Classes/Levels |
Tiefling Paladin 1 - HP 11/11, AC 17/T: 11/FF: 16 - Perception +1 - F: +3/ R: +1/ W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1 |
About Aurrius Menethil
Aurrius
Male Tiefling paladin 1
LG Medium outsider (native)
Init +1, Senses darkvision (60 ft.); Perception +1
Aura aura of good,
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield, )
hp 11 ((1d10)+1)
Fort +3, Ref +1, Will +2, +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.
Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Melee shield, heavy steel +4 (1d4+1)
Ranged shortbow +2 (1d6/x3)
Special Attacks Smite Evil,
Innate Spell-Like Abilities darkness (1/day),
Class Spell-Like Abilities detect evil (at will)
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TACTICS
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STATISTICS
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Str 17, Dex 12, Con 12, Int 10, Wis 11, Cha 12,
Base Atk +1; CMB +4; CMD 15
Feats Step Up
Skills Heal +4, Perception +1, Survival +1,
Traits Greater Purpose, Sacred Touch,
Languages Common, Infernal, Orc
SQ aura of good, darkvision, detect evil, fiendish language, fiendish resistance, fiendish sorcery, skilled, spell-like ability,
Combat Gear
Other Gear longsword, shield, heavy steel, chain shirt, shortbow, 10.0 gp
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SPECIAL ABILITIES
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Aura of Good (Ex) You project a faint good aura.
Aura of Good
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Infected Family Member You have always been very hardy, but one or more members of your family have recently fallen ill. You have seen and heard a number of other people around town with similar symptoms – hacking coughs that eventually produce blood. No cure has been found.
Benefits: Fortunately, you have always been very healthy; you get a +1 trait bonus to Fortitude saving throws.
Infernal
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +1 to your attack rolls and +1 to all damage rolls made against the target of your 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. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +1 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Tiefling