Baron Hannis Drelev

Solomon "Sol" Rutherford III's page

177 posts. Organized Play character for Eric Sklavos.


Full Name

Solomon B. Rutherford III

Race

Half-Elf

Classes/Levels

Paladin1/Cleric of Iomodae1: [HP:18/18] [AC:18 T:11 F:17] [ Fort +5, Ref +1, Will +7] [CMD 14] [Init:+1, Percep:+5]

Active Spells:

Gender

Male

Size

6'4", 180 Lbs.

Age

32

Alignment

Lawful Good

Deity

Iomedae (Sun Domain and War Domain (Tactics Subdomain)

Strength 14
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 17
Charisma 14

About Solomon "Sol" Rutherford III

Solomon B. Rutherford III

Cleric of Iomedae 1/Paladin 1

Lawful Good, Male Half-Elf

Tracked Resources:

Channel Positive Energy: 5/5
Seize the Initiative: 6/6
Beneficent Touch: 1/1
Smite Evil: 1/1

Initiative: +1
Senses:Low-Light Vision, Perception +5
Auras: Good, Law

DEFENSE
AC20 Touch 11, Flat-Footed 17(+7 Armor, +2 Shield, +1 Dex)
hp18 (1d8 + 1d10 + 2 CON + 2 Favored Class)
Fort:+5 Ref:+1 Will:+7, +2 vs. Enchantment
SQ: Immune to Magic Sleep Effects

OFFENSE
Speed: 30 ft. (20 ft. in armor)
Melee:
MW Bastard Sword +4 (1d10+2/19-20)
Dagger +3 (1d4+2/19-20)
Gauntlet +3 (1d3+2)
Ranged:
Darkwood Comp. Longbow +2 (1d8+2/x3)
Dagger (Thrown) +2 (1d4+2/19-20)
Special Attacks
Channel Positive Energy (1d6+1, DC13, 5/day)
SQ: Detect Evil(sp) at will

STATISTICS
Str14 Dex12 Con13 Int8 Wis17 Cha14
Base Atk+1 CMB+3 CMD14
FeatsSelective Channeling
Skills:
** Skills not listed are untrained **
** Armor Check Penelty -6 **
Diplomacy +6
Heal +7

Languages: Common, Elf

SPECIAL ABILITIES

Half-Elf Traits:
+2 to Ability Score: Wisdom
Low-Light Vision
Ancestral Arms: Exotic Weapon Prof: Bastard Sword
Elf Blood: Count as both Human and Elf for race related effects.
Keen Senses: +2 Perception Checks
Multi-talented: 2 Favored Classes (Cleric, Paladin)

Story Traits:
Sacred Conduit
Beneficent Touch

Cleric Domains:
War Domain (Tactics Subdomain)
Sun Domain

Cleric Abilities:
Aura: Aura of Law, Aura of Good
Channel Positive Energy: 1d6 (+1 vs. Undead), 5/day, DC 13
Sun's Blessing: When Channeling Energy vs. Undead Add Cleric Level to damage dealt, and ignore channel resistance.
Seize the Initiative: Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result.

Paladin Abilities:
Detect Evil: Can cast Detect Evil as a spell-like ability, at will.
Smite Evil: As a swift action add CHA to attack Paladin Level to damage to evil creatures (evil outsiders, evil dragons, undead double damage). 1/day

Chronicle Sheet Boons:

Masterful Performance: As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any on enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.

Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource.

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SPELLS MEMORIZED
Level 0
1. Light
2. Stabilize
3. Create Water
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Level 1
Spontaneous Spell: Cure Light Wounds
1. Bless
2. Shield of Faith
D. Magic Weapon

Equipment:

Total Wt: 62.5 Lbs. (Medium Encumbrance < 66 Lbs.)
541, 0sp, 0 cp
Cleric's Vestments
MW Bastard Sword
MW Banded Mail
MW Heavy Steel Shield
Darkwood MW Comp. Longbow (STR +2) <P>
Cold Iron Arrows (20)
Cold Iron Dagger
Dagger
Acid Flask (2)
Rations (10)
Belt Pouch (2)
Silver Holy Symbol
Waterskin (Empty, Use Create Water to Fill)
Alchemist's Fire (2)

Magic Items:
Wand of Cure Light Wounds (50 Charges) <P>

PFS Info:

PFS#: 165646-6
XP: 3
Prestige: 0
Fame: 4
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Scenerios Played:
Murderer's Mark