Race |
| AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11| |
Classes/Levels |
Condition: Aura of Courage, Aura of Resolve |
Gender |
Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 |
Strength |
21 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
8 |
Wisdom |
12 |
Charisma |
16 |
About Conor the Wanderer
Conor
Male Human Vindictive Bastard 8
LN Medium humanoid (human)
Init +1, Perception +8
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DEFENSE
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AC 23, Touch 12, Flat footed 22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune)
hp 79
Fort +10, Ref +5, Will +11
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OFFENSE
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Speed 20 ft.
Special Attacks Vindictive Smite
BAB +8/+3
Keen Greensteel Nodachi +14/+9 (2d8 + 8 15-20/x2)
Power Attack Nodachi (Furious Focus) +14/+6 (2d8 + 16 15-20/x2)
Dagger +13/+8 (1d4 + 5, 19-20 ×2)
Silver Spiked Gaunlet + 13/+8 (1d4 + 5, 20 x2)
Cold Iron Warhammer (Masterwork) +15/+10 (1d8 + 5, 20 x3)
Heavy Crossbow +9 (1d10, 19-20 x2)
Dagger, Ranged +9 (1d4 +5, 19-20 x2)
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MAGIC
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Spells per day: 1:2, 2:2
CL: 5
Concentration: +8
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STATISTICS
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Str 21, Dex 12, Con 14, Int 8, Wis 12, Cha 16
Base Atk +8/+3 CMB +13; CMD 25
Feats: Armor Proficiency (Heavy, Med, Light), Cornugon Smash, Furious Focus, Intimidating Prowess, Lightening Reflexes, Power Attack, Pursuit of Glory, Shield Proficiency, Toughness, Weapon Proficiency (Martial, Simple)
Traits: Fast Talker, Omen
Languages Common
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Skills
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Bluff +10
Diplomacy +10
Intimidate +19
Know (Religion) +3
Perception (Fated) +9
Sense Motive +9
Ride +5
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GEAR
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Weapons:
- Keen Greensteel Nodachi (Attuned)
- Masterwork Cold Iron Warhammer (Attuned)
- Silver Spiked Gaunlets
- Heavy Crossbow
-- Bolts (20)
- Dagger
Armor:
- Full Plate Armor (Masterwork) (Attuned)
- Heavy Wooden Shield (Attuned)
- Bane Baldric
Consumables:
Acid Flask x 2
Alchemical Fire x 2
Oil Flask
Potion of Bulls Strength
Rations (trail) 2 days
Magic Gear:
Pearl of Power level 1 (3)
Other Gear:
Backpack (Masterwork)
Bedroll
Scroll Case
Flint and Steel
Lantern, Bullseye
Outfit, Travelers
Waterskin
Gold: 7 GP 6 SP 1 CP
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SPECIAL ABILITIES
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Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Locate Ally (Sp)
Once per day, a vindictive bastard can cast locate creature as a spell-like ability with a caster level equal to her paladin level, but she can do so only to target an ally whom she has spent at least 24 hours in close proximity to within the last week.
This replaces detect evil.
Vindictive Smite (Ex)
A vindictive bastard is particularly ruthless against those who have harmed her or her allies. Once per day as a swift action, she can smite one target within sight who has dealt hit point damage to her or an ally. She adds her Charisma modifier to her attack rolls and adds her paladin level to damage rolls against the target of her smite. In addition, while vindictive smite is in effect, the vindictive bastard gains a deflection bonus equal to her Charisma bonus (if any) to her AC against attacks by the target of the smite. If the target of vindictive smite has rendered an ally of the vindictive bastard unconscious or dead within the last 24 hours, the bonus on damage rolls on the first attack that hits increases by 2 for every paladin level she has.
The vindictive smite effect remains until the target of the smite is dead or the next time the vindictive bastard rests and regains her uses of this ability. At 4th level and every 3 levels thereafter, the vindictive bastard can invoke her vindictive smite one additional time per day, to a maximum of seven times per day at 19th level.
This replaces smite evil.
Faded Grace (Ex)
At 2nd level, a vindictive bastard gains one of the following as a bonus feat: Great Fortitude, Iron Will, or Lightning Reflexes.
This replaces divine grace.
Gang Up (Ex):
At 5th level, a vindictive bastard forms a close bond with her companions. This allows her to spend a move action to grant half her vindictive smite bonus against a single target to all allies within 30 feet who can see and hear her. This bonus lasts for a number of rounds equal to the vindictive bastard’s Charisma modifier (minimum 1).
This replaces divine bond.
Solo Tactics (Ex)
At 2nd level, a vindictive bastard gains solo tactics, as per the inquisitor class feature. She can activate this ability as a swift action and gains the benefits of it for 1 round. She can use this ability a number of rounds per day equal to half her paladin level + her Charisma modifier.
This replaces lay on hands.
Spiteful Tenacity (Ex)
At 3rd level, whenever a vindictive bastard has a vindictive smite in effect, she gains the benefits of the Diehard feat.
This replaces divine health.
Teamwork Feat
At 3rd level and every 6 levels thereafter, the vindictive bastard gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats.
The vindictive bastard must meet the prerequisites of the selected bonus feat.
This replaces mercy and channel energy.