About Maximillian ArcosPFS Character Information
Game Statistics
AC: 20 (10 + 10 armor)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Class Level: 2 + 0 Int modifier + 1 Favored Class
• Acrobatics -5 (0 ranks + 0 Dex - 5 ACP) • Appraise +0 (0 ranks + 0 Int) • Bluff +4 (0 ranks + 4 Cha) • Climb -1 (0 ranks + 4 Str - 5 ACP) • Craft +0 (0 ranks + 0 Int) • Diplomacy +16 (7 ranks + 3 class + 4 Cha + 2 Racial) • Disguise +4 (0 ranks + 4 Cha) • Escape Artist -5 (0 ranks + 0 Dex - 5 ACP) • Fly -5 (0 ranks + 0 Dex - 5 ACP) • Heal +1 (0 ranks + 1 Wis) • Intimidate +4 (0 ranks + 4 Cha) • Knowledge (History) +2 (1 rank + 0 Int + 1 Trait) • Knowledge (Planes) +9 (5 ranks + 3 class + 0 Int + 1 Trait) [+2 daemons, demons, and devils] • Knowledge (Religion) +8 (5 ranks + 3 class + 0 Int) • Knowledge (Local) +1 (1 rank + 0 Int) • Perception +3 (0 ranks + 1 Wis + 2 Racial) • Perform (Oratory) +5 (1 rank + 4 Cha) [+2 Day Jobs] • Ride -5 (0 ranks + 0 Dex - 5 ACP) • Sense Motive +5 (1 rank + 3 class + 1 Wis) • Stealth -5 (0 ranks + 0 Dex - 5 ACP) • Survival +1 (0 ranks + 1 Wis) • Swim -1 (0 ranks + 4 Str - 5 ACP) Languages: Common, Celestial Feats:
Weapon Focus (Greatsword): +1 to attack rolls with Greatsword (1st Level Feat) Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (3rd Level Feat) [+6 damage] Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. (5th level Feat) Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. (7th Level Feat)
Traits:
Scholar of the Great Beyond: +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and Knowledge (planes) is a class skill. [Basic (Faith) Trait]
A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit. [Silver Crusade Trait] Aasimar Racial Traits:
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use Daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Paladin Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). 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 Charisma 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. (3 times per day) Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus 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 (7). 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. 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. Mercies chosen: Sickened, Staggered 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. Divine Bond (Sp) (CI Greatsword): This 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, f laming, f laming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. 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. 1-level Spells Memorized (1 + 1 Cha bonus) (Caster Level 4; +8 Concentration)
2-level Spells Memorized (0 + 1 Cha bonus)
Code of Conduct:
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Code of Iomedae (From Faiths of Purity) The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Equipment:
Weapons Cold Iron Greatsword +1 [8 lbs] Adamantine Morningstar [6 lbs] 1 Dagger [1 lb] MW Comp. Longbow (Str +3) [3 lbs] 20 Arrows [3 lbs] Armor
Gear
Gear Not Carried
Current Gold: 1010.4 Total Weight carried: 106 lbs (Light)
Scenarios Played:
Intro: First Steps - Part 1 – In Service to Lore (1xp/2pp/417gp) [GM Credit] 05-08 The Confirmation (1xp/2pp/430gp) [GM Credit] 02-11 The Penumbral Accords (1xp/2pp/507gp) [GM Credit] 03-01 The Frostfur Captives (1xp/2pp/502gp) [GM Credit] 06-01 Trial by Machine (1 xp/2pp/511gp) [GM Credit] 04-07 Severing Ties (1xp/2pp/516gp) [GM Credit] 05-21 The Merchant's Wake (1xp/2pp/1188gp) 01-47 The Darkest Vengeance (1xp/2pp/1205gp) 01-35 The Citadel of Flame (1xp/2pp/1181.5gp) [GM Credit] 04-09 The Blakros Matrimony (1xp/2pp/1257gp) [GM Credit] 03-02 Sewer Dragons of Absalom (1xp/2pp/1287gp) 05–19 The Horn of Aroden (1xp/2pp/1847gp) 04-19 The Fortress of the Nail (1xp/2pp/1550gp) [GM Credit] 05-07 Port Godless (1xp/2pp/2535gp) 07-19 The Labyrinth of Hungry Ghosts (1xp/2pp/2268gp) 04-21 Way of the Kirin (1xp/2pp/3288gp) [GM Credit] 04-06 The Green Market (1xp/2pp/2657gp) 07-99 Through Maelstrom Rift (1xp/2pp/2910gp) 05-14 Day of the Demon (1xp/2pp/3205) [GM Credit] Boons:
Ascendance Day Cloak (Ascendance Day Boon) You distinguished yourself in one or more of the competitions held in honor of Iomedae's ascension, earning you a white cloak modeled after the goddess's own. For one scenario, while wearing the cloak or carrying it displayed prominently, you gain a +2 bonus on all saving throws made to resist compulsion spells, spell-like abilities, and effects. In addition, the cloak acts as a phylactery of faithfulness, though it only works to warn the character about actions that would adversely affect one or lawful good alignment and one's standing with Iomedae. At the end of the scenario, the magic fades from the cloak, and it becomes a mundane keepsake of Ascendance Day. Confirmed Field Agent (From The Confirmation)
Explore, Report, Cooperate (From The Confirmation)
Friend of Janira Gavix (From The Confirmation)
Envoy of Peace (Silver Crusade) (From Trial by Machine)
Nemesis of the Aspis (From Severing Ties)
Impressive Influence (From The Blakros Matrimony)
Influenced:
Koboldfriend (From Sewer Dragons of Absalom)
Horn of Aroden (From The Horn of Aroden)
The Paracountess’s Debt (From Fortress of the Nail)
Item Selected: Boots of the Cat Respect of the Nail (From Fortress of the Nail)
Accumulating an Army (Riftwardens) (From Port Godless)
Riftwarden Magic (From Port Godless)
Ectoplasmic Enhancement (From The Labyrinth of Hungry Ghosts)
Nightmarish Pigments (From The Labyrinth of Hungry Ghosts)
Savior of Old Flotsam (From The Labyrinth of Hungry Ghosts)
Soldier of Peace (2+ goals) (From Silver Crusade Faction Card Season 7)
True Ally of the Lantern Lodge (From Way of the Kirin)
Greenheart’s Blessing (From The Green Market)
Air Affinity (From Through Maelstrom Rift)
Elemental Awakening (From Through Maelstrom Rift)
[X][][][] Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to inluence creatures with the air subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223). Scholar of The Gates Ajar (From Day of the Demon)
Resources Tracking:
Starting Gold: 150gp Gold from First Steps – Part 1: 417gp Gold from The Confirmation: 430gp Gold from The Penumbral Accords: 507gp Gold from The Frostfire Captives: 502gp Gold from Trial by Machine: 511gp Gold from Severing Ties: 516gp Gold from The Merchant's Wake: 1188gp Gold from The Darkest Vengeance: 1205gp Gold from The Citadel of Flame: 1181.5gp Gold from The Blakros Matrimony: 1257gp Gold from Sewer Dragons of Absalom: 1287gp Gold from The Horn of Aroden: 1847gp Gold from Fortress of the Nail: 1550gp Gold from Port Godless: 2535gp Gold from The Labyrinth of Hungry Ghosts: 2268gp Gold from Way of the Kirin: 3288gp Gold from The Green Market: 2657gp Gold from Through Maelstrom Rift: 2910gp Gold from Day of the Demon: 3205gp Total Wealth Earned: 29411.5gp Starting Purchases:
First Steps Part 1 – In Service to Lore Accounting:
The Confirmation Accounting:
The Penumbral Accords Accounting:
The Frostfur Captives Accounting:
Trial by Machine Accounting:
Severing Ties Accounting:
The Merchant's Wake Accounting:
The Darkest Vengeance Accouting:
The Citadel of Flame Accounting:
The Blakros Matrimony Accounting:
Sewer Dragons of Absalom Accounting:
The Horn of Aroden Accounting:
Fortress of the Nail Accounting:
Port Godless Accounting:
The Labyrinth of Hungry Ghosts Accounting:
Way of the Kirin Accounting:
The Green Market Accounting:
Through Maelstrom Rift Accounting:
Day of the Demon Accounting:
Total Wealth Expenditures: 27827.1 gp
Silver Crusade Season 6 Faction Card:
[ ] [ ] Defeat an outsider that has the evil subtype and whose Challenge Rating is at least equal to your character level. [ ] [ ] Defeat an undead creature whose Challenge Rating is at least equal to your character level. [ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm. [ ] Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You
[] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service. [ ] Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Silver Crusade by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Diplomacy, Heal, Knowledge (planes), or Knowledge (religion). [ ] Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award. [X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Silver Crusade Season 7 Faction Card:
[ ] [ ] Defeat an outsider that has the evil subtype or an undead creature whose Challenge Rating is at least equal to your character level. [ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose Challenge Rating is at least equal to your character level. [ ] [ ] Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC. [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm. [X] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service. [X] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Heal, Knowledge (religion), or Sense Motive. [ ] Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award. [X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
Silver Crusade Season 8 Faction Card:
[X] [ ] Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level. [ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level. [ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm. [ ] Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure. [ ] Rescue named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service. [X] Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion). [ ] While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level). [X] [X] [ ] /[ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Silver Crusade Season 9 Faction Card:
[ ] [ ] Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level. [ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level. [ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm. [ ] Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity. [ ] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service. [ ] Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion). [ ] In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature. [][][]/[][] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Faction: Silver Crusade
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