Modoru Redgrave

Sariel Daore's page

320 posts. Alias of Something Wicked.


Full Name

Sariel Daore

Classes/Levels

| Smite 3/4 | LoH 3/8 (5d6) | Divine Bond 1/1 | MP 8/11 | +1 Arrows 50 | Cold Iron Arrows 113 | Blunt Arrows 20 | Cold Iron Blunt Arrows 20

Gender

HP 105/114 (stoneskin 70) | AC (24) 21 T (18) 17 FF (18) 15 | F +15 R +15 W +14* | CMB +11 CMD 29 | Init +10 Perc +3

Size

Medium

Age

18

Deity

Erastil

Strength 12
Dexterity 24
Constitution 13
Intelligence 10
Wisdom 10
Charisma 16

About Sariel Daore

Theme Music

Bot Me:

FIRST, decide on how to use Mythic Rapid Shot: Either ignore the feat's -2 penalty on attacks or make two additional attacks instead of one. Modify rolls below accordingly.

[dice=holy longbow, deadly aim, rapid shot]1d20+20-3-2[/dice]
[dice=magical, good dmg]1d10+1+9+2d6[/dice]
[dice=manyshot dmg]1d10+1+9+2d6[/dice]

[dice=iterative]1d20+20-3-2[/dice]
[dice=magical, good dmg]1d10+1+9+2d6[/dice]

[dice=rapid shot bonus]1d20+20-3-2[/dice]
[dice=magical, good dmg]1d10+1+9+2d6[/dice]

****OPTIONAL (Burn 1 Mythic Power)****

[dice=distant barrage, deadly aim, rapid shot]1d20+20-3-2[/dice]
[dice=magical, good dmg, bypass all DR]1d10+1+6+2d6[/dice]

Sariel Daore
Male azata-blooded aasimar paladin (Divine Hunter, Tempered Champion) 10 / Champion 3
LG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +3
Aura care (10ft)
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Defense
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AC 21, touch 17, flat-footed 15 (+4 armor, +1 deflection, +6 Dex)
hp 114 (10d10+45)
Fort +15, Ref +15, Will +14 (+2 v. insanity/confusion)
Defensive Abilities Hard to Kill; Immune disease; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 60 ft.
Melee +1 keen longsword +12/+12 (1d8+2/17-20) or
. . dagger +11/+11 (1d4+1/19-20) or
. . bardiche +11/+11 (1d10+1/19-20) or
. . mwk glaive +11/+11 (1d10+1/x3)
. . cold iron dagger +11/+11 (1d4/19-20) or
. . spiked gauntlet +11/+11 (1d4+1)
Ranged +1 holy longbow +20/+20 (1d10+10/19-20/×3 plus 2d6 v evil)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks champion's strike (distant barrge), channel positive energy 4/day (DC 18, 5d6); mythic power (11/day surge +1d6); smite evil 4/day (+3 attack and AC, +10 damage)
Spell-Like Abilities (CL 10; concentration +13)
. . 1/day—glitterdust (DC 15)
Paladin Spell-Like Abilities (CL 10; concentration +13)
. . At will—detect evil
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Statistics
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Str 12, Dex 24, Con 17, Int 10, Wis 10, Cha 16
Base Atk +10; CMB +11; CMD 29
Feats
Deadly Aim
Extra Mythic Power
Greater Weapon Focus (longbow)
Improved Critical (longbow)
Manyshot
Point-Blank Shot
Precise Shot
Rapid Shot
Skill Focus (Disable Device)
Weapon Focus (longbow)
Mythic Deadly Aim (-3/+9)
Mythic Rapid Shot (either ignore the feat's -2 penalty on attacks or make two additional attacks instead of one)./
Traits child of the crusades, reckless, vagabond child (urban)
Drawback Impatient
Skills
Acrobatics +21 (+32 to jump)
Appraise +1
Bluff +3
Diplomacy +10
Disable Device +27
Disguise +3
Escape Artist +11
Fly +7
Handle Animal +7
Heal +0
Intimidate +3
Knowledge (nobles) +9
Knowledge (religion) +4
Linguistics +2
Perception +3
Ride +11
Sense Motive +0
Sleight of Hand +17
Stealth +8
Survival +0
Swim +1
Racial Modifiers +2 Diplomacy
Languages Abyssal, Celestial, Common, Infernal
SQ amazing initiative, distant barrage, distant mercy (50ft), divine bond, divine weapon specialization, extra mythic feat, impossible speed, lay on hands, mercy (nauseated, sickened), precision, recuperation, shared precision
Cloudwalking Scale: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
tanglefoot bag
+1 evil outsider bane arrows x10
cold iron arrows 80
+1 holy arrow
arrow of evil outsider slaying x1
+1 longsword
ring of protection +1
potion of cure light wounds x2
medal of clarity (+2 on saves v insanity/confusion)
bag of holding III
+1 longbow
cloak of resistance +2
belt of mighty constitution +4
mithral chain shirt
arrows (20)
arrows (blunt) (20)
arrows (blunt) (cold iron) (20)
arrows (cold iron) (20)
bardiche[APG]
dagger (2)
mwk longbow
longbow
spiked gauntlet
wooden holy symbol of Erastil
Other Gear: backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Erastil)[UE], mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin,
Wealth 926 gp
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Special Abilities
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Amazing Initiative As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Care (Su) At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability. This ability replaces aura of resolve.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+3 bonus, ignore cover/conceal & bypass all DR).
Distant Mercy (50 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond (Su) At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability.
Divine Bond +2 (10 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Lay on Hands (5d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Nauseated, Sickened) (Su) When you use your lay on hands ability, it also removes the stated conditions condition.
Paladin Channel Positive Energy 5d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precision (Ex) Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Mythic] Allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation: Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Divine Bond:

The first type of 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.

Smite Evil:

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.

Background:

Living on the fringe of a demon-infested wasteland, it's important to keep your priorities straight. Safety first, of course, for you can't campaign with righteous fury for Old Deadeye if you're dead. Second come devotion and prayer, and that's alright, considering that without my divine gifts, I'd have my rear handed to me on a cold iron platter. Then come orders, or so they tell me, but, to be honest, that's never been my strong suit. I've spent a lot of my days peeling potatoes, clearing latrines, and even in the stockades. Not for doing anything bad, mind you, seeing as I'm still a paladin-in-training. But let's just say the "obedience" category on my last performance review was marked "needs improvement".

Yea, so I'm not too great with authority, but that's what happens when you're orphaned at the age of six and left to fend for yourself in the City of Demons. I know, I know, another orphan, like Golarion needs another sob story. But I'm telling you, per capita, Kenabres has to be the world's leading producer of childless parents. Someone from the University ought to do a study, if they weren't so afraid of being devoured by the forces of the Abyss.

But that's why we're here. That's why I stay. Stupidity? Maybe. But I'm as out of place here as I would be anywhere, and at least here I'm getting three squares a day, and all the holy writ I can eat. Yea, life's not so bad for a demon hunter. I get to use my bow (a lot), I get to stay active, and I hear if you make it two decades in the service, there's a handsome retirement package. Of course, no one I know has ever made it that far...

____________

Sariel grew up in Kenabres, following in the footsteps of his parents who fought under Erastil's banners and died in the Fourth Crusade. His aasimar heritage was a boon upon his parents for their service to the goddess, though they never got to witness it. He keeps their picture in a locket on his person, but doesn't normally let on that he's the sentimental type.

Erastil's Paladin Code:

The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.

My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.

I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

Level Progression:

Default FCB: Skill point
Level 1: FCB (skill point), Feat (Point-Blank Shot), Aura of Good, Detect Evil, Smite Evil 1/day, Archetype Bonus Feat (Precise Shot)
Level 2: Divine Grace, Lay on Hands
Level 3: Feat (Rapid Shot), Divine Health, Mercy (sickened), Shared Precision, Campaign Bonus Feat (Deadly Aim)
Level 4: Ability Score Boost, Channel Positive Energy, Smite Evil 2/day, Archetype Bonus Feat (Weapon Focus (longbow)), Sacred Weapon Progression, Deadly Aim bonus
Level 5: Feat (Skill Focus: Disable Device), Divine Bond (longbow)
Level 6: Distant Mercy
Level 7: Feat (Manyshot), Smite Evil 3/day
Level 8: Ability Score (Dex), Aura of Care, Archetype Bonus Feat (Greater Weapon Focus (longbow)), Deadly Aim bonus
Level 9: Feat (Improved Critical), Mercy (nauseated)
Level 10: Smite Evil 4/day

Level 11: Feat (Critical Focus), Hunter's Blessing
Level 12: Ability Score (Dex), Mercy (paralyzed), Archetype Bonus Feat (Bleeding Critical), Deadly Aim bonus
Level 13: Feat (Sickening Critical), Smite Evil 5/day
Level 14: Righteous Hunter
Level 15: Feat (Clustered Shots), Mercy
Level 16: Ability Score (Dex), Smite Evil 6/day, Archetype Bonus Feat (Critical Mastery), Deadly Aim bonus[/b]

Mythic Tier 1 (Champion): Mythic Feat (Extra Mythic Power), Hard to Kill, Mythic Power, Surge 1d6, Champion's Strike (Distant Barrage), Path Ability (Impossible Speed)
Mythic Tier 2: Ability Score (Str); Amazing Initiative; Mythic Ability (Extra Mythic Feat (Mythic Rapid Shot))
Mythic Tier 3: Mythic Feat (Deadly Aim); Mythic Ability (Precision); Recuperation

Mythic Tier 4: Ability Score (); Mythic Ability (Fleet Warrior); Surge 1d8
Mythic Tier 5: Mythic Feat (Precise Shot); Mythic Ability (); Mythic Saves
Mythic Tier 6: Ability Score (); Force of Will; Mythic Ability ()
Mythic Tier 7: Mythic Feat (); Mythic Ability (); Surge 1d10
Mythic Tier 8: Ability Score (); Mythic Ability (); Unstoppable
Mythic Tier 9: Mythic Feat (); Mythic Ability (); Immortal
Mythic Tier 10: Ability Score (); Legendary Hero; Mythic Ability (); Surge 1d12