Villedt

Sunreturn's page

232 posts. Alias of Decimus Observet.


Full Name

Sunreturn

Race

| HP: 49/54 | AC: 16 (11 Tch, 15 Fl) | CMB: +8, CMD: 19 | F +14, R +9, W +10 | Init: +1 (max 5) | Per +3, SM +3, Low Light

Classes/Levels

| Speed 30ft | Oracle: 1st 6/8, 2nd 1/3 | Paladin: 1st 1/3, LoH 1/4 | Active conditions: None

Gender

Male LG Ghoran Forest Preserver Paladin 5//Oracle of Wood 5

Size

Medium, 6' 2"

Age

???

Alignment

Lawful Good

Deity

Gozreh

Languages

Common, Sylvan, Celestial

Occupation

Servant of the Divine

Strength 16
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 8
Charisma 20

About Sunreturn

Sunreturn

Ghoran Forest Preserver Paladin 4//Oracle of Wood 4

Lawful Good Medium Humanoid (Plant)
Init +1 (max score of 5); Senses Perception +3, Sense Motive +3

Favoured Class: Paladin//Oracle
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Defense
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AC 16, touch 11, flat-footed 15 [10 + 1 Dex + 2 Natural Armour +3 deflection +4 wood armour + 2 barkskin]
hp 54 [10 every level after 1st (6+3+1]
Fort +14, Ref +9, Will +10

–2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability

Take +1 point of damage from cold iron weapons

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Offense
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Speed 30 ft.
Melee

Ranged

Paladin Spells

1st Level: 2/day
Paladin Spells
+Detect animals or plants
+Entangle
+Goodberry
+Shillelagh

Learned:

Positive Pulse
Weapons Against Evil

Oracle Spells

+All Cure Spells

Orisons

Create Water
Detect Magic
Enhanced Diplomacy
Guidance
Mending
Stabilise

1st Level: 7/day
Bless
Endure elements
Hide from Undead
Murderous Command
+ Shillelagh (mystery)

2nd Level: 5/day
Consecrate
Life Pact
+ Barkskin (mystery)
+ Calm Emotions (curse)

Spell-like abilities

1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink.

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Statistics
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Str 18, Dex 12, Con 16, Int 8, Wis 8, Cha 20
Base Atk +5; CMB +9; CMD 20
Feats
L1: Fey Foundling
L3: Power Attack
L5: Extra Revelation (Wood Armour)

Extra Revelation
You have discovered a new aspect of your mystery.

Prerequisite: Revelation class feature.

Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Special: You can gain Extra Revelation multiple times.

Fey Foundling
You were found in the wilds as a child.

Prerequisites: You may only select this feat at 1st level.

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).

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits
Blessed Touch, Faithful of Gozreh

Blessed Touch [Link]
Source Champions of Purity pg. 7 (Amazon)
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Sandpoint Faithful (reflavoured as 'Faithful of Gozreh')
Source Varisia, Birthplace of Legends pg. 28 (Amazon)
As a faithful adherent of Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.

Languages
Common, Sylvan, Celestial

Skills
Class Skills

The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

A forest preserver adds Climb, Knowledge (nature), and Survival to her list of class skills. She does not gain Diplomacy, Knowledge (nobility), or Sense Motive as class skills.

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

An oracle with the wood mystery adds Climb, Knowledge (nature), Stealth, and Survival to her list of class skills.

Skill Ranks per Level: 3 (4 -1 Int bonus)

Armour Check Modifier:

Acrobatics +1 |+1 Dex
Appraise +0 |-1 Int
Bluff +5 |+5 Cha
+Climb +8 |+4 Str +1 rank +3 class skill
+Craft (carpentry) +3 |-1 Int +1 rank +3 class skill
+Diplomacy +9 |+5 Cha +1 rank +3 class skill
Disable Device* -- |+2 Dex
Disguise +5 |+5 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
+Handle Animal* -- |+5 Cha
+Heal +3 |-1 Wis +1 rank +3 class skill
Intimidate +5 |+5 Cha
+Knowledge Arcana* -- |-1 Int
+Knowledge Dungeoneering* +3 |-1 Int untrained +1 rank +3 class skill
+Knowledge Engineering* -- |-1 Int untrained
+Knowledge Geography* -- |-1 Int untrained
+Knowledge History* +3 |-1 Int +1 rank +3 class skill
+Knowledge Local* -- |-1 Int
+Knowledge Nobility* -- |-1 Int
+Knowledge Nature* +3 |-1 Int +1 rank +3 class skill
+Knowledge Planes* +3 |-1 Int +1 rank +3 class skill
+Knowledge Religion* +3 |-1 Int +1 rank +3 class skill
Linguistics* +0 |-1 Int +1 rank
Perception +3 |-1 Wis +1 rank +3 class skill
Perform +5 |+5 Cha
+Profession (Gardener) +3 |-1 Wis +1 rank +3 class skill
+Ride +1 |+1 Dex
+Sense Motive +3 |-1 Wis +1 rank +3 class skill
Sleight of Hand* -- |+1 Dex
+Spellcraft* +3 |-1 Int +1 rank +3 class skill
+Stealth +1 |+1 Dex
+Survival +3 |-1 Wis +1 rank +3 class skill
Swim +3 |+3 Str
Use Magic Device* -- |+5 Cha

Special Qualities

Type: Ghorans have the plant type but lack the immunities to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects that type usually has. The plant type features immunities that, when granted to a player character race, can be disruptive and overpowered.

Low-light vision.

Plants breathe and eat, but do not sleep.

Languages: Ghorans begin play speaking Common and Sylvan. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Defensive Traits: Ghorans have tough, rugged skin and so gain a +2 Natural Armor bonus to AC.

Special Traits

Natural Magic (Sp): Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.
Seed (Ex): As a full-round action, a ghoran can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all skill ranks upon sprouting. Once a ghoran expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous ghoran character.
Past-Life Knowledge (Ex): Ghorans have memories encoded in their seeds. They treat all Knowledge skills as class skills.

Weaknesses

Light Dependent: Ghorans are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Delicious (Ex): Ghorans take a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability.

Gear

Headband of alluring charisma +2 2000
Muleback Cords 1000g
Holy Symbol, Wooden 1g
Holy Symbol, Tattoo 100g
5 Tree Feather Tokens 1000g
Quarterstaff 0g
Circlet of Persuasion 2,250g

Cloak of Resistance +2

Ring of Protection +3

Belt of Strength +2

Starting money: 6000g
Spent: 5911

Remaining: 139g

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Special Abilities
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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).

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

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) 2/day
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.

Mystery - Wood

Class Skills: An oracle with the wood mystery adds Climb, Knowledge (nature), Stealth, and Survival to her list of class skills.

Bonus Spells: shillelagh (2nd), barkskin (4th), minor creation (wood items only) (6th), thorn body (8th), tree stride (10th), ironwood (12th), transmute metal to wood (14th), changestaff (16th), wooden phalanx (18th).

Oracle’s Curse (Ex)
Phlegmatic [3PP]

Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your spirit is unhurried and you move only with purpose and after due deliberation.

Effect

Your initiative check result is limited to your curse level, but you can never be made flat-footed. You can still lose your Dexterity bonus to AC if you are immobilized, or if an opponent feints you or is invisible.

At 5th level, add calm emotions or hold person (your choice) to your spells known.

At 10th level, any time you move no more than 5 feet in a round, you gain a luck bonus to AC equal to your Charisma bonus, but no more than half your curse level. This luck bonus to AC improves your CMD as well.

At 15th level, you gain immunity to fear.

Revelation
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. 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.

Wood Armour (Su): You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it.

Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.

Wooden Weapon (Su): You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a +1 enhancement bonus. At 11th level, the weapon gains the keen weapon property (or the equivalent increase to its critical threat range, if it is a bludgeoning weapon). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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.

Favored Terrain (Ex) - Forest
At 3rd level, a forest preserver gains the ranger’s favored terrain ability but must select either forest or jungle as her favored terrain. The bonuses granted by this ability increase by 2 for every 5 levels after 3rd, but she does not gain additional favored terrains.

This replaces aura of courage.

Woodland Stride (Ex)
At 3rd level, a forest preserver (as well as her divine bond creature, if she has one) gains woodland stride, as per the druid class feature.

This replaces divine health.

Mercy (Su) - Fatigued
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.

Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PZO9446
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

Sacred Botany (Ex)
At 4th level, a forest preserver adds the following spells to her spell list: 1st—detect animals or plants, entangle, goodberry, shillelagh; 2nd—barkskin, eagle eye, tree shape, warp wood, wood shape ; 3rd—diminish plants, plant growth, snare, speak with plants, spike growth ; 4th—antiplant shell, awaken (trees only), blight, command plants, commune with nature, thorn body, tree stride, wall of thorns . In addition, she treats her caster level as 1 higher when casting these spells in her favored terrain.

This replaces channel positive energy.

Appearance and Personality:

Sunreturn is tall and green. The normal empty eyes of a ghoran in his case are filled with glowing, warm light. His skin is a summer leaf green. He wants to do good by protecting innocent life.

Background:

Sunreturn is the favoured name of a pious ghoran. He has sworn vows to Gozreh to defend the forest. He is less interested in the reward than in protecting the very lands from a deep-rooted evil.

He is not the fastest or most complex thinker. He knows good and he knows evil, and that is the main thing.