Aspect of Thereus's page

3 posts. Organized Play character for Thereus, Silver Crusader.


Full Name

Thereus

Race

Human

Classes/Levels

Paladin/1

Gender

Male

Size

M

Age

23

Special Abilities

Aura of Good, Detect Evil, Smite 1/day

Alignment

Lawful Good

Deity

Erastil

Languages

Common

Occupation

Adventurer

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=762092

Strength 14
Dexterity 18
Constitution 13
Intelligence 7
Wisdom 7
Charisma 16

About Aspect of Thereus

Medium sized for a warrior, the attractive and brave Thereus has decided to dedicate his life to destroying evil in all it's forms.

Not the brightest of the bunch, Thereus is highly charged to move into the world and defeat evil.

He is friendly with those of like persuasion, but tends not to trust creatures he does not see as "good".

Has named his bow "Judgement" and prefers to only kill from range, as the loosing of his arrows simply allows Erastil the ability to determine the ultimate effect of the shot.

FEATS
Precise Shot - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot - When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Point Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

TRAITS
Sure Thing - Once per day, you gain a +2 bonus on a single
attack roll against an evil-aligned creature. If the creature
is not evil-aligned, this ability is wasted with no benefit.
Indomitable Faith - +1 trait bonus on Will saves
Skilled- Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Smite Evil (Su):Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.