Lord Villastir

Tinsel Swordmaker's page

28 posts. Organized Play character for @scottg0.


Full Name

Tinsel Swordmaker

Race

HP 299+7temp/299, AC 61/T 33/F 60, Init +9, Perc +30, Fort +28, Ref +22, Will +28, CMB +26/61

Classes/Levels

Active:
Vindicator's Sacred Shield, Endure Elements, Ant Haul, Message, Protection from Evil, Good Hope, Death Ward, Life Bubble, Heroic Saddle, Planar Adaptation

Gender

Resources:
Channels left 11/12 | Lay on Hands left 19/19 | Smite Evil 7/7

About Tinsel Swordmaker

character sheet:

Tinsel Swordmaker
Male young elf cleric (divine strategist) of Iomedae 10/holy vindicator 10/paladin 20/gestalt 20 (Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (elf)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +30
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), aura of menace (30 ft.), resolve (10 ft.), righteousness (10 ft.)
--------------------
Defense
--------------------
AC 44, touch 16, flat-footed 43 (+15 armor, +5 deflection, +1 Dex, +5 natural, +8 shield)
hp 299 (20d10+100)
Fort +28, Ref +22 (+3 bonus vs. area of effect attacks), Will +28; +2 vs. enchantments, +2 vs. death
Defensive Abilities fortification 75%, vindicator's shield; DR 10/evil, 3/—; Immune sleep, charm, compulsion, disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +5 ghost touch holy holy reliquary keen mighty cleaving adamantine scimitar +32/+27/+22/+17 (1d6+10/15-20 plus 2d6 vs. evil) or
. . +5 holy keen cold iron lance +31/+26/+21/+16 (1d8+10/19-20/×3 plus 2d6 vs. evil) or
. . cold iron dagger +26/+21/+16/+11 (1d4+5/19-20) or
. . cold iron lance +26/+21/+16/+11 (1d8+5/×3)
Ranged +1 adaptive composite longbow +25/+20/+15/+10 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +5 holy keen cold iron lance, 10 ft. with cold iron lance)
Special Attacks channel positive energy 12/day (DC 32, 17d6), smite evil 7/day (+5 attack and AC, +20 damage)
Domain Spell-Like Abilities (CL 17th; concentration +27)
. . 7/day—touch of good (+5)
Paladin Spell-Like Abilities (CL 20th; concentration +31)
. . At will—detect evil
Cleric (Divine Strategist) Spells Prepared (CL 17th; concentration +27)
. . 9th—summon monster IX (good spell only)[D], winds of vengeance[APG]
. . 8th—mass cure critical wounds, holy aura[D], wandering weather[UW]
. . 7th—mass cure serious wounds, holy word[D] (DC 21), particulate form, greater restoration
. . 6th—mass cure moderate wounds, heal, joyful rapture[UM], mass planar adaptation[APG] (DC 20), planar ally (archons only)[D]
. . 5th—breath of life (DC 19), cleanse[APG], dispel evil[D], life bubble[APG] (2, DC 19)
. . 4th—air walk, anti-incorporeal shell[ACG], blessing of fervor[APG] (DC 18), cure critical wounds, holy smite[D] (DC 18), restoration
. . 3rd—cure serious wounds, daylight, disrupt silence[UI] (DC 17), invisibility purge, prayer[D], communal resist energy[UC]
. . 2nd—align weapon (good only)[D], cure moderate wounds, communal protection from evil[UC] (2), lesser restoration, silence (DC 16)
. . 1st—ant haul[APG] (DC 15), comprehend languages, cure light wounds, divine favor[D], liberating command[UC], obscuring mist
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . D Domain spell; Domain Good (Archon[APG] subdomain)
Paladin Spells Prepared (CL 17th; concentration +28)
. . 4th—death ward (2), king's castle[APG] (2, DC 19)
. . 3rd—good hope (2), heal mount (2)
. . 2nd—carry companion (2), remove paralysis, resist energy, suppress charms and compulsions
. . 1st—hero's defiance[APG] (2), keep watch, protection from evil (2), unbreakable heart[ISWG]
--------------------
Statistics
--------------------
Str 21, Dex 18, Con 18, Int 15, Wis 19, Cha 20
Base Atk +20; CMB +26; CMD 44
Feats Alignment Channel, Armor Focus, Armored Rider, Blind-fight, Channel Ray, Channel Smite, Cleave, Cleaving Finish[UC], Combat Casting, Combat Reflexes, Covering Shield, Critical Focus, Devastating Strike[UC], Elemental Channel, Extra Channel, Extra Channel, Fey Foundling[ISWG], Flanking Foil[UC], Grappled Caster, Great Fortitude, Greater Vital Strike, Improved Armor Focus, Improved Channel, Improved Devastating Strike[UC], Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Improved Shield Focus, Improved Vital Strike, Iron Will, Lightning Reflexes, Lookout[APG], Monstrous Companion, Mounted Combat, Mounted Shield[APG], Power Attack, Quick Channel[UM], Selective Channeling, Shield Focus, Uncanny Concentration[UM], Vital Strike, Weapon Focus (scimitar)
Traits seeker
Skills Acrobatics +1 (-3 to jump), Craft (weapons) +17, Handle Animal +28, Knowledge (religion) +25, Perception +30, Profession (Toy Maker) +17, Ride +27 (+30 to checks to negate a hit on mount with Mounted Combat), Spellcraft +25 (+27 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Gnome, Sylvan
SQ bloodfire, bloodrain, caster support, divine bond (mount), divine judgement, divine retribution, divine wrath, elven magic, faith healing, holy champion, lay on hands 19/day (12d6), master tactician, mercies (enfeebled, exhausted, fatigued, nauseated, restorative, sickened), stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage, tactical expertise
Combat Gear boots of escape[ARG], cap of the free thinker[UE], cold iron arrows (50); Other Gear +5 comfort crusading ghost touch holy reliquary restful adamantine full plate, +5 heavy fortification holy reliquary mithral heavy steel shield, +1 adaptive composite longbow, +5 ghost touch holy holy reliquary keen mighty cleaving adamantine scimitar, +5 holy keen cold iron lance, cold iron dagger, cold iron lance, amulet of natural armor +5, bag of holding vi, belt of physical perfection +6, bracers of the merciful knight[UE], cloak of resistance +5, efficient quiver, first aid gloves, goggles of night, handy haversack, mantle of the faithful vessel[MA], phylactery of positive channeling, ring of inner fortitude (greater)[UE], ring of protection +5, vestments of war, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], masterwork weaponsmithing tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 23,822 gp
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Menace (10 rounds/day) (Su) 30'r aura inflicts -2 AC and -2 to all saves.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bloodfire (Su) While using Stigmata, Channel Smite gains +1d6 dam, sickens and deals 1d6 bleed damage.
Bloodrain (Su) While using Stigmata, Channel Energy gains +1d6 damage and inflicts Sickening and 1d6 bleed damage.
Caster Support +4 (Su) Use aid another to grant +4 bonus on caster level and concentration checks.
Channel Ray (510 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Cleric (Divine Strategist) Domain (Archon (Good))
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Devastating Strike Deal extra damage when using Vital Strike bonus
Divine Judgement (Sp) When your melee attack reduces a creature to -1 or fewer HP, you may sacrifice a 2nd-level spell to invoke death knell on that target.
Divine Retribution (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 3rd-level spell to inflict bestow curse on them.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Elemental Channel (Fire) Channel Energy can affect a chosen elemental subtype of outsiders.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Faith Healing (maximize) (Su) Cure wounds spells you cast on yourself are Maximized.
Fey Foundling Magical healing works better on you
Flanking Foil Foes you strike lose their flanking bonus against you
Fortification 75% You have a chance to negate critical hits on attacks.
Grappled Caster Gain +4 bonus to concentration to cast spells when grappled.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Devastating Strike Gain bonus on rolls to confirm critical hits
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Lay on Hands (12d6 hit points, 19/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tactician (+5/+2) (Ex) A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flatfooted until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to
Mercy (Enfeebled) (Su) Dispel any magical effects reducing one target ability score.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Restorative) (Su) Targed heals 1d4 ability damage to one attribute.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Monstrous Companion Attract a more powerful monstrous creature as a companion and cohort.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Shield Add your Shield (inc Shield Focus) bonus to your mount's AC and Mounted Combat checks.
Paladin Channel Positive Energy 17d6 (12/day, DC 32) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (7/day) (Su) +5 to hit, +20 to damage, +5 deflection bonus to AC when used.
Stigmata: AC +5 (Swift) (Su) Inflict 5 HP of bleed damage on yourself to gain a +5 bonus to AC.
Stigmata: Attack Rolls +5 (Swift) (Su) Inflict 5 HP of bleed damage on yourself to gain a +5 bonus to attack.
Stigmata: Caster Level Checks +5 (Swift) (Su) Inflict 5 HP of bleed damage on yourself to gain a +5 bonus to CL checks.
Stigmata: Saving Throws +5 (Swift) (Su) Inflict 5 HP of bleed damage on yourself to gain a +5 bonus to saves.
Stigmata: Weapon Damage +5 (Swift) (Su) Inflict 5 HP of bleed damage on yourself to gain a +5 bonus to weapon damage.
Tactical Expertise +2 (2/day) (Ex) +2 bonus to hit while flanking or making attacks of opportunity.
Touch of Good +5 (7/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1 rd.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Vindicator's Sacred Shield +17 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Tinsel Swordmaker was a happy little elf in Santa's toy shop making the toy swords for all the little boys and girls of the world. Making all those swords eventually led him to start practicing with them and he became very good with the sword over the many years of toy making and made some of the finest examples of nerf swords known to man and elvenkind. His faithful companion Meteor the Reindeer has been with him for years and serves as his reliable mount. If you hear Tinsel shouting a warning about Golden Meteor Showers, run for cover because Meteor seems to think it is really funny to pee on everyone below him while he flies overhead.

Tinsel was there the night Krampus and his evil allies attacked Santa's Village and killed most of the Toy Makers (Profession and Craft). That was the night the Stigmata (Holy Vindicator) reappearred on Tinsel's body which resulted in the Bloodrain that painted the village red with his blood as it rained down on all his foes. Unfortunately Krampus was able to get away so we gathered a posse of the few living elves and followed the trail of destruction from human village to village as Krampus slaughtered all the little boys and girls. We were able to find a couple of the kids that hid well enough not to be found during Krampus's rampage and they have joined our crusade to save Santa and Christmas.

daily spells:

I cast life bubble on me and Meteor every day. Meteor cast Endure Elements on us both each day.
Ant Haul - we each cast it every day
Mass Planar Adaptation - I cast each day

dice:


Meteor (Animal Companion/Mount):

Meteor
Male celestial flying reindeer (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 168)
LG Large magical beast (air)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +28
--------------------
Defense
--------------------
AC 36, touch 18, flat-footed 30 (+11 armor, +3 deflection, +5 Dex, +1 dodge, +7 natural, -1 size)
hp 268 (18d10+126)
Fort +22, Ref +24, Will +18; +4 morale bonus vs. fear and emotion effects., +2 vs. transmutation spells
Defensive Abilities fortification 75%; DR 10/evil; Resist acid 15, cold 20, electricity 30, fire 10; SR 31
--------------------
Offense
--------------------
Speed 60 ft., fly 120 ft. (good)
Melee gore +29 (1d8+11 plus 2d6), 2 hooves +24 (1d6+7 plus 2d6 vs. Evil and 2d6)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (15-ft. cone, 9d6 fire, every 1d4 rds, ref half), powerful charge (gore, 2d8+25+2d6), smite evil
Spell-Like Abilities (CL 9th; concentration +19)
. . Constant—detect evil, water walk
. . At will—gaseous form, gust of wind (DC 22)
. . 1/day—break enchantment, create food and water, major creation, wind walk (self only)
Sorcerer Spells Known (CL 15th; concentration +25)
. . 7th (5/day)—mass cure serious wounds, delayed blast fireball (DC 27)
. . 6th (7/day)—blade barrier (DC 26), heal, starfall (DC 26)
. . 5th (7/day)—breath of life (DC 23), cleanse[APG], teleport, true seeing
. . 4th (8/day)—cure critical wounds, dimension door, freedom of movement, restoration
. . 3rd (8/day)—blink, cure serious wounds, fireball (DC 23), fly
. . 2nd (8/day)—blur, cure moderate wounds, false life, mirror image, lesser restoration
. . 1st (8/day)—ant haul[APG] (DC 19), endure elements, feather fall, magic missile, snowball[UW]
. . 0 (at will)—create water, drench[UM] (DC 18), light, mending, message, prestidigitation, purify food and drink (DC 18), scoop[UM], stabilize
--------------------
Statistics
--------------------
Str 24, Dex 27, Con 22, Int 22, Wis 25, Cha 27
Base Atk +18; CMB +26 (+28 bull rush, +28 drag, +28 overrun); CMD 48 (52 vs. trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Bodyguard[APG], Combat Casting, Combat Reflexes, Death From Above[UC], Devastating Strike[UC], Dodge, Eschew Materials{B}, Flyby Attack, Great Fortitude, Greater Spell Focus (evocation), Greater Vital Strike, Hover, Impaling Charge, Improved Great Fortitude, Improved Iron Will, Improved Lookout, Improved Vital Strike, Iron Will, Light Armor Proficiency, Lightning Reflexes, Lookout[APG], Medium Armor Proficiency, Mobility, Power Attack, Reach Defense, Reflexive Caster, Spell Denial (Transmutation), Spell Focus (evocation), Spell Specialization[UM], Stable Gallop, Toughness, Uncanny Concentration[UM], Valiant Steed, Vital Strike, Weapon Focus (gore), Weapon Focus (hooves)
Skills Acrobatics +8 (+20 to jump), Diplomacy +26, Fly +31, Knowledge (history) +24, Linguistics +24, Perception +28, Perform (sing) +26, Sense Motive +25, Spellcraft +24, Stealth +25, Survival +25
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sylvan, Tengu, Terran, Thassilonian, Undercommon; telepathy 100 ft.
SQ kirin spells
Other Gear +5 comfort heavy fortification holy reliquary restful mithral agile breastplate[APG], +4 vicious amulet of mighty fists, bag of holding i, bag of holding i, frostwild bridle, heroic saddle, horseshoes of sacred silver, cauldron[APG], cauldron[APG], dandy brush, pavilion tent[APG], saddlebags, 75,223 gp, 8 sp
--------------------
Special Abilities
--------------------
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Breath Weapon (15-ft. cone, 9d6 fire, every 1d4 rds, Ref half, DC 25) (Su) Affect a cone or line with some magical effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devastating Strike Deal extra damage when using Vital Strike bonus
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (120 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Impaling Charge If you hit with a Gore while charging, start a free grapple.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Lookout Ally with lookout feat loses flat-footed condition when either of you moves.
Kirin Spells Cast as a Sorceror, but add cleric spells to list and don't need divine focus.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d8+25+2d6) (Ex) Your charge attacks deal additional damage.
Reach Defense +2 dodge bonus to AC on AoO from foes not adjacent to you.
Reflexive Caster May act in surprise round, standard act. to cast abjuration spell that targets you.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +8 to hit, +18 to damage when used.
Spell Denial (Transmutation) Gain +2 to save vs. chosen school of magic.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (31) You have Spell Resistance.
Spell Specialization (Delayed Blast Fireball) Pick one spell and cast it as if you were higher level
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Before casting a spell, swift action Arcane Mastery results in 0% spell failure chance.

breath weapon is 9d6 fire
spell like ability CL18 add +9 to all the stats


daily spells:

False life (self)
Ant Haul (self)
Endure Elements (both)
Saddle (both)

dice:

Each day 1d8 + 10 temp hit points from saddle. Rider gets half as many. Stacks with False Life.
[dice=temp HP]1d8+10[/dice]

[dice=False Life]1d8+10[/dice]

[dice=Breath Weapon]9d6[/dice] fire, DC 25 Ref. half
[dice=Breath Weapon]9d6[/dice] cold, DC 17 Ref. half

Powerful Charge, Charging, On Higher Ground, Death from Above, Power Attack, Vicious
[dice=charge to hit]1d20 + 31 + 2 + 1 + 2 - 5[/dice] [dice=damage]2d8 + 25 + 10 + 2d6[/dice]
[dice=Vicious (self)]1d6[/dice]

Vital strike, Power Attack, On higher Ground
[dice=Vital Strike to hit]1d20 + 29 - 5 + 1[/dice] [dice=damage]4d8 + 17 + 10 + 2d6[/dice]
[dice=Vicious (self)]1d6[/dice]