Cleric

Luxanna Pegason's page

13 posts. Alias of mcridill.


Classes/Levels

Human Paladin 3| 29:/29 | AC 19 T 11 FF 18 Ref 8 Fort 10 Will 9 | Percep 4 | Init 2 | Smite Evil 1/1 Lay on Hands 3/5

Strength 18
Dexterity 15
Constitution 15
Intelligence 8
Wisdom 12
Charisma 18

About Luxanna Pegason

Luxanna Pegason

Female Human Paladin (Sacred Servant of Sarenrae)
LG medium Humanoid
Init + 2, perception + 4 low light vison

HP 29/29 (3d10+9)
AC 19 Touch 11 FF 18
Fort + 10, Ref + 8, Will + 9
BAB +3 CMD + 9 CMB +7

Offense:

Scimitar +5 1d6+4(18-20/x2)
Warhammer +5 (1d9+4)(20/x3)
Spiked Light Shield +5 1d4+2 (20/x2)
Composite longbow +5 1d8+4 (20/x3)

Skills:

Perc +4 (3 ranks + 1 wis)
Knowledge Religion +3 (1 rank + 3 class -1 int)
Diplomacy +8 (1 rank + 3 class +4 chr)
Sense Motive +5 (1 Rank +3 class +1 wis)
Heal + 7 (3 ranks + 3 class +1 wis)

Class Abilities:

All of the following are class features of the paladin.

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 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.

Smite Evil (Su)

This functions as the paladin ability, but the sacred servant can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

This ability replaces smite evil..

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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.

Race Traits:

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

traits:

Flame of the Dawnflower (Sarenrae): You have been raised to view yourself as a blade in Sarenrae's service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target.


Blood of Dragons: Long ago, your ancestors' blood mixed with that of dragons. (gain low-light vision)

Feats:

Power Attack
Two weapon Fighting
Improved shield bash

gear:

Banded Mail
Scimitar
Composite longbow (+4 Strength)
light spiked quickdraw steel shield
Warhammer
Paladin's kit ( 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)
Holy Symbol Silver
Chiruegeon's kit (This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.)
218 gp