About Rogar the Righteous
Rogar the Righteous
Half-Orc Paladin of Abadar 5 Hellknight Order of the Nail 1
Init +1; , Speed: 20ft, Senses Perception: +5
AC: 20, T: 11, FF: 19 CMD: 20
(+9 Full Plate, +1 Dex)
Fort: +14, Ref: 9, Will: 11
Speed 20 ft.
PA: +1 Large Falcata +8 (2d6+13,19-20 x3)
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su) x2 Day
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.
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.
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.
Channel Energy(Su) 2d6
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
5.) Weapon Proficiency, Falcata
5.) Weapon Focus Falcata
Diplomacy +7 <1 Rank>
Escape Artist -6
Intimidate +13 <5 Rank>
Knowledge Planes +0 <2 Rank>
Knowledge Religion +2 <1 Rank>
Perception +6 <1 Rank>
Sense Motive 0
+1 Large Falcata
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
? 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.