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About Daniel BeattyCharacter Sheet:
Size Medium Humanoid (Human) Init +1 Perception +13 DEFENSE AC 24, touch 12, flat-footed 13 (+11 armor, +1 deflection, +1 dex, +1 nat)
OFFENSE
Statistics Str 20, Dex 12, Con 14, Int 10, Wis 10, Cha 19
Skills
Favored Class: Paladin +1 sp per level. Stat Inc:
Tempered Champion Paladin Abilities:
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. 3 Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. 7 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. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Sickened: The target is no longer sickened
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Divine Weapon Specialization (Ex): At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list: Disruptive, Divine Fighting Technique (see page 10), Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick (see page 8). If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon abilityACG at her tempered champion level. This ability replaces spellcasting. Divine Bond (Su): At 5th level, a tempered champion must select a weapon for her divine bond. If she is out of daily uses, she can expend a use of lay on hands to activate this ability. Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. 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. Feats and Traits:
FEATS 1- Power Attack 1- Toughness (Race Bonus) 3- Weapon Focus: Longsword 4- Weapon Specialization: Longsword (Archetype Bonus) 5- Extra Lay on Hands 7- Vital Strike 8- Greater Weapon Focus: (Archetype Bonus) 9- Improved Critical: Longsword Human Racial Traits +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). TRAITS Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Vigilant Battler: You are hard to fool and harder to trick with a feint. You gain a +1 trait bonus on all Sense Motive checks. This trait bonus increases to +2 when used to counter a feint in combat. Gear:
+2 Full Plate 5,650 gp (50#), +2 Shocking Longsword 11,015 gp (4#), Mwk. Cold Iron Heavy Mace 324 (8#), Dagger 2gp (1#), Composite Longbow 100 gp (#3), 50 Cold Iron Arrows 2 gp (#3), Bedroll .1gp (5#), Cheap Holy Text 1gp, Flint and Steel 1gp, Mess Kit .2gp (1#), 50' Rope 1gp (10#), Soap .01gp(.5#), 5 Trail Rations 2.5gp (5#), 10 Torches .1gp (10#), Whetstone .02gp (1#), Folding Shovel 10gp (12#), Belt Pouch 1gp (.5#), Waterskin 1gp (4#), Wooden Holy Symbol of Mitra 1gp Total: 125.25# Ring of Protection +1 2,000 gp
133#/266#/400# Total: 26.75 2,543 gp, 0 sp, 7 cp Backstory:
Daily Resources:
Smite: 3/day Used: 0 Lay on Hands: 9/day Used: 0 Divine Bond: 2/day Used: 0
Dice:
[dice=+2 Shocking Longsword VS] 1d20+18[/dice] [dice=Damage]2d8+11+1d6[/dice] [dice=+2 Shocking Longsword 1st] 1d20+18[/dice] [dice=Damage]1d8+11+1d6[/dice] [dice=+2 Shocking Longsword 2nd] 1d20+13[/dice] [dice=Damage]1d8+11+1d6[/dice] [dice=+2 Shocking Longsword 1st PA] 1d20+18-3[/dice] [dice=Damage]1d8+11+9+1d6[/dice] [dice=+2 Shocking Longsword 2nd PA] 1d20+13-3[/dice] [dice=Damage]1d8+11+9[/dice] [dice=Mwk. Cold Iron Heavy Mace VS] 1d20+15[/dice] [dice=Damage]2d8+7[/dice] [dice=Mwk. Cold Iron Heavy Mace 1st] 1d20+15[/dice] [dice=Damage]1d8+7[/dice] [dice=Mwk. Cold Iron Heavy Mace 2nd] 1d20+10[/dice] [dice=Damage]1d8+7[/dice] [dice=Mwk. Cold Iron Heavy Mace 1st PA] 1d20+15-3[/dice] [dice=Damage]1d8+7+9[/dice] [dice=Mwk. Cold Iron Heavy Mace 2nd PA] 1d20+10-3[/dice] [dice=Damage]1d8+7+9[/dice] [dice=Dagger VS]1d20+14[/dice] [dice=Damage]2d4+5[/dice] [dice=Composite Longbow]1d20+10[/dice] [dice=Damage]1d8+4[/dice] [dice=Composite Longbow]1d20+5[/dice] [dice=Damage]1d8+4[/dice] [dice=Perception]1d20+0[/dice] [dice=Diplomacy]1d20+15[/dice] [dice=Intimidate]1d20+16[/dice] [dice=Kn: Religion]1d20+12[/dice] [dice=Sense Motive]1d20+13[/dice] [dice=Fort Save]1d20+12[/dice] [dice=Reflex Save]1d20+18[/dice] [dice=Will Save]1d20+10[/dice] |