Valeros

Leandro's page

744 posts. Alias of Treppa.


Full Name

Leandro Filipe Aluizio Simón Grelo

Race

Human (Taldan)

Classes/Levels

Paladin 6(2neg): Init -2, Perception-2, F+11, R+6, W+9; HP 42/54 {CPE 2/4 3D6; LoH 4/8, 3d6; smite, 0/2; divine armor 0/1}

Gender

Male

Size

Medium

Age

23

Alignment

Lawful Good

Deity

Shelyn

Languages

Common, Celestial

Occupation

XP 12,200

Strength 14
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Leandro

Leandro is a dashing young Taldan noble garbed in rose-embossed dark plate mail and bearing a glaive, Thorn, styled to match his armor. He tends to keep both himself and his gear pristine and gleaming. Well-spoken and gallant, he tries to be courteous and cheerful, though his attitude has been greatly strained by events in Ravenloft. Still, he stays true to the faith of the Eternal Rose, trying to see and create beauty wherever he goes to cheer the dour inhabitants of this place.

Leandro L6 with 2 Neg Levels

Init -2; Senses Perception -2
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Defense
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hp 54 (6d10+24)
Fort +11, Ref +6, Will +9

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee silver longsword +6/+1 (1d8+1/19-20) or
. . thorn +8/+3 (1d10+4/×3)
Ranged composite longbow +4/-1 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with thorn)
Special Attacks channel positive energy 4/day (DC 18, 3d6), smite evil 2/day (+5 attack and AC, +6 damage)

Paladin (Divine Defender) Spells Prepared (CL 5th; concentration +10)
. . 1st—bless, ghostbane dirge[APG] (DC 16), knight's calling[APG] (DC 16)
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Statistics
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Base Atk +6; CMB +6; CMD 17

Skills Acrobatics -7 (-11 to jump), Appraise -1, Bluff +3, Climb -5, Diplomacy +12, Disguise +3, Escape Artist -7, Fly -7, Heal -2, Intimidate +3, Knowledge (nobility) +4, Knowledge (religion) +5, Perception -2, Perform (dance) +5, Perform (oratory) +8, Ride -7, Sense Motive +7, Stealth -7, Survival -2, Swim -5

Leandro
Human (Taldan) paladin (divine defender) 6 (Pathfinder RPG Advanced Player's Guide 116)
LG Medium humanoid (human)
Hero Points 1
Init +0; Senses Perception +0
Aura courage (10 ft.), shared defense (10 ft.)
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Defense
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AC 21, touch 11, flat-footed 21 (+10 armor, +1 deflection)
hp 64 (6d10+24)
Fort +13, Ref +8, Will +11
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee silver longsword +6/+1 (1d8+5/19-20) or
. . Thorn, +1 glaive +10/+3 (1d10+10/×3)
Ranged composite longbow +6/+1 (1d8+2/×3)
Special Attacks channel positive energy 4/day (DC 18, 3d6), smite evil 2/day (+5 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +11)
. . At will—detect evil
Paladin (Divine Defender) Spells Prepared (CL 5th; concentration +10)
. . 1st— bless, ghosbane dirge, knight's calling
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Statistics
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Str 14, Dex 10, Con 14, Int 13, Wis 10, Cha 20
Base Atk +6; CMB +6; CMD 19
Feats Furious Focus[APG], Power Attack, Toughness, Weapon Focus (glaive)
Traits magical knack, wealthy dabbler (dancing lights, detect magic, 1x/day)
Skills Acrobatics -5 (-9 to jump), Diplomacy +14, Knowledge (nobility) +6, Knowledge (religion) +7, Perform (dance) +7, Perform (oratory) +10, Sense Motive +9
Languages Celestial, Common
SQ divine bond (armor +1, 1/day:divine armor[APG]), hero points, lay on hands 8/day (3d6), shared defense (4 rounds, 10 ft., +1 AC, stabilize)
Other Gear bonded armor, thorn, composite longbow (+2 Str), silver longsword, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 0 gp, light horse with saddle and bit/bridle (owe Volidrain 87 gp).
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Armor +1 (6 minutes, 1/day) (Su) You can enhance your armor for 1 minute per level one or more times per day.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Uses 2 lay on hands.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shared Defense (5 rounds, 10 ft., +1 AC, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (2/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.

L5 stat block:

Leandro
M LG Human Paladin 5, Level 5, Init +0, HP 55, Speed 20
AC 20, Touch 10, Flat-footed 20, Fort +10, Ref +5, Will +8, Base Attack Bonus +5
MW, +1, reach, focus Glaive +9 (1d10+4, x3)
MW, +1, reach, focus Glaive, power attack + furious focus +9 (1d10+10, x3)
MW Cestus +8 (1d4+2, 19-20/x2)
MW,STR+2 Composite Longbow +6 (1d8+2, x3), range 110'
Silver longsword, 2h +7 (1d8+3, 19-20/x2)
Silver longsword, 2h, PA/FF +7 (1d8+9, 19-20/x2)
Masterwork +1 Fullplate (+10 Armor)
Abilities Str 14, Dex 10, Con 14, Int 13, Wis 10, Cha 18
Feats Weapon focus(glaive), power attack, furious focus, toughness
Traits Wealthy dabbler, magical knack (paladin).
Skills Diplomacy +12, knowledge(nobility) +5, knowledge(religoin) +6, perform(oratory) +13, perform(dance) +10, sense motive +8, spellcraft +9
Special Aura of good: strong; Smite evil 2/day; divine grace (CHA added to saves); Lay on hands: 6/day, 2d6; Channel positive energy 2d6 (2 uses of Loh); Aura of courage: +4 bonus within 10'; Divine health; Shared defense +1 for allies within 5' (1 use of Loh); Divine bond with armor, 1/day.

Spells prepared (CL 5): Protection from Evil, Magic Weapon

Divine Defender
Some paladins see themselves as the last line of defense between the teeming hordes of evil and the innocent folk trying to make a living in a harsh, unforgiving world. These defenders spend their lives protecting others and taking on foes that the common man should not even know exist. To aid them in their holy mission, they have special powers to protect themselves and those around them. The divine defender has the following class features.

3rd level:

Shared Defense (Su): At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender's Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area. This ability replaces mercy.


5th level:

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties (asterisks note new armor properties found in Chapter 7): champion*, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19). Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–4 of the Core Rulebook). In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous* for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor 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 armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender 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 suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a –1 penalty on attack and weapon damage rolls.

Angalia

Spoiler:
Katalin Szabo