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About Dreadan Darlock

Dreadan Darlock
Male Half Elf Paladin of Sarenrae
Level 1 Warrior of the Holy Light
LG Medium Humanoid
Init +2; Senses: Perception +2
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DEFENSE
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AC: 16 (18 w/Shield)touch 12, flat-footed 16 (+4 Armor, +2Dex)
HP: 13 (1d10+2con+1 favored)
Fort +4, Ref +2, Will +2 (+2 vs Enchantment)
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OFFENSE
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Spd: 30 ft.
Melee:
Scimitar: +4 (1d6+2/18-20/x2)
Dagger, +4 (1d3+2/19-20x2)
Ranged:
Long bow: +6 (1d8+2/20/x3) Range110
Thrown Dagger +5 (1d4+2/19-20x2) Range 10

Special Attacks:
-Smite Evil 1/day
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STATISTICS
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Str 16 (5) , Dex 14(5) , Con 14 (5), Int 10, Wis 10, Cha 14 (5)[20pt buy]

Base Atk +1; CMB +4; CMD 16
Feats:

Traits:
-Exchange Agent: +1 Survival

Skills:

Skills: 2 (2 Class)
Craft (Int):
Diplomacy: 3 +1Rank +2 CH +3Racial= +9
Handle Animal:
Heal:
Knowledge (nature) (Int):
Knowledge (nobility) (Int)
Knowledge (religion) (Int)
Perception:
Profession:
Ride:
Sense Motive:
Spellcraft:
Survival:+3+0wis +1 Trait +1 Rank = +5
Languages: Common, Elven

Class Abilities:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor, 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.

Racial Abilities:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Equipment:

300g start
Weapons and Armor
Bow Short, 30g
20 Arrows, 1g
20 Alchemical Silver Arrows 3g
20 Cold Iron Arrows, 2g
Scimitar 5g
Dagger 2g
War Hammer 12g
Dagger Cold Iron 4g
Armor, Hide Shirt +4 AC 20g
Shield Heavy Steel +2 AC 20gp
=726g

Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Hemp (50 ft.) 1 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Grappling Hook 1 gp 7 lb.
Crowbar
=11.02 Gear

Background: