Wizard

Sele the Thorn's page

1,301 posts. Organized Play character for Tharasiph.


Full Name

Sele the Thorn

Race

Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20

Classes/Levels

Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Gender

Spells 1:2/2 2:1/1

Age

20

Alignment

Lawful Good

Deity

Milani

Location

Absalom

Languages

Common, Draconic

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 7
Charisma 16

About Sele the Thorn

Sele the Thorn
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Male Nagaji Paladin 7 (Oath of Vengeance)
LG Medium humanoid
Init +1; Senses Low-Lite Vision

Statistics
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +7/+2, CMB +11, CMD 22

Combat
Defense
AC 23, Touch 11, Flat-footed 22 (+10 armor, +1 Dex, +2 NAC)
hp 60 (7d10+14)
Fort +12(+14 Poison), Ref +8, Will +8 (+10 Mind);
Favoured Class Bonus +7 skill points

Offense
Speed 20 ft
Melee
+1 Greatsword +13/+8 (2d6+7) (19-20*2)
+1 Greatsword Power Attack +13/+6 (2d6+13) (19-20*2)

Cold Iron Spiked Gauntlet +11/+6 (1d4+4) (20*2)(B)
Power Attack +11/+4 (1d4+8) (B)

Alchemical Silver Light Mace +11/+6 (1d6+4) (20*2)
Power Attack +11/+4 (1d6+8) (B)

Dagger +11/+6 (1d4+4) (19-20*2)
Sap +11/+6 (1d6+4) (Non-Lethal)

Ranged
Cold Iron Chakram +8 (1d8+4)

Spellcasting
Paladin Spells (CL 6th; DC 13 + Spell Level, Concentration +7)
....2nd (1/day) Ironskin
. . 1st (2/day)—Heros Defiance(loh at 0) *2

Feats
Fey Foundling +2 Healing per dice
WF Greatsword
Power Attack
Furious Focus

Traits
Seeker (Per + 1 and Class Skill)
Magical Knack - +2 CL up to level.

Skills 14+14
Climb (Str) +5 (1R)
Swim (Str) +5 (1R)

Diplomacy (Cha) + 13 (7R)
Handle Animal (Cha) +7 (1R)

Perception (Wis) +11 (7R, +2 Race, +1 trait)
Sense Motive (Wis) +4 (3R)

Knowledge (Religion)(Int) +5 (1R)
Knowledge (Nobility)(Int) +5 (1R)
Spellcraft (Int) +5 (1R)

Ride (Dex) +5 (1R)
Escape Artist (Dex) +5 (4R)

Languages Common, Draconic

Combat Gear
+1 Greatsword(2350)
FullPlate Armour +1 (-5AP) (2650gp)
Acid Flask(10gp) = 4
Alchemists Fire(20gp) = 4
Cold Iron Chakram *4 (8gp)
Cold Iron Spiked Gauntlet (10gp)
Dagger (2/1)
Alchemical Silver Light Mace (25/4)
Sap (1/1)

Amulet of Natural Armour +1 (2000gp)

Magical Gear
Wand Cure Light Wounds (23/50)(2PP)
Ioun Torch (75gp)

Cloak of Resistance +2 (4000gp)

Gear
Backpack(2gp)
Waterskin *2(2gp)
Flint and steel(1gp)
Explorers outfit(Free)
Chalk(1cp)
Crowbar(2gp)
Grappling Hook(1gp)
Piton * 4(4sp)
Iron Holy Symbol of Milani (5gp)
Holy Symbol Tattoo, Right Hand (100gp)
Wandermeal *8 (8cp)
Trail Rations *2(1gp)
Mess Kit(2sp)
Surcoat of Milani(5gp)
Silk Rope 50ft(10gp)
Signal Whistle(8sp)
Soap(1cp)
Sunrod*2(4gp)
Weapon Cord (Mace)
Cold Weather Outfit
Hot weather Outfit
Spiff outfit 50gp

Gear Weight: 98lbs Light

Special Abilities
Aura of Good
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 (Evil = + Cha to hit and LvL to Dmg, No DR, +Cha to AC vs Target)

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.

Weapon Cord Attached weapon can be recovered as a swift action.

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 and 6th Level , the paladin can select from the following initial mercies.
3rd: Fatigued: The target is no longer fatigued.
6th: Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Divine Bond (Sp):Upon reaching 5th level,
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(+2), brilliant energy(+4), defending(+1), disruption(+2), flaming(+1), flaming burst(+2), holy(+2), keen(+1), merciful(+1), and speed(+2). 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.

OATH OF VENGEANCE
Channel Wrath (Su)

When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

This ability replaces channel positive energy.

Fey Foundling
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Racial Abilities
Low Light Vision
+1 AC
+2 Saves vs Mind-Affecting and Poison
Serpent's sense: +2 Per and Handle Animal: Serpents.

Background:

Sele was raised by human parents in the city of Gralton in the River Kingdoms, his human parents adopted him and raised him alongside their son when Sele's parents were murdered. Sele's father had saved the life of their son and so they took him in and raised him as their own.

In the worship of Milani Sele found a way to help those that had not had the good fortune he had after being a victim of injustice. Making the most of his opportunities Sele has been educated and had military training with a local Paladin of Milani (Actually Lord Achille Parsall of Liberthane).

It was recommended to him that the Pathfinder Society as an excellent source of knowledge, opportunity and contacts. Just what Sele needed to be able to help as many people as possible. Sele has thus journeyed to Absalom in the hopes of signing up with the Pathfinder Society.

Raised Dead, Restoration *2 2000gp,

Gold Tracking
Starting: 150
Earned:20539
Gold Left: 10065
Gold Spent: 13854

PFS Information for GM
PFS # 157518-7
XP: 18 (normal advancement)
Faction: Liberty's Edge
Fame:32 / Prestige: 14
Prestige Spent: 18
Wand CLW

Chronicles applied:
Master of the Fallen Fortress
First Steps
Frozen Fingers of midnight
The Silent Tide
The Hydras Fang Incident
Slave Pits of Absalom
The Infernal Vault
Deleriums Tangle
Among the Living
Among the Dead
Tide of Morning
Our Lady of Silver
Citadel of Flame
From the Tome of Righteous Repose
Sniper in the deep
Blackros Matrimony
Cultists Kiss