Hellknight

Sasha Petravik's page

99 posts. Alias of Balodek.


Race

Aasimar

Classes/Levels

Paladin/7

Gender

Male

About Sasha Petravik

Sasha Petravik
Aasimar Paladin 7
LG Medium Outsider (native)
Init +1; Senses darkvision; Perception +10
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Defense
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AC 25, touch 13, flat-footed 24 (+10 armor, +1 Dex, +2 natural, +2 deflection)
hp 74 (7d10+21)
Fort +13, Ref +9, Will +13
Immune fear, disease; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 Cold Iron Greatsword +12/+7 (2d6+7/19-20/x2)
Special Attacks smite evil (3/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
Paladin Spells Prepared (CL 4):
2 (1/day) Paladin's Sacrifice (DC 16)
1 (2/day) Keep Watch, Knight's Calling (DC 15)
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 18
Base Atk +7; CMB +11; CMD 24
Feats Furious Focus, Power Attack -2/+4, Shield of Swings, Toughness +7
Traits A Shining Beacon, Indomitable Faith
Skills Acrobatics +2, Climb +0, Diplomacy +11, Escape Artist -3, Fly -3, Knowledge (religion) +8, Perception +10, Ride -3, Stealth -3, Survival +1 (+3 to avoid becoming lost when using this), Swim +0
Languages Celestial, Common
SQ aura of courage, aura of good, champion, divine bonds (weapon [1/day]), lay on hands (3d6) (7/day), mercies (mercy [diseased], mercy [fatigued]), paladin channel positive energy 4d6 (3/day) (dc 17
Combat Gear Wand of cure light wounds; Other Gear +1 Champion, Comfort Full plate, +1 Cold Iron Greatsword, Amulet of natural armor +2, Bag of holding, minor (20 @ 44.26 lbs), Belt of giant strength +2, Boots of striding and springing, Cloak of resistance +2, Headband of alluring charisma +2, Ring of protection +2, Ring of sustenance, Collapsible plank, Compass, Crowbar, Flint and steel, Grappling hook, Hammer, Hammock, Iomedea, Iomedea, Iron spike (5), Magnet, Mug/tankard, Signal whistle, Silk rope (2), Soap, Spell component pouch, Thread (50 ft.), 108 GP, 4 SP, 1 CP
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Special Abilities
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A Shining Beacon You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon on a demon. T
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Champion +2 sacred bonus to AC against challenged or smited opponent.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (7 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (3d6) (7/day) (Su) You can heal 3d6 damage, 7/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Smite Evil (3/day) (Su) +4 to hit, +7 to damage, +4 deflection bonus to AC when used.

Macros:

HP = 74/74
AC/T/FF = 25/13/24
Damage Resistance: Acid (5);Cold (5); Electricity (5)
Weapon Equipped = +1 Cold Iron Greatsword
Speed = 30'
Lay on Hands/day = 7/7 (3d6)
Channel/day = 3/3 (4d6)
Smite Evil/day = 3/3 (+4 hit, +7 damage, +4 deflection AC)
Status Effects = None

[dice=+1 Cold Iron Greatsword Power Attack]1d20+12;2d6+13;1d20+5;2d6+13[/dice]