Seelah

Fuma Nobane's page

98 posts. Alias of nightdeath.


Full Name

Fuma Nobane

Race

| HP: 28/28| AC: 20/11/17|Init: +1| Perc: +2| Fort: +9| Ref: +4| Will: +7| CMB: +6| CMD: 17| Scimitar +6;1d6+4| Q.Staff: +6;1d6+6| Range: +3;1d8|

Classes/Levels

Skills:
Acro:-6| App:+2|Bluff:+3|Clim:-3| Diplo:+7|Disguise:+3|E.A:-7| H.A:+7| Heal:+8| Inti:+3|K.Reli+6|K.Pla+3||Ling:+3|Ride:-3|SM:+5|Sleight:-7|Spell:+5|Stealth :-7| Sur:+3| Swim:-3| UMD:+3|

Gender

Female Human Paladin 2| 20ft Speed

Size

Medium

Age

18

Special Abilities

Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands

Alignment

Lawful Good

Deity

Mishakel

Languages

Common, Abanasinian, Elven, Solamnic

Strength 18
Dexterity 13
Constitution 16
Intelligence 14
Wisdom 13
Charisma 17

About Fuma Nobane

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[size=18][u]Fuma Nobane[/u][/size]

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Character Crunch
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Female Human Paladin (Hospitaler) 2/
Lawful Good Medium Humanoid
Init +1; Senses Normal Vision Perception +2

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Defense
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AC 20 , touch 11 , flat-footed 17 (+7 armor, +2 Shield, +1 Dex, +0 natural, +0 Deflection)
hp 28 (2d10+6+2)
Fort +9 , Ref +4, Will +7
Resist

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Offense
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Speed 30 ft (20Ft)
Ranged Longbow +3 (1d8 20/x3)
Melee Quarterstaff +6 (1d6+6 20/x2)
Melee Scimitar +6 (1d6+4 18-20/x3)
Special Attacks Smite evil +3 attack, +2 damage (+4)
Spell-Like Abilities

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Statistics
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Str 18, Dex 13, Con 13, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +6; CMD 17
Languages Common, Abanasinian, Elven, Solamnic

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Feats
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Skill Focus (Heal) (Racial)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Fast Learner (1)
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

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Traits
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Blessed Touch (Faith)
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

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Class Features
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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.

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.

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Adventuring Skills
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Acrobatics -6 (+1 Rank, +0 trained, +1 Ability, -8 Armor)
Bluff +3 (+0 Rank, +0 trained, +3 Ability)
Climb -3 (+1 Rank, +0 trained, +4 Ability, -8 Armor)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device -7 (+0 Rank, +0 trained, +1 Ability, -8 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist -7 (+0 Rank, +0 trained, +1 Ability, -8 Armor)
Fly -7 (+0 Rank, +0 trained, +1 Ability, -8 Armor)
Heal +8 (+1 Rank, +3 trained, +1 Ability, +3 Feat)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)[/b]
Knowledge (Religion) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Planes) +3 (+1 Rank, +0 trained, +2 Ability)
[b]Perception +2 (+1 Rank, +0 trained, +1 Ability)
[b]Ride -3 (+1 Rank, +3 trained, +1 Ability, -8 Armor)

Sense Motive +5 (+1 Rank, +3 trained, +1 Ability)
Spellcraft +5 (+1 Rank, +3 trained, +2 Ability)
Stealth -7 (+0 Rank, +0 trained, +1 Ability, -8 Armor)
Survival +3 (+1 Rank, +0 trained, +2 Ability)
Swim -3 (+1 Rank, +0 trained, +4 Ability, -8 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)

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Background Skills
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Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Artistry +2 (+0 Rank, +0 trained, +2 Ability)
Craft () +2 (+0 Rank, +0 trained, +2 Ability)
Handle Animal +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Engineering) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Geography) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Nobility) +2 (+0 Rank, +0 trained, +2 Ability)
Linguistics +3 (+0 Rank, +0 trained, +2 Ability, +1 BG) Background
Lore +0 (+0 Rank, +0 trained, +0 Ability)
Perform (Oratory) +5 (+1 Rank, +0 trained, +3 Ability, +1 BG) Background
Profession +0 (+0 Rank, +0 trained, +0 Ability)
Sleight of Hand -7 (+0 Rank, +0 trained, +1 Ability, -8 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd: 1)
Caster Level:
Paladin Spells Prepared () Level 1 DC 14

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Special Abilities
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Lay On Hands (Su):
Heal 1d6 4/day

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Equipment
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Equipment list
Melee Weapons Quarterstaff, Scimitar
Ranged Weapons Longbow, 40 arrows
Armor Banded Mail
Other Gear Paladin's kit :This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Cold Weather Outfit
Explorer's Outfit,
Smelling Salts
Trail Rations x20
Healer' Kit 10/10
Healer's Kit 10/10
Magic Item

Wealth 536 gp -59

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Racial Traits
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Human
+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.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
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).