Full Name |
Daisley Dogmar |
Race |
| HP: 91/91 | AC: 28 (18 Tch, 24 Fl) | CMB: +16 (+18 disarm, +20 grapple, +18 trip), CMD: 34 (36 vs. grapple) | F: +14, R: +10, W: +12 (+2 vs. enchantments) | Init: +9 | |
Classes/Levels |
Speed 30ft | P: +17 SM +4 | Active conditions: none |
Gender |
LG Female Half-Elf Cavalier (constable) 7/Paladin 3 | |
About Daisley Dogmar
Daisley Dogmar
Female half-elf cavalier (constable) 7/paladin 3 (Pathfinder Player Companion: Heroes of the Street 17, Pathfinder RPG Advanced Player's Guide 32)
LG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +17
Aura courage (10 ft.)
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Defense
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AC 28, touch 18, flat-footed 24 (+10 armor, +3 deflection, +3 Dex, +1 dodge, +1 insight)
hp 91 (10d10+27)
Fort +14, Ref +10, Will +12; +2 vs. enchantments
Immune sleep, disease, fear
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Offense
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Speed 30 ft.
Melee +1 merciful adamantine greatsword +14/+9 (2d6+19 nonlethal/19-20 plus 1d6 non-lethal) or
. . cold iron dagger +13/+8 (1d4+12/19-20) or
. . silver light mace +13/+8 (1d6+12) or
. . unarmed strike +13/+8 (1d3+12)
Ranged mwk composite longbow +14/+9 (1d8+4/×3)
Special Attacks challenge 3/day (+7 damage, +2 to CMD while threatens), smite evil 1/day (+2 attack and AC, +3 damage), tactician 2/day (Escape Route, 6 rds)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect evil
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Statistics
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Str 22, Dex 16, Con 14, Int 8, Wis 10, Cha 14
Base Atk +10; CMB +13 (+15 disarm, +17 grapple, +15 trip); CMD 34 (36 vs. grapple)
Feats Dodge, Escape Route[UC], Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack, Skill Focus (Diplomacy), Skill Focus (Handle Animal), Step Up
Traits indomitable faith, reactionary
Skills Bluff +6, Climb +10, Diplomacy +21, Escape Artist +8, Handle Animal +9, Heal +4, Intimidate +6, Perception +17, Sense Motive +4, Survival +0 (+2 to avoid becoming lost), Swim +9; Racial Modifiers +2 Perception
Languages Common, Elven
SQ apprehend, badge (+2/+1), elf blood, expert captor, lay on hands 3/day (1d6), mercy (fatigued), order of the penitent, quick interrogator, squad commander
Combat Gear cold iron arrows (50), oil of daylight, potion of cure light wounds, potion of cure moderate wounds (2), potion of fly (2), scroll of lesser (x2) restoration, wand of bless weapon (9 charges), wand of cure light wounds (26 charges), wand of cure light wounds (50 charges), acid (2), alchemist's fire (2), holy water (8), tanglefoot bag; Other Gear +4 mithral agile breastplate[APG], +1 merciful adamantine greatsword, cold iron dagger, mwk composite longbow (+4 Str), silver light mace, belt of physical might +2 (Str, Dex), cloak of resistance +2, dusty rose prism ioun stone, headband of alluring charisma +2, ioun torch ioun stone[APG], lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of life's breath[OA], ring of protection +3, wayfinder[ISWG], backpack, bedroll, blanket[APG], jewelry[UE], masterwork backpack[APG], noble's outfit, silk rope (200 ft.), trail rations (6), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 727 gp, 3 sp
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Special Abilities
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Apprehend +2 (Imp. Unarmed Strike, Crowds) (Ex) Can attempt to grapple (instead of attacking) foe at the end of a charge, gain +2 bonus on Perception and disarm, grapple and trip CMB, and no longer treat crowds as difficult terrain.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Badge +2/+1 (Ex) Allies who can see your badge gain +2 save vs. charm/compulsion/fear & +1 to hit vs. foes you challenge.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Expert Captor (Ex) No penalty to use rope in a grapple without pin, and increased Escape DC.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Penitent's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, +2 to CMD when threaten.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Interrogator (Ex) Most uses of Diplomacy and Intimidate take less time.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Squad Commander (Ex) As 1 min action, can trigger free use of tactician in next hour, effect lasts 1 min/level.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Tactician (Escape Route, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
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Bot me!
[dice=+1 merciful adamantine greatsword]1d20+14[/dice]
[dice=ouch!]2d6+19[/dice]