| Full Name |
Helgash |
| Race |
AC 23 w/ Sword+Shield // 21 with Bardiche // hp 51/51 Fort +11, Ref +6, Will +10; +2 vs. enchantments, +2 vs. death Immune sleep, disease, fear |
| Gender |
Male half-elf oracle 1/paladin of Muir (oath against fiends, oath of vengeance) 5 // Init +0; Senses darkvision 60 ft., low-light vision; Perception +1 Aura courage (10 ft.) // |
About Helgash
Helgash
Male half-elf oracle 1/paladin of Muir (oath against fiends, oath of vengeance) 5
LG Medium humanoid (elf, human)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
Aura courage (10 ft.)
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Defense
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AC 23, touch 13, flat-footed 20 (+7 armor, +3 Dex, +1 natural, +2 shield)
hp 51 (6 HD; 1d8+5d10+12)
Fort +11, Ref +6, Will +10; +2 vs. enchantments, +2 vs. death
Immune sleep, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +9 (1d8+10/19-20) or
. . bardiche +8 (1d10+13/19-20) or
. . silver morningstar +8 (1d8+9)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, ghost sound (DC 14), guidance, light, mage hand
. . Mystery Nature
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 2nd; concentration +6)
. . 1st—hero's defiance[APG], keep watch
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Statistics
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Str 20, Dex 10, Con 14, Int 14, Wis 8, Cha 18
Base Atk +5; CMB +8; CMD 24
Feats Extra Lay on Hands, Fey Foundling[ISWG], Power Attack, Skill Focus (Heal)
Traits dangerously curious, fate's favored
Skills Acrobatics -4 (-8 to jump), Climb +5, Diplomacy +10, Handle Animal +8, Heal +13, Knowledge (religion) +9, Perception +1, Sense Motive +5, Survival +3, Swim +5, Use Magic Device +14; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Infernal
SQ channel wrath, divine bond (weapon +1, 1/day), elf blood, lay on hands 8/day (2d6+2), mercy (fatigued), oracle's curse (haunted), revelation (nature's whispers)
Combat Gear wand of shield (50 charges), air crystal, antitoxin, healer's kit; Other Gear +1 breastplate, mwk heavy steel shield, +1 longsword, bardiche[APG], silver morningstar, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of alluring charisma +2, bandolier[UE], bedroll, belt pouch, belt pouch, flint and steel (2), masterwork backpack[APG], silk rope (50 ft.), soap, torch (5), trail rations (7), waterskin, weapon cord[APG], wooden holy symbol of Muir, wrist sheath, spring loaded, 79gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6+2 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.