Isilda

Flaith Festung, called Löwin's page

268 posts. Organized Play character for Helikon.


Full Name

Lady Felicitas Festung, called die Löwin ne Arpador

Race

Human

Classes/Levels

Paladin 3

Spoiler:
AC 21/T13/FF18 HP 22/2 F+6 R+5 W+4 Init +3 Perception -1 CMD 18

Gender

female

Size

medium

Age

19

Special Abilities

Detect evil / Smite Evil

Alignment

Lawful Good

Deity

Iomedea

Location

Absolom

Languages

Common

Occupation

Temple Guardian, Pathfinder

Strength 16
Dexterity 16
Constitution 13
Intelligence 8
Wisdom 9
Charisma 14

About Flaith Festung, called Löwin

Data:

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:
Smite Evil: it target is evil:
+2 to hit +1 Damage/ignores DR/ Deflection bonus +2
Combat:
Base Attack Bonus: +3
Melee Attack Bonus: +6 (3 BAB+ 3 Str)
Range Attack Bonus: +6 (3 BAB+ 3 Dex)
Combat Maneuver Bonus: +6 (3 BAB + 3 Str)
CMD: 19 (10+ 3 Base + 3 Str + 3 Dex)
Wand: CLW

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

Lay On Hands (Su)
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.
Fatigued: The target is no longer fatigued.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Channel Positive Energy (Su)
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.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

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.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

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):
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.


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]
[Dice=PercFlaith]1d20-1[/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.