About Flaith Festung, called LöwinData:
Name: Felicitas Festung, called die Löwin Race: human Job: Paladin Age: 19 Height: 5´6" Weight: 120 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 4baked bread with Bacon and egg Hobbies: Tattoing, reading about the heroics of old heroes Physical Description: light tanned skin, rich silver eyes, golden hair Deity: Iomedea Colours: steel and white Clothing Style: A shirt and trousers of steely gray died osirian linnen. A white tabard with the sword and sunburst symbol of shizeru. Hard leather boots and bracers dyed steel gray. Languages: Common, Tian, Celestial, Infernal Combat:
Hit Points: 28 2d10+2x1+2x1 Initiative: +3 Armor Check Penalty: -4 Speed: 30 feet (20 in armor) Armor Class: 21 (10 + 3 Dex + 6 Armor + 2 Shield) (22 if alone) Touch: 13 FF 18 Longsword +6 1d8+5 (18-20/x2) light steel shield +6 1d3+5 (20/x2) or Longsword +4 1d8+5 and light steel shield +4 1d3+3 Saves: Fortitude: +6(3 +1 Con+2) Reflex: +6 (1 +3 Dex+2) Will: +4 (3 +-1 Wis+2) Situational Bonuses:
Racial & Class Traits:
Human +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 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)
Smite Evil (Su)
Divine Grace (Su)
Lay On Hands (Su)
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)
Divine Health (Ex)
Mercy (Su)
Channel Positive Energy (Su)
Spells
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Aura of Resolve (Su):
Feats, Traits & Skills:
Feats: Two Weapon Fighting Improved Shieldbash Power Attack Traits: Expert Duelist Armor Expert Skills: • Skillpoints gained/level (4) 2- 1(int)+1Human • Acrobatics: -2 (0 ranks; ; +3 Dex; -5armor) • Appraise: +0 (0 ranks; +0 trained; +0 Int) • Bluff: 2 (0 ranks; +0 trained; 2 Cha) • *Climb: -2 (0 ranks; +0 trained; +3 Str; -5 armor) • *Diplomacy: 8 (3 ranks; +3 trained; 2 Cha) • Disguise: NA (0 ranks; +0 trained; +2 Cha) • Escape Artist: -2 (0 ranks; ; +3 Dex; -5armor) • Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor) • *Heal: -1 (0 ranks; +0 trained; -1 Wis) • Intimidate: +2 (0 ranks; +0 trained; +2 Cha) • Know (arcana): -1 (0 ranks; +0 trained; -1 Int) • Know (local): -1 (0 ranks; +0 trained; -1 Int) • Know (nature): -1 (0 ranks; +0 trained; -1 Int) • *Know (nobility): 5 (3 ranks; +3 trained; -1 Int) • Know (planes): -1 (0 ranks; +0 trained; -1 Int) • *Know (religion): -1 (0 ranks; +0 trained; -1 Int) • Linguistics: -1 (0 ranks; +0 trained; -1 Int) • Perform (Sing): +2 (0 ranks; +0 trained; +2 Cha) • Perception: -1 (0 ranks; +0 trained; -1 Wis) • *Ride: -2 (0 ranks; ; +3 Dex; -5armor) • *Sense Motive: -1 (0 ranks; +0 trained; -1 Wis) • Stealth: -2 (0 ranks; ; +3 Dex; -5armor) • Spellcraft: NA (0 ranks; +0 trained; +0 Int) • Survival: -1 (0 ranks; +0 trained; -1 Wis) • Swim: -2 (0 ranks; +0 trained; +3 Str; -5 armor) • *Use magic Device: 2 (0 ranks; +0 trained; 2 Cha) Spells:
Equipment:
Weapons: MW Cold Iron Longsword Armor: MW Breastplate light Steel shield +1 Miscenellious: Wand of cure light wounds Wand of Divine Favor 2 Flasks of Acid Paladin Kit contents. MW Sing tool (dayjob) Carrying Capacity: Light Load: 0 lbs - 100 lbs Medium Load: 101 lbs - 200 lbs Heavy Load: 200 lbs - 300 lbs Lift Over Head: 300 lbs Lift Off Ground: 600 lbs Push or Drag: 1500 lbs Carried Possessions (84 lbs): Pouch with Coins (1 lbs): CP: SP: GP: 4 PP: Character Description:
Appearance: Story/Background:
Souveraign Court:
PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed. WELL-CONNECTED (4+ goals): Your network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can call upon the assistance of a contact to gain a +4 bonus on the check. SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a bonus on checks using that skill equal to half the goals you have completed (rounded down) and halve their armor check penalty when using the skill. --------------------------------------------------------------------------- ---------------------------------------------------- [X][X][]Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). []Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [][]Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. [X][X]Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. [][]Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. []Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. []Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. [X][X][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Boons:
Noble Heir Arpador [Dice=IniFlaithl]1d20+3[/dice]
Introduction:
Flaith Festung is a beauriful young woman, about 5`6`` weighting around 140 Pounds. She has long braided honeycoloured hair and emerald green eyes. She is wearing gold etched armor and a round steel shield with a golden Lion crest and armed with a cold iron Longsword. |