Elvish Fighter

Rennyn of House Thysrial's page

1,180 posts. Alias of Lord oKOyA.


Race

~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13

Classes/Levels

PATHBUILDER Link

About Rennyn of House Thysrial

Rennyn (Champion 8)
--------------------------------------------------------------------------- ------------------------------
{LAWFUL GOOD} {MEDIUM} {ELF} {ANCIENT ELF} {HUMANOID}
Perception +11 (+2 initiative); Low-Light Vision
Languages Abyssal, Celestial, Common, Elven, Tien
Skills Acrobatics +12, Athletics +14, Intimidation +16, Lore: Warfare +11, Medicine +16, Religion +11, Society +12
Str +4, Dex +2, Con +2, Int +1, Wis +1, Cha +2
Items +1 Breastplate, Healer's Gloves, Crown of the Companion, Ring of Sustenance, Sure-Step Crampons, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Winter), Grappling Hook, Healer's Tools, Piton (10), Hammer, Healing Potion (Lesser) (3), Battle Medic's Baton, Aeon Stone (Pearly White Spindle), Antivenom Potion, Antidote (Lesser), Antiplague (Lesser)
AC 28; Fort +14, Ref +12, Will +13
HP 110
SHIELD BLOCK [Reaction] Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
RETRIBUTIVE STRIKE [Reaction] Trigger An enemy damages your ally, and both are within 15 feet of you. You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
ATTACK OF OPPORTUNITY [Reaction] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
--------------------------------------------------------------------------- -------------------------------
Speed 35 feet
Melee "Suishen" +2 Greater Striking Keen Flaming (Greater) Katana (2h) +18 (Deadly d8, Two-Hand d10,
Uncommon, Versatile P, Magical, Transmutation, Uncommon, Conjuration, Fire, Magical), Damage 3d10+6 S +1d6 Fire
Melee +1 Striking Returning Spear +17 (Thrown 20 ft., Evocation, Magical), Damage 2d6+6 P
KNOCKDOWN [2 actions] (Flourish) Prerequisites trained in Athletics; You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
SUDDEN CHARGE [2 actions] (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
SMITE EVIL [1 action] Prerequisites Divine Ally (blade) and Tenets of Good; Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.
BATTLE MEDICINE [1 action] (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
QUICK DRAW [1 action] (Gunslinger, Ranger, Rogue) You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
HEALER'S GLOVES [1 action] (Invested, Magical, Necromancy) Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
CROWN OF THE COMPANION [2 actions] (Uncommon, Healing, Invested, Magical, Necromancy, Positive) Activate envision, Interact; Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast shield other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.
SURE-STEP CRAMPONS [1 action] (Uncommon, Invested, Magical, Transmutation) Activate Interact; Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current
spot.
FOCUS SPELLS (2 points)
*LAY ON HANDS [1 action] Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
*PROTECTOR'S SACRIFICE [Reaction] Range 30 feet You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply. You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. Heightened (+1) The damage you redirect increases by 3.
*LOCALIZED QUAKE [2 actions] Area 15-foot emanation or 15-foot cone Saving Throw Reflex You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and falls prone. Critical Failure The creature takes full damage and falls prone. Heightened (+1) Increase the damage by 2d6.
Additional Feats Advanced Deity's Domain, Advanced First Aid, Aura of Courage, Continual Recovery, Deity's Domain, Demonbane Warrior, Duelist Dedication, Elven Instincts, Fighter Dedication, Fleet, Intimidating Glare, Multilingual, Opportunist, Ranged Reprisal, Toughness
Additional Specials Advanced Domain (Earth), Champion's Code, Deific Weapon, Deity and Cause (Paladin Cause), Deity's Domain (Protection), Devotion Spells, Divine Ally (Divine Ally (Blade)), Tenets of Good

PF1E:

Rennyn of House Thysrial
Male elf paladin 7
LG Medium humanoid (elf)
Hero Points 1
Init +6; Senses darkvision 60 ft.; Perception +13 (+11 when further than 10 feet from a fallen ally)
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 natural; +2 deflection vs. evil)
hp 53 (7d10+7)
Fort +8, Ref +9, Will +8; +2 resistance vs. evil
Immune disease, fear
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +11/+6 (1d4+4/19-20) or
. . mwk cold iron elven curve blade +12/+7 (1d10+6/18-20) or
. . suishen +13/+8 (1d8+8/18-20 plus 1d6 fire) or
. . whispering shrike +8/+3 (1d6+5/18-20)
Ranged +1 composite longbow +12/+7 (1d8+5/×3)
Special Attacks channel positive energy 3/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—comprehend languages, detect magic, detect poison, dream, read magic
Paladin Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +7)
. . 2nd—fire of entanglement[APG] (DC 15)
. . 1st—hero's defiance[APG], keep watch
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 10, Int 12, Wis 10, Cha 16
Base Atk +7; CMB +11; CMD 26
Feats Cleave, Furious Focus[APG], Power Attack
Traits best friend, seeker, treerazer's bane, warrior of old
Skills Acrobatics +14 (+12 when further than 10 feet from a fallen ally), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +3 (+1 when further than 10 feet from a fallen ally), Climb +3 (+1 when further than 10 feet from a fallen ally), Craft (armor) +7 (+5 when further than 10 feet from a fallen ally), Craft (weapons) +7 (+5 when further than 10 feet from a fallen ally), Diplomacy +15 (+13 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +13 when further than 10 feet from a fallen ally), Disguise +3 (+1 when further than 10 feet from a fallen ally), Escape Artist +3 (+1 when further than 10 feet from a fallen ally), Fly +3 (+1 when further than 10 feet from a fallen ally), Heal +4 (+2 when further than 10 feet from a fallen ally), Intimidate +3 (+1 when further than 10 feet from a fallen ally), Knowledge (nature) +5 (+3 when further than 10 feet from a fallen ally), Knowledge (nobility) +5 (+3 when further than 10 feet from a fallen ally), Knowledge (planes) +5 (+3 when further than 10 feet from a fallen ally), Knowledge (religion) +5 (+3 when further than 10 feet from a fallen ally), Linguistics +2 (+0 when further than 10 feet from a fallen ally), Perception +13 (+11 when further than 10 feet from a fallen ally), Ride +7 (+5 when further than 10 feet from a fallen ally), Sense Motive +10 (+8 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +8 when further than 10 feet from a fallen ally), Stealth +3 (+1 when further than 10 feet from a fallen ally), Survival +0 (-2 when further than 10 feet from a fallen ally), Swim +3 (+1 when further than 10 feet from a fallen ally); Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Tien
SQ divine bond (weapon +1, 1/day), dreamspeaker[APG], hero points, lay on hands 6/day (3d6), mercies (dazed, fatigued), overprotective, pride
Combat Gear +1 animal-bane arrows, fugitive's grenade, oil of magic weapon (2), potion of blur, potion of cure moderate wounds (2), potion of disguise self, potion of divine favor, potion of eagle's splendor, potion of neutralize poison, potion of sanctuary, ring of counterspells (Hold Person), wand of cure light wounds, wand of endure elements (50 charges), wand of lesser restoration (50 charges), acid (2), alchemist's fire (3), alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), durable arrow (20), healer's kit, smelling salts[APG], soothe syrup[APG] (2), thunderstone; Other Gear +1 mithral breastplate, +1 composite longbow (+4 Str), suishen[UC], whispering shrike[UC], arrows (20), dagger, mwk cold iron elven curve blade, amulet of natural armor +1, belt of physical might +2 (Str, Dex), boots of elvenkind, ring of protection +1, traveler's any-tool[UE], adventurer's sash, belt pouch, belt pouch, bit and bridle, bottle of strong brandy (worth 50 gp, 1.5 lb), grappling hook, masterwork backpack[APG], military saddle, mirror, saddlebags, signal horn[APG], silk rope (50 ft.), smoked goggles[APG], trail rations (5), waterskin, gold arm-ring set with five freshwater pearls (worth 250 gp), 50 gp, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mercy (Dazed) (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Paladin Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Smite Evil (3/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
--------------------

Whispering Shrike
Aura faint abjuration; CL 5th
Slot none; Price 5,940 gp; Weight 2 lbs.
DESCRIPTION
Whispering Shrike is a +1 wakizashi (Ultimate Combat 134) of incredibly beautiful design. The sword is etched with an image of a single shrike perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it.