Hellknight

Don Guy's page

740 posts. Alias of Andrea1.


Full Name

Don Guy

Race

Human

Classes/Levels

Paladin 3

Size

M

Age

18

Alignment

LG

Languages

Common,Abyssal

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About Don Guy

Full Name : Don Guy
Race: Human

Classes/Levels : Paladin 3 (Sacred Servant/Oath of Vengeance)

Gender : M

Size :

Age 18

Special Abilities : Rip and Tear

Alignment: LG

Deity : SmithenWesson

Location : Hell

Languages : Common,Abyssal
Occupation : Huge Guts

Strength 16 (+3)
Dexterity 10
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 14 (+2)
Height: 6'4" Weight: Big Hair: Brown Eyes:Brown
Favored Class: Paladin (HP)
EXP: 0
Hit Points: 29
Spd: 30
Init: +6
AC: 19( +9 armor shield Dex)/Touch 10/FF 19)
BAB: +3
CMB:
CMD:
Saves: Fort +7 Ref +3 Will +7 (+9 vs. mind affecting spells and effects from demons)

Weapons:
MW Greatsword +7 2d6+4 19-20
Dagger +6 1d4+3 19-20
Heavy Crossbow +3 1d10 19-20 x2

Skills: 3/level
Sense Motive (2+2+3) 7
Climb (2+3) 5
Perception (2+2) 4
Ride (2+3) 5
Swim (1+3) 4

Background skills: 2/lvl
Know-Geography (2) 2
Linguistics (2) Abyssal,Infernal
Handle Animal (2+2+3) 7

Feats:Improved Initiative, Power Attack (-1/+2),Extra Lay on Hands(+2)
Traits:Stolen Fury(+2 Combat Manuver checks against demons)
Demon Hunter (+2 trait bonus on Will saves against mind-affecting spells and effects from demons.)

Special Abilities:
Aura of GoodThe power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect EvilAt 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 EvilOnce 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. +2 Attack +2 Damage. +5 Damage if Outsider/Dragon/Undead. +2 AC
Lay on Hands 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. 5/day 1d6 healed
Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. +2
Aura of Courage
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 HealthAt 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
MercyAt 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.Shaken
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Equipment:
Paladin Kit (11)
backpack
bedroll
belt pouch
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
Dagger (2)
Heavy Crossbow (50)
20 Bolts (2)
MW Greatsword (350)
MW Full Plate (1650 (+9 AC +1 Dex -5 ACP)
937 gold