About Baerothak
** UNDER CONSTRUCTION **
½ Orc Paladin 1
Medium Humanoid
Initiative +5; Senses: Darkvision 60’, Perception +6 /+2 more to find hidden
AC 00, Touch 11, Flat-Footed 15
HP: 12 (1d10+2 Con)
Fort +4, Ref +1, Will +3
Speed: 30’
Melee: MW cold iron Falchion: +6 hit / 2d4+3 / 18-20 x2 / 8 lbs
Ranged: Shortbow +3 hit / 1d6 / 60’ / x3 / 2 lb
Space: 5’, Reach: 5’
Special Attacks: Smite 1/day
STR 16 (+3) [Ability Score Bonus +2]
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 13 (+1)
CHR 14 (+2)
Base Attack +1; CMB +4; CMD +15
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Skills:
Adventuring Skills: (4)
+6 Diplomacy
+1 Heal
+6 Intimidate
+6 Perception
+1 Ride
+5 Sense Motive
+1 Spellcraft
Background Skills (2)
+6 Handle Animal
+5 Knowledge (Religion)
Languages: Common, Orc
SQ: Aura of Good, Detect Evil, Darkvision, Scavenger, Sacred Tattoo, Weapon Familiarity
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Special Abilities:
Sacred Tattoo (Angelic Ahnk of Sarenrae (sleeve on right arm) +1 Luck Bonus on saves, replaces Orc Ferocity\
Scavenger: +2 racial bonus on Appraise, +2 Perception to find hidden objects (also traps and secret doors), determine if food is spoiled or identify potion by taste. Replaces Intimidating trait.
Favored Class Bonus: Paladin (Human) Add +1 to the paladin’s energy resistance to one kind of energy [ Fire ] (maximum +10).
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Class Abilities
Aura of Good: The power of a paladin’s aura of good (see the Detect Good spell) is equal to her paladin level.
Detect Evil 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 (1/day): 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 Cha 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.
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TRAITS:
Ancestral Weapon (Regional Trait):
MW Cold Iron Falchion; and +1 to hit with weapons of cold iron
Seeker (Social Trait)
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Giant Slayer (Campaign Trait)
Your family’s village was plundered by giants in the wilds of Varisa, leaving nothing but a smoldering ruin. After the destruction of the village, you trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help them prepare for a possible incursion. You giant a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
FEATS:
Improved Initiative: +4 bonus on initiative checks.
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Equipment: (300 gp starting)
MW Falchion (cold iron) 2d4 / 18-20 x2 / 8 lbs
Throwing axe d6 / 10’ / x2 Crit / 2 lbs / 8gp
Longbow d6 / 60’ / x3 Crit / 2 lbs / 30 gp
Arrows (20) 3 lbs./ 1 gp
Scale Mail Armor: +5 AC / +3 max / -4 penalty / 30 lbs / 50 gp
Backpack 2 lbs / 2 gp
Bedroll 5 lbs / 1 sp
Belt Pouch 2 lbs / 1 gp
Blanket 3 lbs / 5 sp
Flint & Steel 1 lb / 2 gp
Rope, silk (50’) 5 lbs / 10 gp
Torch (2) 2 lb / 2cp
Trail Ration (6) 6 lbs / 3 gp
Traveler’s Outfit 5 lbs / 1 gp
Waterskin 1 lb / 1 gp
Whetstone 1 lb / 1 cp
Total Carried: 68 lb
Light 0 - 76
Med 77 - 153
Heavy 154 - 230
PP / GP 65 / SP 3 / CP 7
Background