Giant Frog

Glenn, Knight of Iomedae's page

7 posts. Alias of John Hathaway.


About Glenn, Knight of Iomedae

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Glenn Cyrus
GLEN SAI-russ
grippli (humanoid; grippli) Paladin 3
Ht: 3'1" // Wt: 47 lbs // Age: 24
Favored Class: Paladin (+1 hp/lvl)
Alignment: Lawful Good
Languages: Common
Senses: darkvision

==============STATS=============
Str: 14 (+2) // Dex: 15 (+2) // Con: 10 (+0)
Int: 10 (+0) // Wis: 14 (+2) // Cha: 14 (+2)
================================

Base Stats (20 point buy):

Str 16 (10 pts)
Dex 13 (3 pts)
Con 10 (0 pts)
Int 10 (0 pts)
Wis 12 (2 pts)
Cha 14 (5 pt)
+2 Dex, +2 Wis, -2 Str (racial, lvl 1)

Combat Info
HP: 25 (10 + 1fc)+7+7
BAB: +3
CMB: +4
CMD: 16
Initiative: +2
Speed: 30

AC: 19 (15 T / 14 FF) (+4 armor, +4 dex, +1 dodge)
Fort: +5 (3 base + 0 con +2 cha)
Ref: +5 (1 base + 2 dex +2 cha)
Will: +7 (3 base + 2 wis +2 cha)

Equipment
Coins: 115gp 6sp

starting gear:

Rapier ... 20gp
Cold iron kukri ... 16gp
Shortbow ... 75gp
Arrows (20) ... 1gp
Chain shirt ... 100gp
Backpack ... 2gp
Bedroll (3) ... 3sp
Signet ring ... free

Starting Gold: 140gp
Spent: 134.3gp
Remaining: 5.7gp

Class Abilities
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.

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.

  • Fatigued

    Traits, Feats, and Skills
    Traits:
    Feats: Dodge (Lvl 1), Greater Mercy (Lvl 3)
    Racial Traits: darkvision, camouflage, princely

    Detailed Traits:

    Detailed Feats:

    Dodge: (Prereqs: Dex 13)
    Benefit: +1 dodge bonus to AC

    Greater Mercy: (Prereqs: Cha 13, lay on hands class feature, mercy class feature)
    Benefit: 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.

    Detailed Skills:

    Skill Points/level: 2 = 2(class) + 0(int)
    class skill // Armor Check Penalty = 2 // Total Ranks: 6

    Acrobatics: +0 = +0(ranks) +2(dex) -2(ACP)
    Appraise: +0 = +0(ranks) +0(int)
    Bluff: +2 = +0(ranks) +2(cha)
    Climb: +0 = +0(ranks) +2(str) -2(ACP)
    Craft (): +0 = +0(ranks) +0(int)
    Diplomacy: +10 = +3(ranks) +3(trained) +2(cha) +2(race)
    Disable Device: +2 = +0(ranks) +2(dex)
    Disguise: +2 = +0(ranks) +2(cha)
    Escape Artist: +0 = +0(ranks) +2(dex) -2(ACP)
    Fly: +0 = +0(ranks) +2(dex) -2(ACP)
    Handle Animal: +2 = +0(ranks) +2(wis)
    Heal: +2 = +0(ranks) +2(wis)
    Intimidate: +4 = +0(ranks) +2(cha) +2(race)
    Knowledge (arcana): +0 = +0(ranks) +0(int)
    Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
    Knowledge (engineering): +0 = +0(ranks) +0(int)
    Knowledge (geography): +0 = +0(ranks) +0(int)
    Knowledge (history): +0 = +0(ranks) +0(int)
    Knowledge (local): +0 = +0(ranks) +0(int)
    Knowledge (nature): +0 = +0(ranks) +0(int)
    Knowledge (nobility): +0 = +0(ranks) +0(int)
    Knowledge (planes): +0 = +0(ranks) +0(int)
    Knowledge (religion): +4 = +1(ranks) +3(trained) +0(int)
    Linguistics: +0 = +0(ranks) +0(int)
    Perception: +2 = +0(ranks) +2(wis)
    Perform (): +2 = +0(ranks) +2(cha)
    Profession: +2 = +0(ranks) +2(wis)
    Ride: +5 = +2(ranks) +3(trained) +2(dex) -2(ACP)
    Sense Motive: +2 = +0(ranks) +2(wis)
    Sleight of Hand: +2 = +0(ranks) +2(dex)
    Spellcraft: +0 = +0(ranks) +0(int)
    Stealth: +0 = +0(ranks) +2(dex) -2(ACP)
    Survival: +2 = +0(ranks) +2(wis)
    Swim: +0 = +0(ranks) +2(str) -2(ACP)
    Use Magic Device: +2 = +0(ranks) +2(cha)

    Background:

    Personality/Mannerisms:

    Progression:

    Macros:

    [spoiler=Status]
    HP: 25/25
    AC: 19 (15 T / 14 FF)
    CMD: 14
    F/R/W: +5/+5/+7
    Smite Evil used: 0/1
    Lay on Hands used: 0/3

    Ongoing Effects

    [/spoiler]

    [dice=Lay on Hands (fatigued)]1d6[/dice]
    [dice=Lay on Hands (no mercy)]2d6[/dice]
    [dice=Concentration]1d20+10[/dice]
    [dice=Acid Splash]1d20+5[/dice][dice=for]1d3[/dice]
    [dice=Rapier]1d20+5[/dice][dice=for]1d8+2[/dice]
    [dice=Cold iron kukri]1d20+5[/dice][dice=for]1d4+2[/dice]
    [dice=Silver kukri]1d20+5[/dice][dice=for]1d4+1[/dice]
    [dice=Shortbow]1d20+5[/dice][dice=for]1d6[/dice]