Arcane Experimenter

Ito Sor's page

132 posts. Organized Play character for Ietsuna.


Full Name

Ito Sor

Race

| HP 8/13 | AC 19 T 11 FF 19 | CMB +2, CMD 12 | F: +5, R: +0, W: +2 (+2 vs. illusion spells or effects) | Init: +0 | Perc: +3, SM: 0

Classes/Levels

| Speed 15ft | Smite Evil: 1/1 | Spells: None| Active conditions: 1 Con damage, frightened

Gender

Male LG Gnome Paladin of Ohleon 1

About Ito Sor

PFS #204997-17
Experience 1
Faction Silver Crusade
Wealth 134.85 GP, 2 PP, 4 Fame
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Ito Sor
Paladin (Shining Champion) of Olheon 1
LG Small humanoid (Gnome)
Init +0; Senses Perc +3, SM -2,

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Defense
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AC 19, touch 11, flat-footed 19
HP 13
Fort +5, Ref +0, Will +2 (+2 vs. illusion spells or effects)

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Offense
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Speed Afoot 15 ft, Mounted 40 ft
Melee longsword (small) +4 (1d6+2/19-20)
Melee lance (small) +5 (1d6+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Spell-Like Abilities dancing lights (1/day) ghost sound (DC 14, 1/day) prestidigitation (DC 14, 1/day) speak with animals (DC 14, 1/day)
Class Spell-Like Abilities detect evil (at will)

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Statistics
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Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Power Attack
Traits Armor Expert, Seeker
Languages Common, Gnome, Sylvan
SQ academician, aura of good, defensive training, detect evil, gnome magic, hatred, illusion resistance, keen senses, low-light vision
Skills Acrobatics -2 , Acrobatics (Jump) -10 , Climb +0 , Diplomacy +7 , Escape Artist -2 , Fly +0 , Handle Animal +7 , Perception +3 , Ride +2 , Stealth +2 , Swim +0
Combat Gear torch (5),
Other Gear outfit (traveler's/small), masterwork breastplate (small), shield, heavy wooden (small), backpack (small), waterskin, holy text (cheap), flint and steel, rope (hemp/50 ft.), holy symbol (wooden), pouch (belt) (small), masterwork lance (small), dog (riding), saddle (military) (small), bit and bridle (small), bedroll (small), wand of cure light wounds, 134.85 gp

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Special Abilities
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Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Aura of Good (Ex) You project a faint good aura.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Gnome Knowledge Selection (Knowledge (Religion))
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +1 to all damage rolls made against the target of your 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. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Paladin Code:

Those in positions of power are also in positions of responsibility. Those who fail to properly lead those under them fail their people, themselves, and the natural order of everything.

Tyrants and fools as kings and queens will not be abided. A kakistocracy is one of the worst hells that people can endure.

Should leaders fail their people, it is for the benefit of all that they be replaced. If they will not give up power peacefully, I will help remove them by force.

I will bring salvation to the downtrodden any way I can; while removing the head of the snake saves the most people and is the most effective course of action, if such actions cannot safely be taken without putting the innocent at risk, providing relief for the bitten can bring the most good.

PFS Career:

In Service to the Lore 2PP
Confirmation (GM Credit) 2PP