Paladin of Iomedae

Lady Adelaide's page

209 posts. Organized Play character for extinct_fizz.


Full Name

Lady Adelaide

Race

Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft

Classes/Levels

Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

Gender

Female Half-Elf Paladin 2

Size

Medium

Age

27

Special Abilities

Aura of Good, Detect Evil, Smite Evil (1/day), Lay on Hands (4/day)

Alignment

LG

Deity

Sarenrae

Languages

Common, Elven

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Lady Adelaide

PFS Info:

Pathfinder Society No.: 114582-1
XP: 4
FP: 6
PP: 4

Main Stat Block:

Lady Adelaide
Female Half-Elf Paladin of Sarenrae 2
LG medium humanoid (human, elven)
Init +3; Low-Light Vision; Perception +2
DEFENSE
AC 18 touch 11, flat-footed 17
(+6 armor, +1 shield, +1 Dex) (no shield bonus after casting or attacking 2-handed, add +3 to AC against attacks from target of smite evil)
HP 17 (2d10+2)
Fort +7, Ref +4, Will +6; immune to sleep effects; +2 racial bonus against enchantment spells/effects; +3 to all from Divine Grace
OFFENSE
Speed 20 ft. (medium armor/light encumbrance)
Ranged Light Crossbow +3 (1d8/19-20/x2), 80 ft
Melee Mwk. Falcata +6 (1d8+3/19-20x3) OR
Quarterstaff +5 (1d6+3/x2)
Space 5 ft. Reach 5 ft.
STATISTICS
Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 16
BAB +2, CMB +5, CMD 16
Traits
Elven Reflexes (Half-Elf): One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on initiative checks.
Illuminator: You speak unusually well when you are filled with the light of your god. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Feats
Racial Bonus Feat: Exotic Weapon Proficiency (falcata)
1st Lvl Feat: Weapon Focus (Falcata)
Skills: 2+Int+2; ACP -3 Diplomacy +9; Heal +4; Knowledge (nobility) +4; Knowledge (religion) +4; Profession (barrister); Sense Motive +4; ACP -3 Extended Stat Block is given below.
Languages Common, Elven
Combat Gear Mwk. Breastplate; Buckler; Light Crossbow; Bolts (20); Mwk. Falcata; Quarterstaff; Acid (2 flasks); Alkali (2 flasks); Alchemist's Fire (2 flasks); Holy Water (2 flasks)
Clothing Explorer's Outfit; Cleric's Vestiments; Tabard; Poncho; Brooch (5 gp); Courtier's Outfit; jewelry (50 gp)
Other Gear Paladin's Kit (Bedroll, Belt Pouch, Flint & Steel, iron Pot, Mess Kit, Rope [50 ft], Soap, Torches [10], Trail Rations [5 days], Waterskin); Masterwork Backpack; Candle (25); Scrivener's Kit (ink well, Inkpen, spare nibs, pigment to make ink, tiny knife, blotter, small ruler); Journal; Holy Symbol (iron); Holy Text (durable); Signal whistle; Rope (50 ft knotted to 25 ft); wayfinder; wand of Cure Light Wounds (50 charges);
Wealth 69 gp, 13 sp, 15 cp

Carrying Capacity (including bonus from Mwk Backpack):
Light Load: <87 lbs
Med Load: 87-173 lbs
Heavy Load: 174-260 lbs

Carried Weight: 82 lbs


Extended Skill Block:

Acrobatics -2
Appraise 0
Bluff 3
Climb 0
Craft 0
Diplomacy 9
Disable Device -2
Disguise 3
Escape Artist -2
Fly -2
Handle Animal 3
Heal 4
Intimidate 3
Knowledge (nobility) 4
Knowledge (religion) 4
Linguistics 0
Perception 0
Perform 3
Profession (barrister) 4
Ride -2
Sense Motive 4
Sleight of Hand -2
Spellcraft 0
Stealth -2
Survival 0
Swim 0
Use Magic Device 3

Appearance:

Adelaide inherited a taller stature from her elven mother, but any willowy figure she may have in her makeup was overshadowed by her father's strong and solid spread. Her hair is very dark brown and kept loose, but short enough to be covered by her helmet; her eyes are a clear, flat gray the color of slate. She has tapered fingers that seem too slim at the ends of her decidedly un-dainty arms and wrists, as well as slightly pointed ears. Without her armor, Adelaide wears a light-blue cotton tunic belted at the waist and thickly-woven, sturdy pants tucked into mid-calf leather boots which have been well-worn, but meticulously cared for. When needed, she has a dark-blue (nearly black) cloak which has a cheap but sturdy pin with the icon of the Dawnflower imprinted on it.

Backstory:

Adelaide's parents never returned from (what they claimed would be) their last grand adventure. She remembers them leaving her with the clerics at the temple of Sarenrae in Magnimar when she was ten years old, promising to be back from the mountains near Sargava in a year or less. She hadn't been unduly worried; they'd gone off on short missions for the Pathfinder Society before, and she always enjoyed spending time with their friend and Society colleague "Uncle" Armand. But as one year became two, and then five, with no word from the party they had gone off with, her heart grew heavy and sick.

Armand refused to let her fall away into darkness and misanthropy. He began to train her in combat and in the temple duties of Sarenrae, channeling her frustration, anger, and mourning heart into empathy and an unwavering passion for soothing the misery of others. Although she prays each day for the safety of her parents, Adelaide now understands that personal suffering is a bridge, not a barrier, for alleviating the suffering of others.

She joins the Society now to extend the warmth and goodwill of her goddess to anyone who may need it. Privately, Adelaide wishes to find and maintain any contacts that could possibly alert her if when her parents are found.

If there is already a guy named Armand in existing Pathfinder lore, this is not that guy.


Personality and Philosophy:

Adelaide is generous and empathetic, but tends to save her words until she has had time to fully consider the needs of the situation at hand. She is not particularly pacifistic, but she strives to never let her falcata be the cause of more pain than it cures. Although polite in nearly every situation, she is particularly enraged by suffering caused through unjust use of power.


Racial Stuff:

Half-Elf
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. In this case, Charisma
Size: Half-Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-Elf begin play speaking Common and Elven.
Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Stuff:

Favored Classes: Paladin and Fighter
Aura of Good:
Adelaide's aura is a good aura equal to her level.
Detect Evil:
At will, she can use Detect Evil as a spell-like ability. As a move action she can concentrate on one item or individual within 60 ft and determine if it is evil and the the strength of its aura as if having studied it for 3 rounds.
Smite Evil:
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.
Divine Grace:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands:
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.


Spells:

will be added as needed. none yet. :(