Rogue

Kalendir's page

651 posts. Organized Play character for Tyranius.


Full Name

Kalendir

Race

Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6

Classes/Levels

Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Gender

Male

Size

Medium

Special Abilities

A sure thing; Aura of Good; detect Evil; Elven Immunity-Sleep; Elven Magic; Low-Light Vision; Point Blank Shot; Precise shot; Smite Evil

Alignment

LG

Deity

Erostil

Languages

COMMON; ELVEN

Strength 16
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 8
Charisma 15

About Kalendir

Kalendir
Male elf fighter 2/paladin (divine hunter) 11 ( Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (elf)
Init +6; Senses low-light vision, tremorsense 20 ft.; Perception +10
Aura care (10 feet)
—————
Defense
—————
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 95 (13d10+13)
Fort +19, Ref +15, Will +16 (+1 vs. fear); +2 vs. enchantments, +4 and one size larger to resist effects
of wind
Immune sleep, disease
—————
Offense
—————
Speed 30 ft.
Ranged +2 adaptive holy composite longbow +20/+15/+10 (1d8+6/×3 plus 2d6 vs. evil)
Special Attacks channel positive energy 6/day (DC 20, 6d6), hunter's blessing, smite evil 4/day (+5 attack
and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +16)
At will—detect evil
Paladin (Divine Hunter) Spells Prepared (CL 8th; concentration +13)
3rd—magic circle against evil , communal resist energy UC
2nd—communal protection from evil UC, resist energy
1st—endure elements , hero's defiance APG, liberating command UC, sun metalUC (DC 16)
—————
Statistics
—————
Str 18, Dex 18, Con 12, Int 10, Wis 8, Cha 20
Base Atk +13; CMB +17; CMD 32
Feats Clustered Shots UC, Deadly Aim, Elven Accuracy APG, Iron Will, Manyshot, Point-Blank Shot, Precise
Shot, Rapid Shot, Stabbing Shot APG, Weapon Focus (longbow)
Traits a sure thing, reactionary
Skills Acrobatics +6, Climb +8, Craft (bows) +7, Diplomacy +9, Heal +3, Knowledge (dungeoneering) +4,
Knowledge (nobility) +4, Knowledge (religion) +4, Perception +10, Spellcraft +4 (+6 to identify magic item
properties), Survival -1 (+1 to avoid becoming lost), Swim +8, Use Magic Device +10; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ distant mercy (55 feet), divine bond, elven magic, lay on hands 12/day (7d6+5), mercies (cursed,
shaken), shared precision
Combat Gear cold iron arrows (50), cold iron durable arrow (50), hand of glory , oil of bless weapon (2),
potion of barkskin +5 , scroll of breath of life , silver arrows (50), wand of cure light wounds , wand of cure
light wounds (39 charges) , wand of endure elements (50 charges) , wand of gravity bow (50 charges) ,
wand of obscuring mist (50 charges) , acid (3), alchemist's fire (6), holy weapon balm ACG (2); Other Gear
+1 champion mithral chain shirt , +2 adaptive holy composite longbow , arrows (60), blunt arrows APG (40),
belt of giant strength +4 , bracers of the merciful knight UE, clear spindle ioun stone , cloak of resistance +3 ,
first aid gloves , goz mask ISWG, handy haversack , headband of alluring charisma +4 , ioun torch ioun
stoneAPG, ring of feather falling , ring of protection +1 , tremor bootsUE, wayfinderISWG, hemp rope (50 ft.),
masterwork bowyer tools, paladin's kit UE, 2,861 gp, 5 sp
—————
Special Abilities
—————
Aura of Care (10 ft.) (Su) Self and allies in aura no longer provide cover for ranged attacks.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Distant Mercy (55 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond +3 (11 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking
to list.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hunter's Blessing (Su) Use 1 smite, all in 10 ft gain Deadly Aim, Precise Shot, & Imp. Precise Shot.
Immunity to Disease You are immune to diseases.
Lay on Hands (7d6+5 hit points, 12/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 dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove
curse spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 6d6 (6/day, DC 20) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Stabbing Shot Full attack with a bow: make a melee attack against an adjacent target. If that attack hits,
the target is pushed back 5'. All attacks this round suffer a -2 penalty to hit.
Tremorsense (20 feet) Sense creatures and objects in contact with ground or water.

***

[dice=CI Durable Arrow 1 Many Shot; PBS; Rapid Shot; Deadly Aim]1d20+20+1-2-4[/dice]
[dice=Damage 2 arrows]2d8+12+2+16[/dice]
[dice=Holy Damage (If Evil)]4d6[/dice]

[dice=CI Durable Arrow 2; PBS; Rapid Shot; Deadly Aim]1d20+15+1-2-4[/dice]
[dice=Damage]1d8+6+1+8[/dice]
[dice=Holy Damage (If Evil)]2d6[/dice]

[dice=CI Durable Arrow 3; PBS; Rapid Shot; Deadly Aim]1d20+10+1-2-4[/dice]
[dice=Damage]1d8+6+1+8[/dice]
[dice=Holy Damage (If Evil)]2d6[/dice]

[dice=CI Durable Rapid Fire Arrow; PBS; Rapid Shot; Deadly Aim]1d20+20+1-2-4[/dice]
[dice=Damage]1d8+6+1+8[/dice]
[dice=Holy Damage (If Evil)]2d6[/dice]

Precise shot to eliminate -4 modifier for shooting into melee;
Shared Precision- All allies in 10 feet get precise shot
Holy- +2d6 damage if creature is evil
Cluster Shot[/ooc]

---------------------------------------------
Hand of Glory- This mummified human hand hangs around a character’s neck by a leather cord (taking up space as a magic necklace would).

If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.

Bracers of the Merciful Knight- These golden bracers are engraved with images of celestial creatures.

When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.