Carver Hastings

Raynor Cordite's page

455 posts. Organized Play character for Purple Dragon Knight.

Full Name

Captain Raynor Cordite


Paladin (Shining Knight) 8 - Init +0; Senses: Normal Vision, Perception +1, AC 32*/ touch 15*/ ff 32*; hp 68/68 gecko 15/15, F+13, R+8*, W+12, Speed 50* (Gecko 70*) ft.


Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +2, CMD +3


Male LG Human (Taldan)







About Raynor Cordite

Male Human Paladin 8 (Shining Knight)
Alternate Racial Trait: Dual Talent (replaces the following racial traits: 'bonus feat' and 'skilled')
LG medium humanoid
Init 0 Senses Normal Vision Perception +1 (+8 when resting via Lookout follower)
Aura of Courage 10-foot radius, +4 morale bonus on saves vs. fear effects.
Aura of Resolve 10-foot radius, +4 morale bonus on saves vs. charm effects.
Immune fear (magical or otherwise), charm (spell and spell-like abilities).
AC 29, touch 12, flat-footed 29
hp 68
Fort 11 Reflex 5 Will 10
Speed 20 ft
Melee +1 Adamantine Lance +14/+9 (1d8+19/x3) [Power Attack -3, Mounted 1, Divine Favor 1, Fate's Favored 1, Weapon +1]
Melee Masterwork Mithral or Masterwork Cold Iron Dagger +13/+8 (1d4+14/19-20/x2) [Power Attack -3, Divine Favor 1, Fate's Favored 1, MW 1; dmg only: River Rat 1]
Ranged Dagger +10/+5 (1d4+8/19-20/x2) [Divine Favor 1, Fate's Favored 1; dmg only: River Rat 1] or Longbow +10/+5 (1d8+2/x3) [Divine Favor 1, Fate's Favored 1]
Special Attacks Smite Evil
Space 5 Reach 5
STR 20 DEX 10 CON 15 INT 14 WIS 12 CHA 16
BAB 8 CMB +14 CMD 25
Feats Power Attack, Shield Focus, Shield Brace, Mounted Combat
Skills Acrobatics -5, Appraise 2, Bluff 3, Climb 2, Diplomacy 14, Disguise 3, Escape Artist -5, Fly -5, Handle Animal 18, Heal 1, Intimidate 3, Perception 1, Profession Sailor 18, Ride 16, Sense Motive 1, Stealth -5, Survival 1, Swim 14
Languages Common, Aquan, Aboleth
Trait Fate's Favored, River Rat
Gear jousting full plate +2, sanctified darkwood heavy shield +2, chain shirt barding, +1 adamantine lance, amulet of natural armor +1, pirate's eye patch (UE 227), belt of physical might +2 (STR/CON), wayfinder, dusty rose prism ioun stone (slotted in Wayfinder), muleback cords (on mount), Masterwork Mithral Dagger, Masterwork Iron - Cold Dagger, Dagger (5), Longbow, Gecko - riding [combat trained], Backpack - masterwork, Saddlebags, Waterskins x5, Exotic Saddle (military), Feed 5 days, Kit - Paladin's, Parchment x10, Charcoal x10, Chronicler's Kit: map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.
Alchemical: Antitoxin (vial) x4, Antiplague (vial) x4, Holy Water x4, Alchemist fire (flask) (5), Holy Weapon Balm (4).
Consumable magic: Wand of Cure Light Wounds (50 charges); Potions: feather step x2, touch of the sea x2, air bubble x4, sky swim x2; Scrolls: endure elements x4, divine favor x5, lesser restoration x8, bed of iron x8, magic weapon x4, protection against evil x4.
Vehicles three fully crewed sailing ships ("The Golden Gull", "The Fearsome Tide", and "The Voracious").

Paladin Spells (Caster Level 5th; Concentration +6)
1st (DC 12) - hero's defiance, divine favor
2nd (DC 13) - light lance, protection from evil-communal

Class Features:
-Armor Proficiency: light, medium, heavy, shields (excluding tower shield).
-Weapon Proficiency: simple, martial.
-Aura of Good: 8
-Detect Evil (Sp): At will, you can use detect evil, as the spell. As a move action, you concentrate on a single item or individual within 60 feet and determine if it is evil and learning the strength of its aura as if having studied it for 3 rounds.
-Smite Evil (Su): As a swift action, you choose one target within sight to smite. If this target is evil, add +3 to your attack rolls and +8 to damage rolls (or 16 on the first successful attack vs an outsider with the evil subtype, an evil-aligned dragon, or an undead creature). Smite Evil bypasses any DR the target has. You also gain a +3 deflection bonus to AC against the target of your smite. You can use this up to 3 times a day.
- Lay on Hands (Su): As a standard action (or a swift action if healing yourself), you can heal 4d6 points by touch. You can use this ability 7 times a day.
- Divine Grace (Su): You receive your charisma modifier (+3) as a bonus on all saves.*
- Aura of Courage (Su): You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
- Mercies (Su): When you use your lay on hands, the target also receives the following benefits. A mercy can remove a condition caused by a curse, disease or poison without curing the affliction - if so, such conditions return after 1 hour.
+ + + Sickened: The target of your lay on hands ability is no longer sickened
+ + + Diseased: Your lay on hands ability acts as a remove disease spell
- Skilled Rider (Ex and Su) (APG 117): You do not take any penalty to your Ride skill due to your armor check penalty.* In addition, any mount you are riding gains the benefit of your divine grace class feature, adding your Charisma bonus to its saving throws.* (replaces divine health)
- Channel Positive Energy (Su): You can channel positive energy like a cleric. You can release a wave of positive energy which either heals 4d6 of damage to living creatures or damages undead creatures (DC 17). Using this ability consumes two uses of your lay on hands ability.
- Divine Bond (Su): You have a bond with an exceptional mount.
- Aura of Resolve (Su) (Core 63): You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects.


Prestige Points: 10 / Fame: 35 ///// Disrepute Points: 15 / Infamy: 20
"The Golden Gull" [10PP] (1st ship)
Seneschal [0PP] via Loyal Crew boon
"The Feasome Tide" [5DP] (2nd ship)
Property Broker [5PP]
Lookout [4PP]
"The Voracious" [6PP] (3rd ship)

Riding Gecko:
Riding Gecko (giant gecko with giant template)
N Large animal
Init +5; Senses low-light vision; Perception +6
AC 15, touch 10, flat-footed 15 (+1 Dex, +5 natural, -1 Size)
hp 3/15 (2d8+4)
Fort +6, Ref +4, Will +2
Speed 40 ft., climb 40 ft.
Melee bite +3 (2d6+4)
Str 17, Dex 13, Con 16, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Improved Initiative
Skills Climb +23, Perception +6; Racial Modifiers +8 Climb
Combat Training (Ex) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Expert Climber (Ex) A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.
With muleback cords:
Light 798 lbs., Medium 1,599 lbs., Heavy 2,400 lbs.