
. . mwk warhammer +13/+8/+3 (1d6+9/×3) or
. . mithral dagger +13/+8/+3 (1d3+9/19-20)
Ranged greenwood composite longbow +13/+8/+3 (1d6/×3)
Special Attacks channel positive energy 5/day (DC 20, 6d6), hatred, smite evil 4/day (+5 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +16)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect evil
Paladin Spells Prepared (CL 8th; concentration +13)
. . 3rd—mass ghostbane dirge (DC 18), litany of escape
. . 2nd—litany of righteousness (DC 17), paladin's sacrifice (DC 17)
. . 1st—grace, hero's defiance, liberating command, litany of sloth (DC 16)
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Statistics
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Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 20
Base Atk +11; CMB +10; CMD 23
Feats Furious Focus[APG], Improved Vital Strike, Mounted Combat, Power Attack, Ride-by Attack, Vital Strike
Traits armor expert, gregarious
Skills Acrobatics -4 (-12 to jump), Diplomacy +16, Handle Animal +11, Knowledge (arcana) +4, Knowledge (nobility) +8, Knowledge (religion) +5, Perception +2, Ride +10, Sense Motive +5, Spellcraft +4, Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ divine bond (mount), gnome magic, lay on hands 10/day (5d6), mercies (diseased, nauseated, sickened)
Combat Gear dragonfoe amulet[UE], oil of daylight, potion of cure light wounds, potion of fly, wand of cure light wounds (6 charges), wand of cure light wounds (50 charges), alchemist's fire (2), weapon blanch (silver)[APG] (2); Other Gear +1 champion defiant dragonhide full plate, +1 dragon-bane greatsword, arrows (20), greenwood composite longbow, mithral dagger, mwk cold iron dagger, mwk warhammer, belt of giant strength +2, cloak of displacement, minor, headband of alluring charisma +2, wayfinder[ISWG], paladin's kit[UE], 2,684 gp, 1 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragonfoe amulet Ignore DR of true dragons, roll twice vs. their SR, and evasion vs. their breath weapons.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gregarious (1/day) Reroll a Diplomacy check to improve a creture's attitude, before the results are revealed.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 6d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Vital Strike Standard action: x2 weapon damage dice.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Beaky
Celestial axe beak (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 311)
LG Medium animal
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 27, touch 17, flat-footed 20 (+3 armor, +6 Dex, +1 dodge, +7 natural)
hp 58 (9d8+18)
Fort +8, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 14
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Offense
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Speed 50 ft.
Melee bite +7/+2 (1d6+1)
Special Attacks smite evil
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Statistics
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Str 13, Dex 23, Con 14, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 24
Feats Dodge, Iron Will, Light Armor Proficiency, Mobility, Spring Attack
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +13 (+21 to jump), Climb +5, Fly +10, Perception +5, Stealth +10, Swim +5
SQ attack any target, combat riding, devotion, multiattack / extra attack
Other Gear +1 darkleaf cloth leather armor, amulet of natural armor +1, bit and bridle, saddlebags
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Smite Evil (1/day) (Su) +0 to hit, +9 to damage when used.
Spell Resistance (14) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.