Swampwalker

Rafael Morganis's page

163 posts. Alias of JAF0.


Full Name

Rafael Morganis

Race

aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5

Classes/Levels

skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Gender

HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 |

Age

27

Alignment

LG

Deity

Erastil

Location

rolled 35 hp

Strength 14
Dexterity 13
Constitution 10
Intelligence 10
Wisdom 18
Charisma 14

About Rafael Morganis

pic of Rafael

racial specials:

Garuda-Blooded (Plumekith) +2 Dex, +2 Wis
skilled +2 Acrobatics, +2 Fly
see invisibility 1/day as SLA
darkvision 60'
resistances acid 5, cold 5, elec 5

traits:

toxopholite You've inherited some of your celestial ancestor's prowess with the bow. Benefit: You gain a +2 trait bonus on attack rolls made to confirm critical hits with bows.

Giant Slayer You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage
rolls against creatures of the giant subtype.

Family Ties Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. Effect(s): When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Second Chance You have a knack for avoiding trouble. Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

paladin special abilities:

weapon and armor prof Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

precise shot A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.

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.

Shared Precision (Su) At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

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.
- Shaken

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 (Su) At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin's divine bond.

The 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.

monk special abilities:

weapon prof Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex) +3/+3 Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Perfect Strike (Ex) At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would. - 1d8 dmg.

Way of the Bow (Ex) At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.

Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

Zen Archery (Ex) At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.

Point Blank Master (Ex) At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.

Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex) At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Ki Arrows (Su) At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.

High Jump (Ex) At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

feats:

precise shot (bonus feat) No penalty for firing into melee.

perfect strike (bonus feat) You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

weapon focus: comp long bow (bonus feat) You gain a +1 bonus on all attack rolls you make using the selected weapon.

point blank master (bonus feat) Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

angelic blood (1st lvl) You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

toughness (3rd lvl) +3 hp, +1 hp per lvl over 3

snap shot Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

equipment:

wbl=6000
spent= 5996
gold left = 4

+1 darkwood composite longbow for 14 str +10 to hit, 1d8+2 dmg (smite: +12/1d8+6)(flurry +2/+2)
belt of tumbling (+4 acro to avoid aoos)
boots of the cat
Amulet of the Mighty Fist; Bonus +1 enchancement with Natural Weapons and Unarmed Attacks
Armbands of the Brawler; Bonus +1 competance to grapple checks.
cracked dk blue rhomboid ioun stone +1 perc +1 sense motive
cracked dusty rose prism ioun stone +1 init
cracked magenta prism ioun stone +2 to any one skill - chg daily
cracked vermillion rhomboid ioun stone +1 acro +1 swim
cloak of resist +1
wand of clw 25 chgs
Potion of Mage Armor x5
20 arrows
10 cold iron arrows
backpack
bedroll
belt pouch
holy text
flint and steel
iron pot
mess kit
silk rope 50'
soap
trail rations
waterskin
wooden holy symbol
potion clw
holy water
tanglefoot bag x2

spells:

2/day dc 15 -Divine Favor: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. (+2)

- Lesser Restoration

fluff:

appearance:
black hair with blue streaks, grey eyes 5'11" 170 lbs. On close examination, the blue streaks in his hair are actually feathers, which he uses to fletch his arrows, his colors being blue and gold.

personality:
Almost friendly to a fault, Rafael welcomes most folks as a friend until they prove otherwise. He spreads his gifts and a smile among the people wherever he goes, willing to heal or aid anyone he meets. In the quiet hours of the night, he still mourns his lost family, but keeps that loss to himself most of the time.

background:
from Magnimar originally, where he served his apprenticeship as a warrior (prof. soldier) in the town guard. In time, he chose to enter the Temple of the Endless Step in Kaer Maga, where he concentrated his studies in the use of the bow. After 4 years in the monastery, he chose to leave, seeking something more in his life. He met and fell in love with a priestess of Iomedae. They wed and had 3 children, who they raised together in Magnimar. He slowly converted during this time from his strict veneration of Irori (and being LN) to following the precepts of good (becoming LG), though he changed his devotion to Erastil rather than Iomedae. He developed his paladin abilities as his alignment changed. When his wife Chloe and his children were slain during an undead rising near their home, Rafael was devastated. He had little left to keep him in Magnimar with its bittersweet memories. He set out to travel and help others as best he could. Lately, he's been traveling the Sandpoint region, dealing with an incursion of giantkin and goblins in the area. He has begun to call Sandpoint home, though when there, he stays in the Rusty Dragon Inn rather than maintaining a residence in the town.

for the future:

In no particular order:

Feats:
Point Blank Shot
Precise Shot (archers need to hit, and all-too-often are firing into melee)
Deadly Aim
Rapid Shot
Manyshot
Weapon Focus
Weapon Specialization (if you qualify)
Point-Blank Master (if you can qualify, let's you focus on one weapon)
Snap Shot (AoOs with a bow? Score!)
Improved Snap Shot (AoOs without being next to the target)
Improved Critical
Clustered Shots
Hammer the Gap

Arrows:
Normal Arrows
Blunt Arrows
Cold Iron Arrows
Silvered Arrows
Adamantine Arrows (blanched is a possibility)
Weapon Blanch (Ghost Salt) (only way to get full damage with a ranged weapon on incorporeal undead)

Weapon enhancements:
Seeking (removes miss chances, if you hit the right square)
Holy/Anarchic/Axiomatic/etc.

Magical Items:
Efficient Quiver(s)
Belt of Incredible Dexterity
Bracers of Archery (Greater is the target)
Manual of Quickness of Action (Dex bonus)
Ring of Invisibility