Knight of Ozem

Darius Coldwall's page

360 posts. Alias of Archimedies91.


Full Name

Darius Coldwall

Race

LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

Gender

Male

Size

Med

Age

20

Special Abilities

Smite evil twice/day, Lay on hands 9/day, aura of courage constant, channel wrath, Divine Bond (weapon), mythic power champion strike 5/day

Alignment

LG

Deity

Erastil

Languages

Common and celestial

Occupation

Farmer

Strength 19
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Darius Coldwall

This is my Character Sheet

Male Angel-Blooded Aasimar Paladin 6 / mythic 1
Oath of Vengence
LG Native Outsider
Size: Medium
Speed: 20 Feet
Inititative: +1
Languages: Common, Celestial, and Draconic
---------------------
HP: 68 AC: 20 Touch: 11 FFAC: 19
Fort: +13 Will: +9 Reflex: +7
BAB: 6 CMB: 9 10 CMD: 21
---------------------
Attack: +1 Cold Iron Scythe "Radiance" +10 2d4+7 Slashing/Piercing (20 x4 Crit)
Attack: +1 Cold Iron Scythe "Radiance" (Power Attack) +8 2d4+15 Slashing/Piercing (20 x4 Crit)
Attack: Chakram +7 1d8+4 Slashing (20 x2 Crit)
Attack: +1 Morningstar +9 1d8+7 Bludgeoning/Piercing (20 x2 Crit)
Attack: +1 Morningstar (Power Attack) +8 1d8+15 Bludgeoning/Piercing (20 x2 Crit)
---------------------
Stats: Str19 Dex12 Con14 Int13 Wis10 Cha18
Skills: Diplomacy +15| Heal +4 | Intimidate +14 | Knowledge Planes +5 | Knowledge Religion +9
---------------------
Feats: Power Attack(+mythic), Greater Mercy, Extra Lay on Hands, Angelic Blood
Traits: Omen and Child of the Crusades
Class Features: Aura of Good, Detect Evil, Smite Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy, Channel Wrath Divine bond (weapon)
Racial Traits: Alter Self (SLA), Celestial Crusader, Halo
---------------------
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.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Spell Like Ability: Aasimars can use Alter Self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
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.
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.
Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.