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About Sifvery Moon#150786-3
LG Female Elf Sorcerer 4 / Divine Hunter (Paladin) 3
DEFENSE
Defensive Abilities
OFFENSE
Melee
Ranged (+1 att/dmg at PBR 30')
Spear, +7 Att, 1d8 Dmg, P, 20', Crit 20/x3 (+5 BAB +2 Dex ) Elemental Spit +8 Att, 1d6+2 Dmg, Ray (+5 BAB +3 Dex vs Touch AC)
Spells Still Allowed per Day:
Spells Known:
STATISTICS
Skills (2+2 per level 1st, 2nd, 3rd, 4th, 5th, 6th, 7th) 24 ranks
** +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle sheet. Feats:
Traits:
COINS
EQUIPMENT
Cloak of Resistance +2
Wand, Shield (43 charges remaining)
Special Abilities:
Low light vision 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 Charisma 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. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Shared Precision (Su)
This ability replaces aura of courage. 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. Draconic (silver) Linnorm Bloodline
Perception: Class skill Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your linnorm bloodline's energy type, you gain a natural armor bonus equal to the spell's level for 1d4 rounds. Bloodline Powers: True dragons blast their foes with rays of energy. Elemental Spit (Su): Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline's energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces claws. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.
BOONS:
Mantle of the Black Rider: Once per day, as a swift action, gain +1 bonus to Dex for 1 minute. Gripplis Favor: +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options. Stinkeye's Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subject to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze's effects. Spirits of the Past: You can channel the spirit of one of Sharaheen’s past lives. If you do not have medium class levels, you can cross this boon of the Chronicle sheet to use the medium’s shared seance ability for a legend of your choice. If you are a medium, you form a particularly strong connection with one of the samsaran’s legendary incarnations. Record the name of one of the six medium legends. You can always choose to channel this spirit, regardless of your location. Additionally, you can check the box next to the legend’s name to increase your spirit bonus with that legend by 1 for 24 hours. ? Legend Selected: Ghalcor's Spellcraft: See chronicle 05-2 Master Smiths Service: Repair a broken item for free : See chronicle 06-1 Oread's Favor: This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options. See chronicle 06-1 Mendevian Commendation: See chronicle 05-2 Rebel Alliance: See chronicle 06-1 DESCRIPTION
HISTORY:
1. AP#67 - The Snows of Summer (3XP/4PP/1398GP) - Bought Darkwood Longbow, Wayfinder, 2 +1 Animal-Bane arrows - Used PP for Wand, Shield and Wand, CLW 2.1 6-12 - Scions Of The Sky Key - On Sharrowsmiths Trail (+1XP/+2PP/+2FP/+1194gp)
3.1 Among the Living (+1XP/+2PP/+2FP/+1036GP)
Added +1 Dex level 4 4.1-3 The Enigma Vaults - Pregen Kyra used (+3XP/+4PP/+4FP/+4800GP) Start: 7195 End: 11995 5.1 To Judge a Soul Part 2 (+1XP/+2PP/+2FP/+3234 GP) Start: 11995 End: 10327
Added sorcerer 4 6.1 #6-07 Valley of the Veiled Flame (+1XP/+2PP/+2FP/+2557 GP) Start: 15,365 End: 13,922
6.2 #8.03 Captives of Toil (+1XP/+2PP/+2FP/+2610 GP) Start: 13,922 End: 16,532 6.3 GM Credit for Carrion Hill Module (+3XP/+4PP/+4FP/+6756 GP) Start: 16,532 End: 23288 Added: Paladin 3 7.3 Waiting for mission () Start: 23,288 - 4,455 purchases = 18,745
Wish List:
A chain shirt has the following stats +4 ac, +4 dex, -2 ACP, 20 % spell failure. Mithral on light armor costs 1,000 gold pieces and has this effect: +2 max dex, reduce the ACP by 2, reduce arcane spell failure by 10%. A mithral chain shirt comes out to 1100 gold and looks like this +4 ac, +6 dex, 0 ACP, and 10% spell failure. At 3rd level any arcane caster can take arcane armor training, as a swift action you can ignore 10% of your arcane spell failure. Putting these two together at the cost of a swift action makes your armor
Decided armor was overrated. Swarmbane Clasp 3000 ? |