Seelah

Seelah, Knight of the Inheritor's page

43 posts. Alias of Hrothdane.


Gender

AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1

Spells Active:

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 13
Charisma 15

About Seelah, Knight of the Inheritor

SEELAH
Female human paladin of Iomedae 1
LG Medium humanoid (human)
Init +0; Senses Perception +1
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +3
OFFENSE
Speed 20 ft.
Melee longsword +5 (1d8+3/19–20)
Ranged shortbow +1 (1d6/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
STATISTICS
Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (longsword)*
Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5, Survival +2; Armor Check Penalty –5
Traits armor expert*, poverty-stricken*
Languages Common, Osiriani
SQ aura (faint good), code of conduct
Combat Gear holy water; Other Gear scale mail, heavy wooden shield, longsword, shortbow, with 20 arrows, sunrod (2), backpack, wooden holy symbol, trail rations (4), 13 gp
* The effects of this ability have already been calculated into Seelah’s statistics.
SPECIAL ABILITIES
Smite Evil Once per day as a swift action, Seelah can choose one target in sight to smite. If it’s evil, she adds her Charisma bonus to her attack rolls and paladin level to damage rolls against it. If it’s an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus on the damage roll on the first attack increases to 2 points per paladin level. The smite also bypasses the creature’s DR. Seelah also gains a deflection bonus to AC equal to her Charisma modifier against the target’s attacks. The smite lasts until the target is dead or Seelah rests and regains the use of this ability. If Seelah attempts to smite a nonevil creature, the smite is wasted.
Detect Evil As a standard action as often as she wants, Seelah can detect the presence of evil in a 60-foot cone.
Power Attack Before attacking, Seelah may choose to take a –1 penalty on all melee attack rolls and combat maneuver checks until her next turn and gain a +3 bonus on melee damage rolls.
Armor Check Penalty Seelah’s armor weighs her down when she attempts physical tasks. She takes a –5 penalty on skill checks with Dexterity- and Strength-based skills. This penalty is lower than most characters would take because Seelah has the armor expert trait.
Aura Seelah has an aura of good equal to her paladin level. It can be detected with the detect good spell.
Code of Conduct If Seelah willingly commits an evil act, she loses all class features except proficiencies.