Amiri

Sayniek's page

576 posts. Alias of Tirion Jörðhár.


Full Name

Sayniek

Race

Assimar(Idyllkin)

Classes/Levels

Oracle of Battle/4 - Paladin/2 [HP 61/61; AC27,T13,FF26; F+12,R+7,W+11; Per+7; Init +1(roll twice)]

Gender

Female

Size

S - 3' 2" 35lbs

Age

73

Alignment

Lawful Good

Deity

Ragathiel, Empyreal Lord, General of Vengeance

Languages

Common(Taldan)

Occupation

Adventurer

Strength 14
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Sayniek

___________________________________________________________
Offense:
___________________________________________________________
+1 Initiative (+1 Dex)
+5 BAB (+2 Paladin, +3 Oracle)

+6 CMB (+5 BAB, +2 Str, -1 Size)
+17 CMD (+5 BAB, +2 Str, +1 Dex, -1 Size, +10)

+10 Bastard Sword +1 (+5 BAB, +2 Str, +1 WF, +1 Enhancement, +1 Size) [Damage: 1d8+3]

+10 Bastard Sword, Cold Iron (+5 BAB, +2 Str, +1 WF, +1 Masterwork, +1 Size) [Damage: 1d8+2]
+9 Longbow, Composite (Str 14) (+5 BAB, +1 Dex, +1 Masterwork, +1 Size) [Damage: 1d6+2]
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 61

Max hp: 61 (+10+9+7+5+7+5; +18 Con, +0 FC)
AC 27 [+1 Dex, +10 Armor, +3 Shield, +1 Dodge, +1 Size, +1 Shield Focus, +10]
Flatfoot AC 26 [+10 Armor, +3 Shield, +1 Dodge, +1 Size, +1 Shield Focus, +10]
Touch AC 13 [+1 Dex, +1 Dodge, +1 Size, +10]

+12 Fort (+4 base, +3 Con, +4 Cha(Divine Grace), +1 Resistance(cloak)) (+3 Paladin, +1 Oracle)
+7 Ref (+1 base, +1 Dex, +4 Cha(Divine Grace), +1 Resistance(cloak)) (+0 Paladin, +1 Oracle)
+11 Will (+6 base, +0 Wis, +4 Cha(Divine Grace), +1 Resistance(cloak)) (+3 Paladin, +3 Oracle)
--> +2 racial bonus on saving throws against disease and mind-affecting effects

Special Abilities
Smite Evil 1/1
Detect Evil
Lay on Hands (1d6) 5/5
Saving Shield

Oracle Spells:
0th Level - Unlimited
1st Level - 7/7
2nd Level - 4/4

Skills:
+1/-3 Acrobatics (Dex +1, Ranks 3) (-4 armor check penalty)
+0 Appraise (Int +0, Ranks 0)
+4 Bluff (Cha +4, Ranks 0)
+2/-2 Climb (Str +2, Ranks 0) (-4 armor check penalty)
+* Craft, Alchemy (Int +0, Ranks 0, Class Skill +3)
+10 Diplomacy (Cha +4, Ranks 3, Class Skill +3)
+* Disable Device (Dex +1, Ranks 0) (-4 armor check penalty)
+4 Disguise (Cha +4, Ranks 0)
+1/-3 Escape Artist (Dex +1, Ranks 0) (-4 armor check penalty)
+* Fly (Dex +1, Ranks 0) (-4 armor check penalty)
+9 Handle Animal (Cha +4, Ranks 2, Class Skill +3)
+5 Heal (Wis +0, Ranks 2, Class Skill +3)
+9 Intimidate (Cha +4, Ranks 2, Class Skill +3)
+* Knowledge, Arcana (Int +0, Ranks 0)
+* Knowledge, Dungeoneering (Int +0, Ranks 0)
+* Knowledge, Engineering (Int +2, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +0, Ranks 0)
+* Knowledge, History (Int +0, Ranks 0, Class Skill +3)
+* Knowledge, Local (Int +0, Ranks 0)
+* Knowledge, Nature (Int +0, Ranks 0)
+4 Knowledge, Nobility (Int +0, Ranks 1, Class Skill +3)
+* Knowledge, Planes (Int +0, Ranks 0, Class Skill +3)
+4 Knowledge, Religion (Int +0, Ranks 1, Class Skill +3)
+0 Linguistics (Int +0, Ranks 0)
+8 Perception (Wis +0, Ranks 5, Class Skill +3)
+5 Perform, Untrained (Cha +4, Ranks 0)
+5 Profession, Untrained (Wis +0, Ranks 0, Class Skill +3)
+5/+1 Ride (Dex +1, Ranks 1, Class Skill +3) (-4 armor check penalty)
+4 Sense Motive (Wis +0, Ranks 1, Class Skill +3)
+* Sleigh of Hand (Dex +1, Ranks 0) (-4 armor check penalty)
+4 Spellcraft (Int +0, Ranks 1, Class Skill +3)
+5/+1 Stealth (Dex +1, Ranks 0, +4 Size) (-4 armor check penalty)
+4 Survival (Wis +0, Ranks 1, Class Skill +3)
+2/-2 Swim (Str +2, Ranks 0) (-4 armor check penalty)
+5 Use Magic Device (Cha +4, Ranks 1)

Each level skill points gained = 4+FC (Oracle), 2 (Paladin)

Favored Class:

Favored Class: Oracle
Lvl 1 - Paladin 1 (-)
Lvl 2 - Paladin 2 (-)
Lvl 3 - Oracle 1 (Skill)
Lvl 4 - Oracle 2 (Skill)
Lvl 5 - Oracle 3 (Skill)
Lvl 6 - Oracle 4 (Skill)

+1 Cha at level 4

Traits:

Armor Expert - -1 Armor Check penalty
Desperate Focus - +2 Concentration checks

Feats:

Dodge (Level 1)
Shield Focus (Level 3)
Weapon Focus(bastard sword) - (Revelation (Weapon Mastery))
Saving Shield (Level 5)

------
Simple Weapon Proficiency
Martial Weapon Proficiency

Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency (except tower shields)

Racial - Assimar(Idyllkin):

Ability Modifiers: (Idyllkin) +2 Con, +2 Cha

Type: Outsider(native) and Humanoid(halfling) --> See Scion of Humanity Alternate Racial Trait
--> Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Size: Small --> Heritage is halfling.
Base Speed: Aasimars have a base speed of 30 feet.

Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.

Alternate Skill Modifiers: (Idyllkin) Handle Animal, Survival
Alternate Spell-Like Ability: Idyllkin gain summon nature’s ally II as a spell-like ability.

Darkvision 60'

Paladin:

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

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.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

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.

At 3rd level, the paladin can select from the following initial mercies.
- Fatigued: The target is no longer fatigued.
- Shaken: The target is no longer shaken.
- Sickened: The target is no longer sickened.

Oracle:

Mystery --> Battle

Oracle’s Curse (Ex) --> Lame

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.

Revelations
Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Weapon Mastery(Bastard Sword)
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

War Sight (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.


Oracle Spells:

0th Level
Read Magic
Detect Magic
Purify Food and Drink
Create Water
Stabilize
Resistance

1st Level
Cure Light Wounds
Protection from Evil
Bless
Shield of Faith
*Enlarge Person
2nd Level
Ironskin
Cure Moderate Wounds
*Fog Cloud

* - Mystery Spell

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
(2650) +1 Full Plate, 25lbs (-4 Armor Check Penalty (-6 armor, +1 MW, +1 Trait))
(1170) +1 Darkwood Heavy Shield, 4lbs (-0 Armor Check Penalty)
(600) Composite Longbow (Str +2), 1.5lbs
(370) Bastard Sword, Masterwork, Cold Iron 3lbs
(370) Bastard Sword +1, 3lbs
Arrows x60, 4.5lbs
Arrows, silvered x20, 1.5lbs
Arrows, cold iron x20, 1.5lbs
Arrows, blunt x20, 1.5lbs
Cloak of Resistance +1

Pharasmaran Knife <-- need info on what it does exactly

(750) Wand of CLW (50 charges)

Potion of Eagle's Splendor (CL5)
Potion of Enlarge Person (CL3)

42.5 lbs

In Backpack
(50) Backpack, Masterwork, 2lbs
Chalk - 3 pieces
Spell Components Pouch, 2 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Water Flask x2

0 lbs

Scrolls

Belt Pouch

Chalk, 0 pieces
0 p.p.
3634 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 55 lbs

Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 175 lbs

Appearance:

With a sweet smile and bright eyes, the tiny woman standing before you would not appear in the least threatening, except for the heavy armor she wears and the large bastard sword slung over her shoulder. When not encumbered by the heavy armor, Sayniek has long dark hair and a friendly smile. She always seeks to help those in need, but will seek avenge those who have been unjustly harmed or wronged first and foremost.

While Sayniek appears as a normal halfling, there are several things that one who closely looks at her might notice. First, her hair is always unkempt, as though she just walked in from a gale force wind. No matter how much she brushes it or what magic has been used, the hair reverts to its normal disheveled look within a few moments. The second one might notice is that her fingernails are a bright perfect gold, as though she just left one of the top manicurists in Magnimar. However, her nails are always this color, as are her toenails usually hidden within her boots.

Finally, when the little woman walks, it is with a distinct limp. She assumes that this was caused by some injury at her birth as her left leg has always been injured and weaker then her right. She does not know the cause of this, however, it has always been part of her, and even skilled healers retained by her father were unable to cure her mysterious infliction.

Background:

Nearly a century ago were dark times. Aroden, the last Azlanti, had suddenly died throwing all of what had been Taldor and Cheilax, and many vassal states, into chaos. Those who followed and devoted their lives to Aroden were suddenly without a lord, without divine direction.

One such was the Malern, a man with one name. Malern had been a holy warrior in the armies of Cheliax and Aroden longer than even most aged elves could remember. A warrior of honor and justice who fought to free those restrained without cause and to defeat evil wherever it might arise. As a holy warrior, a paladin, of Aroden, Malern was a force to be reckoned with, able to call on his lords power to smite evil and heal the good of the land. That Malern was not truly human was without doubt. His golden skin and silver hair were recognizable to most in the lands of Cheliax and Taldor.

However, when Aroden died, Malern could not bind his heart to the Inheritor or any other deity that stepped in to swoop up the despondent masses stunned by the demise of their Lord. Nonetheless, Malern continued to fight against evil and despotism. With the rise of House Thrune, he realized that the end of good in Cheliax was near.

It was in this time when the doomed fortunes of the good houses in Cheliax became clear, and the power of House Thrune was without doubt, that Malern was given what he believed to be a last gift from his Lord. As Malern began to travel north on foot, the Infernal troops of House Thrune but days behins, Malern found a young babe deserted by the roadside. The child was a tiny girl, much too small to be a human. Malern realized that the child was a halfling, but what concerned him was why this child had been deserted. With the Thrune forces rapidly taking Cheliax, many were fleeing north across the bay to Varisia or east to Andoran and Isger, but deserting a child, this was most unusual, especially for halflings.

Malern took the child and it did not take him more than a few moments to realize why the child had been abandoned. For as he raised the girl, he saw that her finger nails were golden. Not painted as many women in the now doomed Cheliax partook in, but rather the nails were actually golden in color. As a man of celestial descent, Malern knew the signs of a person touched by heavenly blood, and this small child was clearly of angelic descent.

Taking the girl, Malern continued his travels north, gaining a berth on a ship to Magnimar and then moving to the town of Nybor to raise the girl. For the next half century, Malern raised the girl who he named Sayniek. Malern also spent many years attempting to find his Lord Aroden, a search that more than approached obsession. In this time, he did not find his Lord, but did find many other powers of good. Among these was the Empyreal Lord Ragathiel. He taught his adopted daughter of Aroden, of Ragathiel, and of these other good powers. Malern spent many years instructing the small girl in the use of swords, in wearing armor, and in other martial arts. But he also instructed her in the noble arts and values that he had follow for more than a century, the way of being a paladin.

What has happened to the young not-quite-a-halfling girl. Well, she listened and learned the lessons taught by her adopted father. She learned to use most weapons including the large bastard sword favored by her patron Ragathiel. However, in addition to the divine powers granted her by the Empyreal Lord she followed, Sayniek also was granted almost mystical powers. Divine magic which her father had not received until much later in his training.

With the blessings of her father, who even with his celestial blood was getting long in the tooth, and powers gifted her by the Empyreal Lord, Sayniek left her home to follow in her father’s footsteps in defending the weak and seeking vengeance against those who would harm others without cause. While she desired to return to the land where she was found, she knew that her skills and power were insufficient to face the infernal hordes of Cheliax. So, instead, she sought to help those in Varisia.

Several years and many miles and towns later having fought all sorts of evil including undead, goblins, orcs and other menaces, rumors of goblin raids and other strange happenings have brought the tiny warrior to the town of Sandpoint.