Staunton Vhane

Rogar the Righteous's page

192 posts. Organized Play character for Daveak Bringer of Destruction.


63/63 HP, AC: 20, T: 11, FF: 19, CMD: 21, F: +14, R: +9, W: +11,


Init +1, Pereption +6, LG Male Half-Orc Paladin 5 Hell knight 1, +1Large Falcata PA: +8, 2d6+13,19-20 x3)

Strength 18
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 10
Charisma 16

About Rogar the Righteous

Basic Stats:

Rogar the Righteous
Half-Orc Paladin of Abadar 5 Hellknight Order of the Nail 1
LG Medium

Init +1; , Speed: 20ft, Senses Perception: +5


AC: 20, T: 11, FF: 19 CMD: 20
(+9 Full Plate, +1 Dex)

HP: 63

Fort: +14, Ref: 9, Will: 11


Speed 20 ft.

+1 Large Falcata +10 (2d6+7,19-20 x3)
[4str, 1WF, 1MAG, 6BAB, -2 Oversized Weapon,]

PA: +1 Large Falcata +8 (2d6+13,19-20 x3)
[4str, 1WF, 1MAG, 6BAB, -2 PA, -2 Oversized Weapon,]

Special 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) x2 Day
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.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) x5 Day

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

3: Fatigue

Channel Energy(Su) 2d6
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Prepared Spells
Lvl 1: Heros defiance

Divine Bond
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Law (Ex): A Hell Knight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hell Knight’s character level.

Detect Chaos (Sp): This ability functions like the paladin’s detect evil ability, save that it grants the use of detect chaos instead.

Order: A character must choose one Hell Knight order to join at 1st level. The choice of order determines what disciplines the character gains later access to.

Smite Chaos(Su) This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.


Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 16

BaB: +6, CMB: +10, CMD:21


1.) Power Attack
3.) Toughness
5.) Weapon Proficiency, Falcata
5.) Weapon Focus Falcata

Skilled (instead of dark vision)
Sacred Tatoo (instead of orc Ferocity)
Eyes and ears of the city
Fates Favored

(-6 ACP)
Acrobatics -6
Appraise -1
Bluff +0
Diplomacy +7 <1 Rank>
Disguise +0
Escape Artist -6
Heal -1
Intimidate +13 <5 Rank>
Knowledge Nobility
Knowledge Planes +0 <2 Rank>
Knowledge Religion +2 <1 Rank>
Perception +6 <1 Rank>
Ride -6
Sense Motive 0
Stealth -5
Survival 0
Swim -2

Racial Modifiers:N/A

Languages:Common, Orc


Full Plate
+1 Large Falcata
Warm Weather
Cold Weather
Wand of CLW
Wand of Endure Elements
Wand of Bed of Iron
Wand of Divine Favor
Cracked Opalescent White Pyramid (Ioun Stone)
Cloak of Resistance +2
Climbers kit
2 Manicles
? GP, 0 SP, 0 CP


Eye and Ears of the city +1 perception and class skill

Fates FavoredWhenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.