Jakaw Razorbeak

Razzor's page

No posts. Alias of Uthraed.


About Razzor

Stats:

Human Paladin 1
Lawful Good Medium humanoid (human)

Init+2;Senses Perception +0
Base Atk +1; CMB +4; CMD 16
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Defense
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AC19 touch 13 , flat-footed 16(+5 armor, +2 Dex, +1 shield, +1 Dodge) 
hp 16
Fort +5, Ref+2,Will+2
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Offense
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Speed 20
Melee
Scimitar +4 1d6+3 18-20 x2 S
Morning Star +4 1d8+4 x2 B and P
Ranged
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Statistics
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Str 16, Dex 15, Con 16, Int 15, Wis 10, Cha 18

Skills:

Adventuring 5 +1Favored class

Diplomacy +8
Knowledge Religion +7
Knowledge Planes +7
Linguistics +3
Heal + 4
UMD +9

Feats:

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Antagonize
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Traits:

Scholar of the Great Beyond
Journeying along Crusader Road, hoping to join the Mendevian Crusade against the demons of the Worldwound, you found yourself tarrying at Fort Inevitable. At first it was merely a rest before continuing on your dangerous journey. However, rumours of strange phenomena around ancient ruins in the woods have caught your interest. Like the Hellknights of the Fort, you wonder if your skills might be more useful here than at the Worldwound.
You gain a +1 trait bonus on Knowledge (planes) and Knowledge (religion) checks, and
Knowledge (planes) is a class skill for you.
Dangerously Curious
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.


Race Abilities:

+Feat
+1 Skill per Level

Class Abilities:

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. 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.

Languages:
+3

Common, Goblin, Abyssal, Infernal

Gear:

Totals

Gp 68

Weight 46
Light <76
Medium 77-153
Heavy 154-230

Battle Gear

Scale mail 50 gp AC +5 Max Dex +3 ACP -4 20 ft 30 LBS
Light Steel Shield 9gp AC +1 ACP -1 6lbs
Scimitar 15 gp 1d6 18-20 x2 P 4lbs
Morning Star 8gp 1d8 x2 B and P 6lbs

Adventuring Gear