Davashuum

Rhydderch Dawnbringer's page

437 posts. Organized Play character for Deane Beman.


About Rhydderch Dawnbringer

Silver Crusader Rhydderch Dawnbringer
Male aasimar paladin (warrior of the holy light, hospitaler) 12 (Pathfinder RPG Advanced Player's Guide 116, 118, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +20
Aura courage (10 ft.), aura of healing (30 ft.), resolve (10 ft.), power of light
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Defense
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AC 28, touch 14, flat-footed 26 (+10 armor, +2 deflection, +2 Dex, +2 natural, +2 shield)
hp 124 (12d10+48)
Fort +17, Ref +14, Will +16
Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 ghost touch adamantine longsword +19/+14/+9 (1d8+6/19-20)
Ranged +1 darkwood composite longbow +15/+10/+5 (1d8+6/×3)
Special Attacks channel positive energy 7/day (DC 18, 5d6), smite evil 2/day (+4 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +16)
. . 1/day—daylight
Paladin Spell-Like Abilities (CL 12th; concentration +16)
. . At will—detect evil
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Statistics
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Str 20, Dex 14, Con 16, Int 10, Wis 14, Cha 18
Base Atk +12; CMB +17; CMD 31
Feats Channel Smite, Greater Mercy[UM], Lightning Reflexes, Power Attack, Toughness, Weapon Focus (longsword)
Traits ease of faith, valashmai veteran
Skills Acrobatics -1 (-5 to jump), Diplomacy +22, Knowledge (religion) +9, Perception +20, Sense Motive +11; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ divine bond (weapon +3, 2/day), lay on hands 13/day (6d6), mercies (blinded, cursed, diseased, fatigued)
Combat Gear cold iron arrows (50), wayfinder, shining, meditation crystal (5); Other Gear +1 mithral full plate, +1 mithral light steel shield, +1 darkwood composite longbow (+5 Str), +1 ghost touch adamantine longsword, amulet of natural armor +2, belt of physical perfection +2, boots of levitation, cloak of resistance +2, headband of mental prowess +2 (Wis, Cha), iridescent spindle ioun stone, ring of protection +2, belt pouch, silver holy symbol of Iomedae, 12,610 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Healing (12rds, 30' radius) (Su) Allies are immune to bleed, heal 1 hp per HD/rd, and re-save vs. curse/disease/poison.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Channel Smite Channel energy can be delivered through a Smite attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 5d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Power of Light (30', +1, restore 1d4, daylight, resist energy 10) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Smite Evil (2/day) (Su) +4 to hit, +12 to damage, +4 deflection bonus to AC when used.

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