Harrow Warden

Maturati's page

1 post. Organized Play character for Lance K.


Full Name

Maturati Khanathi

Race

Init +2, Per +3 | AC 18, Touch 12, FF 16 | SVs Fort +4/Refl +2/Will +1

Classes/Levels

LG F Human (Vuldrani) Paladin 1

Gender

Speed 20 | Glaive +4 (1d10+3); Starknife +3 (1d4+2)

Size

Traits: Tomb Raider, Magical Knack

Age

Feats: Combat Reflexes, Weapon Focus (Glaive)

Special Abilities

Skills: Craft (Painting) +5, Diplomacy +7, Knowledge (Religion) +5, Perception +3

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Maturati

Special Abilities:

Aura of Good:
(Su): 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.

Gear:
Glaive, cold iron starknife, masterwork breastplate