Carver Hastings

Raynor Cordite's page

571 posts. Organized Play character for Purple Dragon Knight.


Full Name

Admiral Raynor Cordite

Race

Paladin (Shining Knight) 11 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 103/103, F+13 R+7 W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.)

Classes/Levels

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 +3, CMD +3

Gender

Male LG Human (Taldan)

Size

Medium

Age

48

Deity

Ylimancha

About Raynor Cordite

Male Human Paladin 11 (Shining Knight)
Greyscale Mini || Color Mini
Alternate Racial Trait: Dual Talent (replaces the following racial traits: 'bonus feat' and 'skilled')
LG medium humanoid
Init 0 Senses Normal Vision Perception +1 (+10 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).
DEFENSE
AC 29, touch 12, flat-footed 29 (armor 11, shield 5, natural 1, insight 1, sacred 1)
hp 103
Fort 14 Reflex 7 Will 12
OFFENSE
Speed 20 ft
Melee +1 Adamantine Lance +22/+14/+9 (1d8+22/x3) [Power Attack -3 (2nd+ attacks only), Mounted 1, Divine Favor 2, Fate's Favored 1, Weapon +1]
Melee Masterwork Mithral or Masterwork Cold Iron Dagger +18/+13/+8 (1d4+16/19-20/x2) [Power Attack -3, Divine Favor 2, Fate's Favored 1, MW 1; dmg only: River Rat 1]
Ranged Dagger +14 (1d4+10/19-20/x2) [Divine Favor 2, Fate's Favored 1; dmg only: River Rat 1] or Javelin +14 (1d6+9/x3) [Divine Favor 2, Fate's Favored 1]
Special Attacks Smite Evil x4, Knight's Charge (no AoOs; if Smite ON, Will DC 19 or panicked 5 rounds)
Space 5 Reach 10 (Space 10 Reach 10 while mounted)
STATISTICS
STR 22 DEX 10 CON 17 INT 14 WIS 12 CHA 18
BAB 11 CMB +18 CMD 29
Feats Power Attack, Shield Focus, Shield Brace, Mounted Combat, Furious Focus, Ride-By Attack
Skills Acrobatics -5, Appraise 2, Bluff 4, Climb 3, Craft (Ships) +8, Diplomacy 18, Disguise 4, Escape Artist -5, Fly -5, Handle Animal 22, Heal 5, Intimidate 4, Knowledge Nobility 6, Knowledge Religion 6, Perception 1, Profession Sailor 21, Ride 19, Sense Motive 5, Stealth -5, Survival 1, Swim 12
Languages Common, Aquan, Kelish
Trait Fate's Favored, River Rat
Gear jousting full plate +2, sanctified darkwood heavy shield +2, +1 adamantine lance, amulet of natural armor +1, pirate's eye patch (UE 227), belt of physical might +4 (STR/CON), headband of alluring charisma +2, goz mask, gauntlets of the deep, wayfinder, dusty rose prism ioun stone (slotted in Wayfinder), muleback cords (on mount), chain shirt barding +1 (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 x5, 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 8th; Concentration +12)
1st (DC 15) - hero's defiance, divine favor x2
2nd (DC 16) - paladin's sacrifice x2
3rd (DC 17) - magic circle against evil, greater stunning barrier)

Spell-Like Abilities from Class Features (Caster Level 11th; Concentration +15)
1st (DC 15) - detect evil - at will
3rd (DC 17) - remove disease - when using Mercy
4th (DC 18) - neutralize poison - when using Mercy

Spell-Like Abilities from Pirate's Eye Patch (Caster Level 2nd)
1st (DC 11) - expeditious retreat or touch of the sea - once a day

Class Features:
-Armor Proficiency: light, medium, heavy, shields (excluding tower shield).
-Weapon Proficiency: simple, martial.
-Aura of Good: 11
-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 +4 to your attack rolls and +11 to damage rolls (or 22 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 +4 deflection bonus to AC against the target of your smite. You can use this up to 4 times a day.
- Lay on Hands (Su): As a standard action (or a swift action if healing yourself), you can heal 5d6 points by touch. You can use this ability 9 times a day.
- Divine Grace (Su): You receive your charisma modifier (+4) 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.
- Mercy (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
+ + + Poisoned: Your lay on hands ability acts as a neutralize poison 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 6d6 of damage to living creatures or damages undead creatures (DC 19). Using this ability consumes two uses of your lay on hands ability.
- Divine Bond (Su): You have a bond with an exceptional mount. Can summon 2/day (3rd level spell equivalent)
- 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.
- Knight’s Charge (Su): At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save or be panicked for a number of rounds equal to 1/2 the shining knight’s level (5). The DC of this save is equal to 10 + 1/2 the shining knight’s level + the shining knight’s Charisma modifier (DC 19). This ability replaces aura of justice.

BOS:
(Boons Of Significance)
-archelon divine bond animal companion (Plunder & Peril - Dangerous Waters; stats linked under 'Phranklin' spoiler tag, below)
-The Fearsome Tide (Plunder & Peril - Black Coral Cove; adds +2 to Craft Ships and Profession Sailor - stacks with the Ship Vanity)

-Silver Crusade:
+ + Purifier: caster level checks to remove conditions are at +3.
+ + Miracle Worker: lay on hands 1/day as a 6th level paladin (i.e. 3d6 pts. of healing and 2 mercies)

Vanities:

Prestige Points: 24 / Fame: 39 ///// 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
DEFENSE
AC 15, touch 10, flat-footed 15 (+1 Dex, +5 natural, -1 Size)
hp 3/15 (2d8+4)
Fort +10, Ref +8, Will +6 (includes +4 paladin bonus; ref. skilled rider)
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +3 (2d6+4)
STATISTICS
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
SPECIAL ABILITIES
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.