Bloodstone Swords

Salvin's page

189 posts. Alias of Desriden.


Full Name

Salvin

Race

Human

Classes/Levels

Paladin 3

Gender

Male

Size

Medium

Age

21

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Salvin

AC 17 (+7 splint mail, +0 Dex) Flat Footed AC 17, Touch AC 10
HP: 30
Initiative +2
Perception +0
CMD 17
CMB +7
Speed: 20 in armor, 30 base

Saves: Fort +7, Ref +3, Will +5

Weapon: Greatsword +8 (2d6+6 19-20/x2)
Power Attack Greatsword +8 (2d6+9 19-20/x2)
Sap +7 (1d6+4 20/x2)
Shortbow +3 (1d6 20/x3)

Smite Evil (1 per day): +2 to hit, +3 to damage, +2 deflection AC (+6 damage on first attack vs. Evil subtype, evil dragon or undead)

Skills: Diplomacy +8, Knowledge: Religion +5, Knowledge: Arcana +1, Knowledge: Engineering +6, Spellcraft +4, Perception +0, Acrobatics -7, Escape Artist -7, Fly -7, Ride -7, Stealth -7, Climb -3 and Swim -3.

Lay On Hands (Su): Heal wounds by touch (3) times a day for 1d6. This is a standard action unless used on self, in which case it is a swift action. Can also be used with a melee touch attack that doesn't provoke Attack of Opportunity to damage undead. Undead do not receive a saving throw against this damage.

Salvin's Lay On Hands remove the Sickened condition for those who are healed by them.

Languages: Common

Feats: Power Attack, Furious Focus, Weapon Focus (greatsword)

Traits: Mathematical Prodigy, Reactionary

Money: 8 silver, 8 copper

Combat Gear: Greatsword, sap, shortbow (20 arrows), splint mail.

Adventuring gear: Backpack (containing) bedroll, crowbar, grappling hook, hemp rope, whetstone, flint and steel, three torches and explorer's outfit.

Weight of armor and weapons: 60 pounds
Weight of other gear: 24 pounds
Total weight: 94 pounds

Carrying Capacity:
Light Load: 100 pounds
Medium Load: 101-200 pounds
Heavy Load: 201-300 pounds
LIft over head: 300 pounds
Lift off ground: 600 pounds
Drag or push: 1,500 pounds

Special abilities:

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.

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.

Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

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 aff liction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.