Holy Guide

Dardanius's page

1,306 posts. Alias of danlev151.


Full Name

Dardanius Vulso

Race

Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4

Classes/Levels

Saves:
Fort +17; Ref +15; Will +15

Gender

Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14

Size

M 5' 8" 160lbs

Age

43

Alignment

LG

Deity

Erastil

Strength 18
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 20

About Dardanius

Male Aasimar Divine Hunter Paladin 11
LG Medium Outsider (Azata-Blooded)
Deity Erastil
Initiative +4
perception +13
Darkvision 60 ft

5'8'' ; 160lbs ; Brown hair, blue eyes ; 43 years old

==DEFENSE==
AC 24 = (10 + 6(armor) + 4(Dex) +2(amulet) + 2(ring)); Touch 14; Flat Footed 20
HP 101 = (10 + 5 + 2(Roll) + 10 + 5 + 9(Roll) + 10 + 5 + 5 (Roll) + 10 + 5 + 10 (10*2CON) + 5 (5*Fav Class)
Fort +17 = (7 + 2(Con) + 5(Cha) + 3(Cloak)))
Ref +15 = (3 + 4(Dex) + 5(Cha) + 3(Cloak)))
Will +15 = (7 + 5(Cha) + 3(Cloak))

==OFFENSE==
Speed 30ft
Melee: Rapier/Warhammer +16 (4 STR + 11 BAB + 1 Masterwork)
Ranged: Longbow +19 (4 DEX + 11 BAB + 2 Magic + 1 Point Blank Shot + 1 Weapon Focus)

==STATISTICS==
Str 18 = 14+2+2(belt)
Dex 18 = 14+2+2(belt)
Con 14
Int 10
Wis 10
Cha 14+2+1+2(headband) + 1 ASI

BAB +11/+6/+1 ; CMB +12 = 11(BAB) + 4(STR) ; CMD 29 = 10 + 11(BAB) + 4(STR) + 4(DEX)

==FEATS==

Rapid Shot:
Additional attack -2 penalty per attack.

When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Point Blank Shot:
+1 attack and damage on targets within 30 feet

Precise Shot:
Bonus from Divine Hunter. No attack penalty for shooting into melee

Deadly Shot:

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus:

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Greater Mercy:

When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Manyshot:

When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

==Traits==

Seeker:
You gain +1 trait bonus on Perception and Perception is a class skill

Magical Knack:
Paladin Caster level gains +2 trait bonus.

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

==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). No heavy armor due to Divine Hunter

Aura of Good:
Overwhelming aura of good.

Detect Evil:
At will, a paladin can use DETECT EVIL. 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:
4/day : +5 (CHA) to Hit : +11 (Lvl) to Dam

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.

Divine Grace:
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands:
Use 10 [(1/2)*11(Level)+ 5CHA] times per day : Heal 5d6 Damage (1d6 / 2 levels) : Swift action for me

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.

Shared Precision:
At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit.

Divine Health:
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy:
LoH relieves a condition :
Lvl 3 = Sickened,
Lvl 6 = lost to Distant Mercy,
Lvl 9 = Cursed

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 Positive Energy:
6d6 [ceil(Level/2)]d6

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.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Spells:
Caster Level = 10 = 11 (level) – 3 + 2 (trait)

Four level 1 spells, two level 2 spells, one level 3 spell

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Hero's Defiance:

The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points.

If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.

Litany of Righteousness:

Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as a creature with the good subtype). If the target also has the evil subtype; when it is hit with attacks made by creatures with a good aura, it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or one that lacks the evil subtype), it has no effect, and the spell is wasted.

Divine Bond:
+2 bonus

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.

Distant Mercy:
At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead.
This ability replaces the paladin’s 6th-level mercy.

Aura of Care:
At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.
This ability replaces aura of resolve.

Hunter’s Blessing:
At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability.
This ability replaces aura of justice.

==SKILLS & LANGUAGES==

Skills:

Ranks: 27 (22 (=11*2 Class) + 5 (favored class bonus)
• Acrobatics
• Appraise
• Bluff +6 = 1 + 5 (CHA)
• Climb
• Craft*
• Diplomacy* +21 = 11 + 3 + 5 (CHA) + 2 (Racial)
• Disable Device
• Disguise
• Escape Artist
• Fly
• Handle Animal* +9 = 1 + 3 + 5 (CHA)
• Heal* +4 = 1 + 3 + 0 (WIS)
• Intimidate
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)* +4 = 1 + 3
• Knowledge (planes)
• Knowledge (religion)* +4 = 1 + 3
• Linguistics
• Perception* +14 = 10 + 3 + 1 (Seeker)
• Perform
• Profession*
• Ride*
• Sense Motive* +4 = 1 + 3
• Sleight of Hand
• Spellcraft*
• Stealth
• Survival
• Swim
• Use Magic Device
*Class Skill

Languages:
Common, Celestial

==BACKGROUND & EQUIPMENT==

Background:

Dardanius hails from Chelish refugees who fled the establishment of Diabolism. After fleeing from the fall of Cheliax, his ancestors traveled the world seeking to spread liberation and joy. Dar’s mother settled in Belric and made a life there with his father.

With his ancestry in mind, Dardanius joined the Paladins of Erastil when he came of age. He became deeply committed to his faith and joined a faith community located in the wilds about Belric. Dar learned a deeper appreciation for the old ways, serving as both a hunter and a night watchmen for his community.

When his mother sent news of murder and intrigue in Belric, Dardanius felt obliged to go offer help offer help to the town he loved. After obtaining permission from the community and his family therein, Dar sets out to bring peace back to Belric. But he knows that he cannot set things right by himself. . .

Erastil's Oath:

-My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

-I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

-When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

-I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.

-I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

-I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

-I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

Equipment:

Bow of Azasha (+5 Composite(+4) Longbow (Devil’s Bane)+ 200 Arrows)

+2 Headband of Alluring Charisma

+2 Belt of Physical Might +2 STR & DEX

+2 Mithral Chain Shirt

+3 Cloak of Resistance

+2 Ring of Protection

+2 Amulet of Natural Armor

MW Rapier

MW Warhammer

Heavy Darkwood Shield

CLW Wand (50 charges)

Lesser Restoration Wand (50 charges)