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Albert Hazred's page

558 posts. Alias of Bombadil.


Full Name

Albert (Al) Hazred

Race

AC 21, touch 15, flat-footed 17, hp 60, Fort +11, Ref +11, Will +11; +2 vs. enchantments, CMD 25, Perception +1

About Albert Hazred

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Albert Hazred
Dopplie paladin 8
LG Medium humanoid (elf, shapechanger)
Init +4; Senses low-light vision; Perception +1
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +1 natural)
hp 60 (8d10+8)
Fort +11, Ref +11, Will +11; +2 vs. enchantments
Defensive Abilities elven immunities; Immune charm, disease, fear, sleep
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Offense
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Speed 30 ft.
Melee +1 rapier +13/+8 (1d6+3/18-20) or
. . mwk elven curve blade +13/+8 (1d10+3/18-20) or
. . mwk silver dagger +13/+8 (1d4+1/19-20) or
. . mwk spear +11/+6 (1d8+3/×3) or
. . 2 claws +12 (1d4+2)
Ranged darkwood composite longbow +13/+8 (1d8+2/×3)
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil 3/day (+4 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +9)
. . 2nd—fire of entanglement[APG] (DC 16), litany of righteousness[UC] (DC 16)
. . 1st—hero's defiance[APG], lesser restoration
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Statistics
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Str 14, Dex 18, Con 10, Int 12, Wis 10, Cha 18
Base Atk +8; CMB +10; CMD 25
Feats Exotic Weapon Proficiency (elven curve blade), Greater Mercy[UM], Power Attack, Weapon Finesse
Traits highlander (hills or mountains), reckless
Skills Acrobatics +9, Bluff +10, Diplomacy +15, Disguise +8, Handle Animal +8, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +1, Perform (sing) +5, Ride +8, Sense Motive +4, Spellcraft +5, Stealth +9 (+11 in hilly or rocky areas), Use Magic Device +5; Racial Modifiers highlander (hills or mountains)
Languages Azlanti, Common, Elven
SQ change shape, lesser, divine bond (weapon +2, 1/day), lay on hands 8/day (4d6), mercies (fatigued, sickened)
Combat Gear cold iron arrows (50), alchemist's fire, alchemist's kindness[APG], alkali flask[APG] (3), oil (4), smokestick; Other Gear +1 mithral chain shirt, +1 buckler, +1 rapier, arrows (20), darkwood composite longbow (+2 Str), mwk elven curve blade, mwk silver dagger, mwk spear, amulet of natural armor +1, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +1, bedroll, bell, blanket[APG], candle (3), chalk (3), crowbar, earplugs[APG], flint and steel, grappling hook, ink, inkpen, jewelry[UE], noble's outfit, parchment (5), scroll case, scroll case, sealing wax, signal whistle, signet ring, silk rope (50 ft.), smoked goggles[APG], snuffbox, wood[ACG], twine (50')[APG], waterproof bag[UE], waterproof hooded lantern[UE], waterskin, winter blanket, wooden holy symbol of Erastil, 963 gp, 4 cp
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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.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Change Shape, Lesser (Su) Assume form of specific small/medium humanoid.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
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