Description:
Gunnar's first impression is that of a rough but well mannered young man in the human equivalent of his late teens or early twenties. Standing on the shorter side of average, he is powerfully built and broad in the shoulders. A little on the unkempt side, his hair is usually a bit of a mess and his beard in need of a trim. His Orc blood is evident in his greenish skin and in his facial features, which include prominent lower canines. He wears clean but modest clothes and scale mail armor that has seen better days.
As a person, Gunnar can seem intimidating, but those who meet him are quick to learn that he is very friendly and completely affable. Those who dig a little deeper will find someone with very entrenched beliefs as to what is right and wrong. He is also stubborn to a fault - once his mind is made regarding someone or something, there is little changing it. Gunnar is not the brightest or wisest of people, although he thinks quite the opposite, and maintains a firm belief that with the proper schooling he'd make a powerful wizard.
Background:
Notes:
Smite Evil: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.