Wayward Crusader

Stephani du Boules's page

407 posts. Organized Play character for PJP.


Full Name

Stephani du Boules

Race

Human

Classes/Levels

Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Gender

Female

Size

Medium

Age

19

Alignment

Lawful-Good

Deity

Ragathiel

Languages

Common, Celestial

Strength 16
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 7
Charisma 19

About Stephani du Boules

#150786-15 Stephani du Boules
XP 11 / PP 17 / FP 21

LG Female Human Sacred Servant (Paladin) 4
Languages Common, Celestial
Faction Silver Crusade Deity Ragathiel (Holy Symbol, father's skull)

Init +0
HP 32 (10 + 1 Con/6 +1 Con/6 +1 Con/6 +1 Con)

DEFENSE
AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20
CMD 17

Fort +9 (+4 class +0 Con +4 divine +1 cloak)
Ref +6 (+1 class +0 Dex +4 divine +1 cloak)
Will +7 (+4 class -2 Wis +4 divine +1 cloak)
+2 bonus on all saving throws against death effects
Immune to fear (magical or otherwise)
Immune to all diseases, including supernatural and magical diseases, including mummy rot

OFFENSE
Speed 20 ft (30 ft - 10ft armor)
Base Attack +4; Melee Touch +7; Ranged Touch +4
CMB +7 (+4 BAB +3 Str)

Melee
Longsword Att: +8 (+4 BAB +3 Str +1 MW), Dmg: 1d8+3 S (+4 if 2 handed)
(or +6 after first due to Furious Focus)
Power Attack, 1H +6, Dmg: 1d8+5 (+6 2 handed)
Power Attack, 2H +10 Dmg: 1d8+7 (+3 + 1.5 + 4 + 2)

Trident Att: +7, Dmg: 1d8+3 P (+4 if 2 handed) brace
Dagger, cold iron: +7, Dmg: 1d4+3 P or S

Power Attack: -2 Att +4 Damage

Ranged
Trident +4 10 ft. Dmg: 1d8+3
Dagger, cold iron: +4, Dmg: 1d4+3 P 10 f range

Limited Use Abilities
Lay on Hands 6 of 6 remaining (2d6 healing as standard action; for self 2d6+4 healing as swift action)
(Remove fatigue as mercy)

Channel positive energy (Two uses of her lay on hands ability)

Smite 1/day

Spells Caster Level: 1
1st Level (DC 15):
1. Divine Favor
D. Truestrike

FEATS
Fey Foundling (Human bonus) +2 per die from magic healing, but +1 dmg from cold iron
Power Attack (Level 1)
Furious Focus (Level 3)

Mercies
Fatigue (Level 3)

Traits
Dangerously Curious: +1 UMD and class skill
Seeker: +1 Perception and class skill

STATISTICS
Abilities Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 12 (+1), Wis 7 (-2), Cha 19 (+4)

Skills 20 ranks (2 +1 Int +1 Human +1 favored class/+2+1+1+1/+2+1+1+1/+2+1+1+1)
Acrobatics +0 (+0 Dex)
Appraise +1 (+1 Int)
Bluff +4 (+4 Cha)
Climb +3 (+3 Str)
Diplomacy* +11 (4 rank +4 Cha +3 class)
Disguise +4 (+4 Cha)
Escape Artist +0 (+0 Dex)
Fly +0 (+0 Dex)
Handle Animal* +8 (1 rank +4 Cha +3 class)
Heal* -2 (-2 Wis)
Intimidate* +9 (2 rank +4 Cha +3 class)
Knowledge, Nobility* +5 (1 rank +1 Int +3 class)
Knowledge, Religion* +5 (1 rank +1 Int +3 class)
Perception* +6 (4 rank -2 Wis +3 class +1 trait)
Ride* +0 (+0 Dex)
Sense Motive* +2 (1 rank -2 Wis +3 class)
Spellcraft* +5 (1 rank +1 Int +3 class)
Stealth +0 (+0 Dex)
Survival -2 (-2 Wis)
Swim* +7 (1 rank +3 Str +3 class )
Use Magic Device* +12 (4 rank +4 Cha +3 class + 1 trait)

EQUIPMENT
Masterwork Half-plate (2PP=750 gp, +8 AC, -6 Skill, 40% Arcane Fail, 20' move, 50 lbs)
Darkwood heavy shield (107 gp - 10gp, 5 lb)
Cloak of Resistance +1
Masterwork Longsword (315 -7.5 = 307.5 gp)
Dagger, cold iron (4 gp)
Trident (15 gp 4 lb)

Wand of Cure Light Wounds (36 Charges)

PALADIN'S KIT Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Vermin repellent (5 gp -)
Antiplague (50 gp)
Antitoxin (50 gp)
Fire ward gel (150 gp / 1 lb)
Frost ward gel (150 gp / 1 lb)
Alchemist's Fire (20 GP)
Holy Water (25 GP)
Bladeguard (40 GP) - 1 full round to apply

Light: 76 lbs. or less Medium: 77–153 lbs. Heavy: 154–230 lbs.

COINS
PP – 0
GP – 7931
SP – 5
CP – 0

BOONS
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d2o and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of
the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Master of the Blade Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.

Evenhanded Investigator: +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed
with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition,
you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for
1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as
though you did not have the disabled condition for 1 round.

Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis.
In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil
on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you
wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome
damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard
boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus
stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements,
such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this
boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy
avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character
has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp,
100,604 gp, or 90,604 gp respectively.

Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting
Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience.
When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check
the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus
is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you
with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

Special Abilities:
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. (See Sacred Servant substitution)

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.

Rage(Destruction) Domain (Cleric Level 1)
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Domain Spells: 1st—true strike, 2nd—bull's strength, 3rd—rage, 4th—inflict critical wounds

BACKGROUND
Stephani du Boules was raised by fey creatures deep in the Verduran Forest. She was orphaned at a very young age due to her father, a paladin that hunted evil dragons, was bested by a green dragon in that forest. As the years passed, she learned little from the fey who where carefree and happy, but it always bothered her that she was so out of place. One day, she made the fey tell the story of her father, and they showed her the place where he had fallen. She wept at his remains, which consisted only of his skull and a few bits of armor, and a shield. Exhausting herself, she fell asleep - and had a vision of her father in full glory, battling demons and evil of various sorts, and then saw the final battle with the dragon. As she awoke, her father spoke to her and asked her to do as he had done, righting wrongs and pursuing a life of fighting evil. But for Steph, the most important evil to right would be to destroy the creature that took her father, and her path of vengence began.

DESCRIPTION
Stephani du Boules is a well armored girl.

HISTORY
Starting gold: 150
01.1 - First Steps (+1 XP,+2 PP,+2 FP, +417 gp)
Spent 2 PP on Wand(CLW)
01.2 - GM Credit for Wounded Wisp (+1 XP,+2 PP,+2 FP, +430 gp)
Spent 2 PP on MW HalfPlate
01.3 - The Confirmation (+1XP/+2PP/+2FP/+430GP)
Starting with 957 gp. Bought: Dagger, cold iron (4 gp), Masterwork Longsword (315 -7.5 = 307.5 gp), Darkwood heavy shield (107 gp, 5 lb), Vermin repellent (5 gp -) , Antiplague (50 gp), Antitoxin (50 gp), Fire ward gel (150 gp / 1 lb), Frost ward gel (150 gp / 1 lb), Alchemist's Fire (20 GP), Holy Water (25 GP), Bladeguard (40 GP), Paladin's Kit (11 gp)
Spent 919.5, remaining = 37.5

02.1 Severing Ties (+1XP/+2PP/+2FP/+516GP) Start: 467 gp End 983
02.2 GM Credit for Tide of Twilight (+1XP/+2PP/+2FP/+521GP) Start 983 End 1504
02.3 Echoes of the Overwatched (+1XP/+2PP/+2FP/+502GP) Start 1504 End 2006
Used 3 charges CLW (post haunt acid spray), 4 more on Aeleth post statue
Added Paladin 3

03.1 #3-16 Midnight Mauler (+1XP/+2PP/+2FP/+1278GP) Start: 2006 End: 3234
Used and repurchased Antitoxin
Used Prized Find boon to earn second prestige
03.2 #4-09 The Blakros Matrimony (+1XP/+1PP/+1FP/+1257GP) Start: 3234 End: 3491
Spent 1000 on cloak of resistance +1
03.3 - Song of the Sea Witch (+1XP/+2PP/+2FP/+1315GP) Start: 3491 End: 4806
Used 4 charges CLW

Added Paladin 4, +1 Chr, Domain: Rage (Destruction)
04.1 - Night March of Kalkamedes (+1XP/+2PP/+2FP/+1875GP) Start: 4806 End: 6681
- used 3 CLW charges on self for non-lethal
04.2 - GM Chron #8-99 Solstice Scar A (+1XP/+2PP/+2FP/+1250GP) Start: 6681 End: 7931
04.3 - (Current) Start:7931

Special Ability Descriptions:

Fey Foundling: 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).

Sacred Servant
Paladins as a general rule, venerate the gods of good and purity, but some take this a step further, dedicating themselves to a specific deity and furthering the cause of the faith. These sacred servants are rewarded for their devotion with additional spells and powerful allies. A sacred servant must select one deity to worship. This deity's alignment must be lawful good, lawful neutral, or neutral good. A sacred servant has the following class features.

Smite Evil (Su): This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). This replaces smite evil.

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant's holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/day of lay on hands. These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant 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 holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.

Call Celestial Ally (Sp): At 8th level, a sacred servant can call upon her deity for aid, in the form of a powerful servant. This allows the sacred servant to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The sacred servant's caster level for this effect is equal to her paladin level. This ability replaces aura of resolve.

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