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Loot Held: potion of CLW
Smite uses (1/day):
Wand of CLW uses:
Level 1 Spell uses:
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Merry is a lackadaisical figure, preferring to bask in the sun, enjoy the fresh air, and sip a nice cool adult beverage. But there is only so much lounging one can do. He finds that a nice mixture of relaxation, work of the right sort), and fun is the perfect mix for a perfect day. One of the reasons he enjoyed participating in the gladiatorial games was that the working hours are short. Normally placid and unflappable, he really gets a mad on when someone tries to boss him around or others. Live and let live is his motto. He's not exactly sure how he became a Paladin. Ghenshau chose him, not the other way around. At first he thought it was a case of mistaken identity, but the priests were quite insistent. And being a Paladin of Ghenshau isn't exactly demanding. It's no more his god's style that it is Merry's, so they get along just fine.
Main Stats:
Merry the Unreliable (141936-10) Core L/G Male Human Paladin/1
Deity Ghenshau (ignorance, placidity, and simplicity)
[dice=To hit scimitar, power attack]1d20+4-1[/dice]; +2[cha] if smite evil applicable
[dice=Damage, power attack]1d6+3+2[/dice]; +1 if first hit from whetstone, +1[lvl] if smite evil applicable
+3/1d6+5 Shield Spike [crit 20/x2; S) {+1[BAB] +3[str] -1[pwa]/1d6 +3[str] +2[pwa] (+1)[whetstone]}
[dice=To hit shield spike, power attack]1d20+4-1[/dice]; +2[cha] if smite evil applicable
[dice=Damage, shield spike, power attack]1d6+3+2[/dice]; +1 if first hit from whetstone, +1[lvl] if smite evil applicable
[serp] - +2 to demoralize checks from the Serpent Runner trait
[AotKotI boon] - When in Absalom or any major city (more than 5,000 residents) in Andoran,Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4
hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
Gear:
1 Whetstone
1 Scimitar, cold iron
1 Dagger, silver, masterwork
1 Scale Mail (+5/+3/-3/20'/30 lbs)
1 Spiked Heavy Steel Shield (+2/-2/15 lbs)
1 Belt Pouch
Potion of CLW
Wand of CLW (50 ch)
Oil of Bless Weapon
455.48 gp or equivalent
1 Backpack
1 Flask
1 Crowbar
2 Cheese, hunk
4 Bread
1 Applejack, gallon
1 Really nice deck of cards
3 Sunrod
Stuff he will get when he goes on his first outdoor adventure - sleeping/eating stuff gets left at camp and is only carried when travelling
3 Tindertwig
1 Tent
1 Bedroll
5 Waterskin
5 Torch
1 Soap
1 Rope
1 Grappling hook
5 Piton
1 Hammer
7 Trail rations
Racial Traits, Traits:
Race Specials
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Starting Traits
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Defender of the Society (combat): Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Class Abilities:
Class Abilities
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 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.