Angel Mask

Tavin Sunward's page

73 posts. Organized Play character for Eric Parker 82.


Full Name

Tavin Sunward

Race

| HP 46/46 | AC 21/23 | F +8 R +10 W +9 (+2 vs. enchantments, immune to sleep) | Perc +9 | Default Exploration ( Searching)

Classes/Levels

| Speed 30ft | Focus points 1/1 | Hero Points 1/1 | Radiant Wayfinder 1/1 | Active Conditions: None

Gender

”Tavin” | Male elf paladin 4

About Tavin Sunward

Tavin Sunward
Male elf paladin 4 (Advanced Player's Guide)
LG, Medium, Elf, Humanoid
Heritage cavern elf
Background herbalist
Perception +9; darkvision, low-light vision
Languages Azlanti, Common, Elven, Hallit
Skills Acrobatics +10, Arcana +7, Diplomacy +10, Herbalism Lore +7, Nature +9 (+13 when using Natural Medicine to Treat Wounds, if you spend a batch of herbs., +11 to your check to Treat Wounds, subject to the GM’s determination), Religion +7, Scouting Lore +7, Survival +7
Str 12 (+1), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)
Items leather armor (crying angel pendant), steel shield, +1 shifting returning dagger, +1 shortbow, dagger (7), holy water (2), light hammer (4), light mace, arrows (20), backpack, batches of infused reagent, bedroll, chalk (10), flint and steel, goz mask[TV], grappling hook, healer's tools, minor healing potion (2), pearly white spindle aeon stone[LOPFS], pup tent, rations (1 week) (2), rope (foot) (50), rubbing set[LOPFS], shining arrow, signal whistle, soap, waterskin, wayfinder, winter clothing, writing set, purse (85 gp, 8 sp, 8 cp)
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AC 21 (23 with shield raised); Fort +8; Ref +10; Will +9
HP 46
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Speed 30 feet

Retributive strike, used when an ally and enemy are both within 15 feet and the ally takes damage. The ally gains 6 resistance to all damage :

[dice=+1 shifting returning dagger(magical, versatile S, thrown 10 ft., agile, finesse)]1d20 +11 [/dice]
[dice=Damage 1d6+1 P]1d6+1 P[/dice]

Melee [1] [i]+1 shifting returning dagger[/i] +11 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 1d6+1 P
[dice=+1 shifting returning dagger(magical, versatile S, thrown 10 ft., agile, finesse)]1d20 +11 [/dice]
[dice=Damage 1d6+1 P]1d6+1 P[/dice]

Melee [1] dagger +10 (versatile S, thrown 10 ft., agile, finesse), Damage 1d6+1 P
[dice= dagger +10(versatile S, thrown 10 ft., agile, finesse)]1d20+10[/dice]
[dice=Damage 1d6+1 P]1d6+1 P[/dice]

Melee [1] light hammer +7 (thrown 20 ft., agile), Damage 1d6+1 B
[dice= light hammer +7 (thrown 20 ft., agile)]1d20+7[/dice]
[dice=Damage 1d6+1 B]1d6+1 B[/dice]

Melee [1] light mace +10 (agile, finesse, shove), Damage 1d4+1 B
[dice= light mace +10(agile, finesse, shove)]1d20+10[/dice]
[dice=Damage 1d4+1 B]1d4+1 B[/dice]

Melee [1] shield bash +7, Damage 1d4+1 B
[dice= shield bash +7 ]1d20+7[/dice]
[dice=Damage 1d1+1 B]1d6+1 B[/dice]

Ranged [1] [i]+1 shifting returning dagger[/i] +11 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 1d6+1 P
[dice=+1 shifting returning dagger(magical, versatile S, thrown 10 ft., agile, finesse)]1d20 +11 [/dice]
[dice=Damage 1d6+1 P]1d6+1 P[/dice]

Ranged [1] [i]+1 shortbow[/i] +11 (deadly d10, magical, range increment 60 feet, reload 0), Damage 1d6 P
[dice=+1 shortbow(deadly d10, magical, range increment 60 feet, reload 0)]1d20 +11 [/dice]
[dice=Damage 1d6 P]1d6 P[/dice]

Ranged [1] dagger +10 (versatile S, thrown 10 ft., agile, finesse), Damage 1d6+1 P
[dice= dagger +10(versatile S, thrown 10 ft., agile, finesse)]1d20+10[/dice]
[dice=Damage 1d6+1 P]1d6+1 P[/dice]

Ranged [1] holy water +10 (thrown 20 ft., consumable, divine, good, necromancy, splash), Damage 1d6 Good +1 good splash
[dice= holy water +10 (thrown 20 ft., consumable, divine, good, necromancy, splash)]1d20+10[/dice]
[dice=Damage 1d6+1 Good Splash]1d6+1 Good[/dice]

Ranged [1] light hammer +10 (thrown 20 ft., agile), Damage 1d6+1 B
[dice= light hammer +10 (thrown 20 ft., agile)]1d20+10[/dice]
[dice=Damage 1d6+1 B]1d6+1 B[/dice]

Arcane Otherworldly Magic Spell DC 18, attack +8; Cantrips (2nd) produce flame
[dice= Produce Flame Attackr +8 (thrown 20 ft., agile)]1d20+8[/dice]
[dice=Damage 1d4+2 F]1d4+2 F[/dice]

Focus Spells 1 Focus Point, DC 18; 2nd Lay on Hands
[dice=Lay on Hands Healing with +2 AC for 1 round]2d6[/dice]

Ancestry Feats Otherworldly Magic
Class Feats Aura Of Courage, Herbalist Dedication[APG], Ranged Reprisal
General Feats Canny Acumen, Shield Block
Skill Feats Alchemical Crafting, Cat Fall, Fresh Ingredients[APG], Natural Medicine
Other Abilities advanced alchemy, blade ally, champions's code, deific weapon, deity and cause, devotion spells, divine ally, infused reagents, paladin, protective mentor, radiant wayfinder, retributive strike, shield block, swords, wayfinder
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You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

Yuelral, The Wise
Edicts: Practice herbalism, use and enchant gems, encourage and teach magicians and jewelers, preserve elven magic and knowledge
Anathema: Cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic

You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

You must act with honor, never taking advantage of others, lying, or cheating.

You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.

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