Sanvil Trett

Theodore 'Greyhawk' Iscariot's page

146 posts. Alias of Deaths Adorable Apprentice.


Full Name

Theodore 'Greyhawk' Iscariot

Race

Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6

Classes/Levels

HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Theodore 'Greyhawk' Iscariot

Theodore 'Greyhawk' Iscariot Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae
Init +3; Senses Perception +7 / Aura of Good is a moderate aura.
DEFENSE
AC 19, touch 13, flat-footed 15 (+5 armor, +3 dex +1 shield)
hp 20(d10)
Fort +3 class,+2 con, +2 cha =+7 / Ref +0 class, +3 dex, +2 cha = +5 / Will +3 class, +0 wis, +2 cha = +5 (+1 vs Fey magics)
OFFENSE
Speed 30ft or 20ft in armor
Melee mwk scimitar +6 (1d6+3 18-20x2) / Non-lethal attacks +6 (1d6+4 18-20x2)
cold iron morning star +2 (1d8x2)
Ranged composite longbow +4 (1d8+3 x3 110ft) (20 arrows)
Special Attacks: Smite Evil 1/per day. bypass all DR. Cha to attack and level to damage.
Special abilities: Lay on Hands x3/per day. swift action if self, standard for others. heals 1d6
Spell Like abilities: Detect Evil at will, move action is as if studied for 3rnds
Light once per day. CL 1st. If cast on scimitar then range and duration is doubled.

STATISTICS
Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 14
BaB +2; CMB +2; CMD 15 [/b]Stamina Pool[/b]l=4 (BaB+ con)

Feats

Combat Stamina:
Prerequisite(s): Base attack bonus +1.
Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Combat Reflexes
Traits
Noble Born “Endurance Overcomes All.”
ABlade of Mercy
Chosen One
Overprotective = If an ally falls from HP dmg, -2 att & skill unless in 10ft

Skills = 4 +1 level, +1 DM kindness +1 Int = 7 per level * background skill (+2 a level), ^ no a class skill
Craft (Int)
Diplomacy (Cha) +2 rank, +2 mod, +3 class=7 (add a +2 vs Fey)
Handle Animal (Cha) +2 rank, +2 mod, +3 class =+7
Heal (Wis) +2 rank, +0 mod, +3 class =+5
Knowledge (history) (Int) +1 rank, +1 mod, +3 class =+5
Knowledge (nobility) (Int) +2 rank, +1 mod, +3 class = +6
Knowledge (religion) (Int) +1 rank, +1 mod, +3 class =+5
Lore (Brevoy) (Int) +2* rank, +1 mod =+53
Perception(Wis) +2 rank, +0 mod, +3 class, +2 racial =+7
Perform (Cha) (dance) +2* rank, +2 mod, +3 class= +7
Ride (Dex)
Sense Motive (Wis) +2 rank, +0 mod, +3 class =+5
Spellcraft (Int).
Use Magic Device (cha)

Languages Common, Elven, Sylvan, Celestial.
22 gp, 2sp, 9cp,
On Person = explorers outfit, scale mail, scimitar, composite long bow, arrows(20), morning star, lt wooden sheild, signet ring, dagger, waterskin, wooden holy symbol currently worn as an amulet, rose gold earrings (stud in left ear, stud with a dangling gold ankh on right ear), x2 baubles for the Fey.
Familiar satchel
Belt pouch 1 = compass, chalk, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, whetstone
Belt pouch 2 = grooming kit, shaving kit,
backpack = traveler outfit, blanket, silk rope, mess kit, gear maintenance kit, bedroll, a clay mug, a week's worth of trail rations,
waterproof sack in the backpack = clerics vestments, journal, Scrivener's Kit

All the list gear with the prices.:

Combat Gear Scale mail (+5+3 -4)50gp, mwk Scimitar (1d6 18-20x2) 15gp, composite long bow (1d8 x3 110ft)100gp, arrows (x20)1gp, morning star (1d8 x2)8gp, lt wooden sheild (+1-1)
Gear explores outfit (leather boots, leather breeches, belt, blue shirt with a pale leather vest, blue and gold vest)
Traveler outfit (boots, a wool breeches, a sturdy belt, a white shirt with a red vest and an ample cloak with a hood.)1gp, Poncho (water resistance)5sp, signet ring 5gp, Cleric's Vestments (white cassock, blue surplice, and a golden stole with ends a sky blue and the Angelic ankh embrodered on it) 5gp, jewelry (rose gold earring stud in one ear and the other has a dangling gold ankh)10gp
journal 10gp, waterproof bag 5sp, belt pouch 1gp, blanket 5sp, compass (+2 survival vs lost)10gp, silk rope (50ft)1gp, silver holy symbol 25gp, chalk 1cp, familiar satchel 25gp,
Gear Maintenance Kit Price 5 gp;
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
mess kit 2sp
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Grooming KitPrice 1 gp;
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Pathfinder's Price 12 gp;
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.
Scrivener's Kit Price 2 gp;
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Shaving Kit Price 15 gp;
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Sarenrae’s Paladin Code:
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
• I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that which I need to survive.
• The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
• I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
• Each day is another step toward perfection. I will not turn back into the dark.

Holy days:

Burning Blades: This holiday takes place on 10 Sarenith, although technically it is the apex of a summer-long celebration in the Dawnflower’s name. The holiday represents the light of Sarenrae and her power to heal both physical and spiritual injuries and malaise. It is named for the dance of the burning blades, a performance in which the faithful coat ceremonial weapons in slow-burning pitch and dance with them.
Candlemark: This is a personal holiday for members of the faith, a remembrance of when and why they joined the church. By tradition it is held at the winter solstice, representing that even during the sun’s weakest day, Sarenrae’s power to heal and redeem is still with her faithful. In most human cultures, children may declare themselves members of the church on the first Candlemark after their fifteenth birthday. How they celebrate is a matter of personal taste; some hold a feast, some go on a pilgrimage, and some spend the day in prayer. This holiday is particularly meaningful to redeemed evil folk who have found forgiveness in the light of Sarenrae.
Sunwrought Festival: The summer solstice celebration honors the longest day of the year. Worshipers dance, give each other small gifts, light fireworks, and sell or trade their finest crafts in a market-like gathering. Fireworks, paper streamers, and simple kites are popular amusements. Many celebrations feature a reenactment of the battle between Sarenrae and Rovagug, with the goddess represented by a young woman and the evil god represented as a large frame-and-cloth costume that can exceed 20 feet in length and require four or more people to operate.

aphorisms:
The Dawn Brings New Light: Often used as a litany against evil and despair, this phrase reassures the faithful that each day is a new opportunity, a promise from Sarenrae that things will get better, even if only in the afterlife. It is also used to welcome and bless good things in life, such as the birth of a child, an unexpected monetary gain, or a delicious meal.
For the Sun and the Fury: This battle cry calls upon the light of Sarenrae and her righteous anger at unrepentant evil. Paladins like to shout it when they smite fiends, and clerics trumpet it when they invoke holy fire. Traditionally, it is painted or carved on the cornerstones of temples to Sarenrae.

Signs of Divine favor or disfavor:
Sarenrae indicates her favor with sightings of doves, rays of dawn or dusk sunlight that last far longer than they should, the discovery of yellow stones or gems, or the sudden soothing of aches and pains. Her displeasure is most often made apparent through unexplained sunburns or periods of blindness that can last anywhere from only a few moments for minor transgressions to a lifetime for mortal sins.

Half Elf:
Standard Racial Traits
• Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
• Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Half-elves have a base speed of 30 feet.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligencescores can choose any languages they want (except secret languages, such as Druidic). See theLinguistics skill page for more information about these languages.
Defense Racial Traits
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
• Adaptability: Half-elves an extra skill point at each level
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Senses Racial Traits
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature),Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Hospitalier Paladin:

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: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level
Detect Evil: 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: 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 Charismamodifier (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. the hospitaler can smite evil at 1st level, one additional time per day at 7th level, and every six levels thereafter. For a total of 4 times per day at level 19
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: 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: 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: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot
Mercy: 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.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
• Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
• Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued andExhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Channel Positive Energy: When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charismamodifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on herCharisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin 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 weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have anIntelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throwsagainst charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Healing: At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleeddamage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additionalsaving throws once per day, even if they are exposed to this aura multiple times.
Aura of Faith: At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead
Aura of Righteousness: At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion: At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.