Baron Hannis Drelev

Babine's page

128 posts. Organized Play character for Gayel Nord.


Race

Male LG Paladin 1 HP:10/12 AC: 19 (FF 18; T 11) Fort +5, Ref +1, Will +3 20 ft

About Babine

39 charges left

Human Male Paladin
LG Humanoid (Human) Aura: good (moderate)
Init +5; SensesNormal Perception +0
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+5 armor, +1 dex, +2 shield +1 Dodge)
hp 12
Fort +5, Ref +1, Will +2
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OFFENSE
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Speed
Base:30 ft ; With armor: 20ft.
Melee
Cold Iron Kukri: +5 1d4+4 (18-20/x2)
Scimitar +6 1d6+4 (18-20/x2)
Alchemical silver light mace: +5 1d6+4 (x2)
Sap: +5 1d6+4 (x2)
Dagger +5 1d4+4 (19-20)
Ranged
masterwork composite long bow (+3 str) +3 1d8+3 (x3)
Javelin +2 (1d6+4/x2)
Dagger +2 1d4+4 (19-20)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 16
Traits
+1 will (defender of time)faith
+1 Fortitude (Resilient-from 9-00) combat
Talented +1 perform and class skill social
(Campaing trait) (aura of good moderate)

Feats
Dodge
Improved initiatve.
Skills (0 points; 2 class, 1 race, 1 fcd, 1 boon)
Handle animal +6
Use magic device+6
Diplomacy+6
perform (wind) + 7
Knowledge religion +4
ACP -3

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common[/spoiler]

Special Abilities:

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SPECIAL ABILITIES
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Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin 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.

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.

Spells:

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Spells
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(at will)
Detect evil (see special ability)
1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Scale mail 50 gp
Cold iron kukri 16 gp
masterwork Scimitar 315
Dagger 2 gp
Sap 1
masterwork (+3 fort) composite longbow 700
Acid
Torch.
Harmonica.
potion of bless weapon
wand of cure light wound. 49/50(2 pp)

Money 0 GP 0 SP 0 CP

boon:

Venture captain +2 caract. (from eott part 4)
defender of time (7-00)
Incredible protege (7-29):1 Skill rank/level on one skill Use magic device

Appearance and Personality: