LG Male Human Paladin of Irori 4 | hp: 39/39 NL: 5 | AC 18 (20 w/smite), T 12 (14 w/smite), FF 16 (18 w/smite) | Fort+8 Ref+5 Will +4 (Immune to disease and fear)
Classes/Levels
| Senses: Per -2, SM +2 | Smite +2/+4 (+8), 1/2 | +1 adam. glaive: +11/1d10+10 (PA -2/+6), Imp. Unarmed: +10/1d3+6 (PA -2/+4), Bow +7/1d8+3| Lay on hands 2d6, 4/4
About Kleines Johann
As a kid growin' up in Absalom, I'd always sneak into the Irorium and watch the fights. The best were the monks, they were awesome. I just knew, one day that'll be me! As soon as I was old enough, I marched straight over to the temple next door to the arena and applied to train as a monk. Well, they took me in, and I musta done somethin' good, 'cause within a month or two they had sent me as an exchange student to the Tempering Hall! I liked it better over there anyway. Less time readin' and writin', more time fightin'!
Kleines Johann
Male human paladin 4
LG Medium humanoid (human)
Init +2; Senses Perception -2
Aura courage (10 ft.)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 39 (4d10+11)
Fort +8, Ref +5, Will +4
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine glaive +11 (1d10+10/×3) or
. . cold iron dagger +10 (1d4+6/19-20) or
. . cold iron glaive +10 (1d10+9/×3) or
. . silver light mace +10 (1d6+6) or
. . unarmed strike +10 (1d3+6)
Ranged darkwood composite longbow +7 (1d8+3/×3) or
. . javelin +6 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron glaive)
Special Attacks channel positive energy 2/day (DC 14, 2d6), smite evil 2/day (+2 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +3)
. . 1st—lesser restoration
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Statistics
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Str 22, Dex 14, Con 14, Int 7, Wis 7, Cha 14
Base Atk +4; CMB +10; CMD 22
Feats Combat Reflexes, Improved Unarmed Strike, Power Attack
Traits armor expert, ease of faith
Skills Acrobatics -1 (-5 to jump), Diplomacy +10, Handle Animal +6, Knowledge (nobility) +2, Knowledge (religion) +2, Sense Motive +2, Spellcraft +2, Survival -2 (+0 to avoid becoming lost)
Languages Common
SQ lay on hands 4/day (2d6), mercy (sickened)
Combat Gear cold iron arrows (50), oil of magic weapon (2), potion of fly, wand of cure light wounds (38 charges), wand of protection from evil (50 charges), acid (3), alchemist's fire, antitoxin, holy water (3), thunderstone; Other Gear breastplate, cold iron dagger, cold iron glaive, darkwood composite longbow (+3 Str), javelin (5), silver light mace, belt of giant strength +2, wayfinder[ISWG], ale (per gallon), backpack, bedroll, chalk, courtier's jewelry (worth 50 gp), courtier's outfit, flint and steel, grappling hook, hemp rope (50 ft.), mug/tankard, shovel, soap, sunrod, torch (5), trail rations (10), waterskin, wooden holy symbol of Irori, 2,198 gp, 6 sp, 1 cp
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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.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.
______ resources used:
wand of CLW: 3
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Bot Me!:
If lethal force is called for, Kleines will move into position to attack with his glaive, using combat reflexes to make up to 3 AoOs/round. If an enemy closes within 5ft, he will switch to unarmed strikes (he has Improved Unarmed).
w/Power Attack:
[dice=+1 adam. glaive, power attack]1d20+11-2[/dice]
[dice=damage]1d10+10+6[/dice]
[dice=Improved unarmed strike, power attack]1d20+10-2[/dice]
[dice=damage]1d3+6+4[/dice]
w/o Power Attack:
[dice=+1 adam. glaive]1d20+11[/dice]
[dice=damage]1d10+10[/dice]
w/Smite:
[dice=+1 adam. glaive]1d20+11[/dice] +2 vs. evil
[dice=damage]1d10+10[/dice] +4 vs. evil, +8 vs. evil outsider, evil dragon, or undead on first hit. All damage bypasses DR.
[dice=Improved unarmed strike]1d20+10[/dice]+2 vs. evil
[dice=damage]1d3+6[/dice]+4 vs. evil, +8 vs. evil outsider, evil dragon, or undead on first hit. All damage bypasses DR.
w/Smite & Power Attack:
[dice=+1 adam. glaive, PA, smite]1d20+11-2[/dice] +2 vs. evil
[dice=damage, PA, smite]1d10+10+6[/dice] +4 vs. evil, +8 vs. evil outsider, evil dragon, or undead on first hit. All damage bypasses DR.
[dice=Improved unarmed strike, PA, smite]1d20+10-2[/dice]+2 vs. evil
[dice=damage, PA, smite]1d3+6+4[/dice]+4 vs. evil, +8 vs. evil outsider, evil dragon, or undead on first hit. All damage bypasses DR.
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If nonlethal force is called for, he will stick to unarmed strikes to deal non-lethal damage, using his glaive to deal non-lethal at a penalty only if the reach is necessary.
Power Attack:
[dice=Improved unarmed strike]1d20+10-2[/dice]
[dice=damage]1d3+6+4[/dice]
[dice=+1 adam. glaive, nonlethal]1d20+11-2-4[/dice]
[dice=damage]1d10+10+6[/dice]
w/o Power Attack:
[dice=Improved unarmed strike]1d20+10[/dice]
[dice=damage]1d3+6[/dice]
[dice=+1 adam. glaive, nonlethal]1d20+11-4[/dice]
[dice=damage]1d10+10[/dice]
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If he can't move into a position to make a melee attack, he will use his masterwork composite longbow (or javelines if for some reason the bow is unavailable).