Fighter

Rama's page

44 posts. Alias of Radavel.


About Rama

Male human paladin 5 (Osiris)
LG Medium humanoid
Init +6; Senses: Listen +2, Spot +2
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Defense
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AC 25, touch 12, flat-footed 23 (+9 Armor, +2 Dex, +4 Shield)
hp 60
Fort +10, Ref +7, Will +7
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Offense
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Spd 20 ft. (due to armor)
Melee +1 cold iron flail +9 (1d8+4) or dagger +8 (1d4+2, 19-20) or melee touch +8
Ranged dagger +7 (1d4+3, 19-20)
Attack Options smite 2/day (+4 to atk/+5 to dmg); turn undead 6/day (+6, 2d6+6)
Special Attacks
Spells (CL 2nd)
1st – Divine Sacrifice (V, S, first attack each round deal an extra 5d6 pts of dmg if you hit, take 10 pts of dmg each time you make such attack, whether or not the attack is successful, p. 70, Spell Compendium)
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Statistics
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Str 16, Dex 15, Con 15, Int 13, Wis 14, Cha 18
Base Atk +5; Grp +8
Feats Combat Focus, Improved Initiative, Shield Specialization
Skills Diplomacy +14, Knowledge (nobility & royalty) +9, Knowledge (religion) +9, Sense Motive +10
Languages Common, Celestial
SQ Aura of Good, Divine Grace, Aura of Courage, Divine Health, Bonded Weapon

Spoiler:
From Kobold Quarterly No. 2
The Bonded Weapon
In place of her celestial mount, a paladin may undertake a ritual to strike a holy bond between her soul and her weapon of choice. This bond grows as the paladin increases in power.
Benefit: You form a holy bond with a weapon of your choice. In order to forge this bond, you must spend 24 hours in quiet meditation and prayer. Should you ever lose your bonded weapon, or if it is ever destroyed, you may undergo the ritual again. A bonded weapon may be enchanted with magic abilities as normal. The special abilities are cumulative based upon your level; the hardness and hit point values are not cumulative.
Improved hardness and hit points: Holy power infuses a bonded weapon, making it sturdier and more durable than other weapons of the same type. Add this amount to the weapon’s hardness and hit point totals.
Bonded Weapon Table
Paladin Improved Improved
Level Hardness Hit Points Special
5th–7th +2 +2 Light, tightened grip,
focus of the master
8th–10th +4 +4 Merciful strike, sacred defense
11th–14th +6 +6 Undead’s enemy
15th–20th +8 +8 Improved smite
Light (Sp): You can opt to have your weapon shed light, as the light spell. Activating and deactivating this ability is a standard action. The caster level is equal to your paladin class level.
Tightened Grip (Ex): The process of bonding with your weapon allows you to maintain a grip on the weapon that others find extraordinary. Whenever you are defending against a disarm attempt,
you gain a +4 sacred bonus. At 13th level, the bonus increases to +8. This bonus only applies to your opposed roll to avoid the disarm.
Focus of the Master (Su): The holy bond between you and your weapon is strong. You may use your bonded weapon as a divine focus component any time one of your spells requires one.
Merciful Strike (Su): Paladins make amazing displays of mercy, even when facing hardened criminals. When wielding your bonded weapon, you may strike for nonlethal damage without incurring the normal -4 penalty.
Sacred Defense (Su): Power from the celestial realms infuses you and protects you. Beginning at 8th level, you gain a +2 sacred bonus to your armor class against evil foes. At 16th level this bonus increases to +4.
Infidel’s Bane (Su): Holy power suffuses you when you wield your bonded weapon. Against foes of your deity, your bonded weapon does 1d6 holy damage and is a good-aligned weapon for the purposes of overcoming damage reduction. If your weapon has the holy ability, this bonus damage stacks. At 17th level, your bonus to damage from this ability increases to 2d6.
Improved Smite (Su): A paladin with a bonded weapon is devastating against evil. Whenever you use your smite evil ability with your bonded weapon, you gain a +4 sacred bonus to both your attack and damage rolls.

Gear (9,000gp)
+1 cold iron flail (ornate [+2 circumstance bonus to Diplomacy check, when wielded, +500gp to cost]),

masterwork fullplate (3,650gp, ornate [+2 circumstance bonus to Diplomacy check, when worn, +500gp to cost], reinforced [increase armor bonus by +1, but it weighs 10% more, minimum 2 pound increase, +1,200gp to cost), segmented [increase armor’s maximum Dexterity Bonus by +1, +300gp to cost),

masterwork heavy steel shield (ornate [+2 circumstance bonus to Diplomacy check, when worn, +500gp to cost])

traveler’s outfit
dagger

Background

Spoiler: