Nadra Moondancer
Female Aasimar (Anglekin) Paladin of Sarenrae 2
LG Medium Outsider (Native)
Init +0;
Senses darkvision 60ft, Perception +4
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Defenses
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AC 15, touch 10, flat-footed 15 (Armor +5, Dex +0)
HP 12 (1d10 +2)
Fort +9
Ref +4
Will +6
Resistances 5 acid, cold, electric
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Offense
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Speed 20 ft.
Melee Falchion +6 (2d4 +4/18-20)
Spell-like abilities
1/day
Alter Self
At-will
Detect evil
Special Abilities Smite Evil 1/day
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Statistics
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Str 18,
Dex 11,
Con 14,
Int 7,
Wis 8,
Cha 18
Base Atk +2;
CMB +6;
CMD 17
Feats Power Attack
Traits Corpse Hunter, Seeker
Skills Diplomacy +8, Perception +4, Sense Motive +3
Languages Common, Celestial
Combat Gear
Other Gear Scale Mail Armor, Falchion, 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.), Wand of CLW (CL 1st, 39 charges), Wayfinder, 1510 gp
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Special Abilities
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Smite Evil (Su): As a swift action, Nadra chooses one target within sight to smite. If this target is evil, she adds her Cha modifier 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 Nadra possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, Nadra gains a deflection bonus equal to her Charisma modifier to her AC against attacks made by the target of the smite. If she 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 Nadra rests and regains her uses of this ability.
Lay on Hands (Su): 5/day 1d6 healing