Full Name |
Albert Maxson |
Race |
Human |
Classes/Levels |
LG Paladin | Lvl 1 | EXP 0 | HP 8/8 | AC 3 | STR Test, Minor 1-3, Major 10 | CON Test, Minor 80, Major 85 |
Gender |
Male |
Size |
Medium |
Age |
23 |
Alignment |
Lawful Good |
Languages |
Common, Elven, Dwarven |
Strength |
16 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
16 |
Charisma |
18 |
About Albert Maxson
Description
Tall and strong with flowing golden hair, the young Sir Maxson is the embodiment of youth and vitality. A nice person at heart, he always have a beautiful smile to regale others with.
Experience
Next Level
Experience bonus: Str, Wis 16+
Hit Points
Total Hits: 8
Current Hits: 8
Armour Class
AC 3 (-6 banded, -1 Medium Shield)
AC 4 (from flank or rear)
Stats
Strength 16 (+1 to hit, +1 to damage, +35lbs, minor tests 1-3 (d6), major tests 10%)
Dexterity 12 (0 surprise, 0 missile bonus, 0 AC adjustment)
Constitution 12 (+1 hit pt bonus, 85% Raise Dead, 80% System Shock)
Intelligence 11 (max 2 bonus languages)
Wisdom 16 (+2 mental saving throw bonus)
Charisma 18 (15 henchmen, +40% loyalty bonus, +35% reaction bonus)
Paladin Class
Armour and Shield permitter: any
Weapons permitted: alny
Weapon proficiencies: 3+1/2 levels
·Bastard Sword
·Lance
Penalty to hit for non proficiency: -2
Weapon Specialization: Bastard Sword
Special Abilities
Improved Saving throws: The paladin uses a more
favourable saving throw table than other classes (see
table, below).
Cure disease: Paladins can cure disease (as the
clerical spell) by touch, once per week. Paladins
of higher than 5th level may do so twice per
week, and those higher than 10th level thrice
per week. Paladins themselves are completely
immune to disease.
Detect evil: A paladin may detect evil at any
range up to 60 ft at will, provided he or she concentrates
on doing so.
Protection from evil: A paladin radiates an aura
within a 10 ft radius, equivalent to the clerical
spell protection from evil.
Lay on hands: Once per day, the paladin may
heal 2 hit points/ level to any creature touched. Total: 2
Combat
Bastard Sword named Justice +2 to hit, 2d6+3 damage (vs. medium), 2d8+3 damage (vs. large)
Lance +1 to hit, 2d4+2 damage (vs. medium), 3d6+1 damage (vs. large)
Saves
Aimed Magic Items (rod, staff, wands) 14
Breath Weapons 15
Death/Paralysis/Poison 12
Petrification/Polymorph 13
Spells for unlisted categories 15
Combat Gear (45 lb carried)
Banded Mail,
Bastard Sword,
Assorted Stuff & Backpack (Pending)
Consumables
Vial of holy water
Clothing
Adventuring Clothing (Simple and useful ones=
Movement 90ft
Encumbrance 185 lb
Treasure
pp
14 gp
ep
sp
cp
gems and jewelry