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Male Half Orc Paladin () 3 / Sorcerer 2 /
Lawful Good Medium Humanoid
Init +2;
Senses DarkVision Perception +4
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Defense
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AC 15, touch 13, flat-footed 12 (+0 armor, +0 Shield, +2 Dex, +2 natural, +1 Dodge)
hp 55 (3d10+2d6+1d12+12) (Toughness +6)
Fort +10, Ref +8, Will +12
Resist
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Offense
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Offenses
Speed 30 ft.
Ranged Longbow +6 (1d8 20/x3) (100Ft)
Melee QuarterStaff +6 (1d6+3 20/x2)
Melee Claws +6 (1d4+2 20/x2)
Special Attacks Smite Evil 1/day
Spell-Like Abilities
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Statistics
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Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +6; CMD 18
Languages Common, Orc, Draconic
SQ Acid Resist 5
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Feats
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Toughness (Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dodge (Level 3 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Persuasive (Level 5 Feat)
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Eschew Materials (Sorceror Bonus Feat)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
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Traits
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Indomitable Faith (Faith)
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
Deft Dodger (Combat)
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
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Class Features
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Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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):
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.
Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Weapon and Armor Proficiency:
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Weapon and Armor Proficiency:
Dragon disciples gain no proficiency with any weapon or armor.
Spells per Day:
At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.
Blood of Dragons:
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Natural Armor Increase (Ex):
As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
Dragon Resistances (Ex):
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
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Skills
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Acrobatics +5 (+3 Rank, +0 trained, +2 Ability, -0 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff +3 (+0 Rank, +0 trained, +3 Ability)
Climb +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +9 (+1 Rank, +3 trained, +3 Ability, +2 Feat)
Disable Device +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Fly +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +11 (+1 Rank, +3 trained, +3 Ability +2 Racial, +2 Feat)
Knowledge (Arcana) +8 (+5 Rank, +3 trained, +0 Ability)
Knowledge (Nobility) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Religion) +4 (+1 Rank, +3 trained, +0 Ability)
Linguistics +1 (+1 Rank, +0 trained, +0 Ability)
Perception +4 (+1 Rank, +3 trained, +0 Ability)
Perform +4 (+1 Rank, +0 trained, +3 Ability)
Ride +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Survival +0 (+0 Rank, +0 trained, +0 Ability)
Swim +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)
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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Known (5) Level 0 DC --
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks..
Disrupt Undead: Deals 1d6 damage to one undead.
Prestidigitation: Performs minor tricks.
Spells Known (2) 5/day Level 1 DC 14
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Mage Armor: Gives subject +4 armor bonus.
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Special Abilities
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Smite Evil (Su):
If target is evil, +3 to Attack Rolls, +1 Dmg.
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.
Bloodline Arcana:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: Copper
The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.
Copper Acid 60-foot line
Claws (Su):
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex):
Acid Resist 5 & Natural Armor +1
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Equipment
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Equipment list]
Melee Weapons Quarterstaff
Ranged Weapons Long bow, 20 Arrows
Armor
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Explorer's Clothes
Winter Clothing
Magic Item
Wand of Mage Armor (46/50)
Wand of Shield (44/50)
Wand of Cure Light Wounds (43/50)
Wand of Magic Missles (40/50)
Cloak of resistance +1
Wealth 43gp