Paladin

Ser Beric Doonarion's page

40 posts. Organized Play character for Xathos of Varisia.


Full Name

Ser Beric Doonarion

Race

| 18 (T 11/FF 17) | CMB +4 CMD 15 | HP 14 | Init +1 | Fort +5 Ref +2 Will +2

Classes/Levels

| Perception +0 | Speed 20' | Darkvision

Gender

Male LG Dwarf Paladin 1

Size

Medium

About Ser Beric Doonarion

SER BERIC DOONARION
CR 1/2
XP 200
Male dwarf paladin 1
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft., Perception +0
Aura aura of good
DEFENSE
AC 18, touch 11, flat-footed 15 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +2, +2 vs. poison, spells, and spell-like abilities

OFFENSE
Speed 20 ft.
Melee dwarven waraxe +4 (1d10+3/x3)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Ranged sling +2 (1d4+3)
Ranged alchemist's fire (flask) +2 (1d6-3)
Space 5 ft.; Reach 5 ft.
Special Attacks smite evil
Class Spell-Like Abilities: detect evil (at will)
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush) (19 vs. trip)
Feats Power Attack
Skills Acrobatics -3 , Acrobatics (Jump) -7 , Climb -1 , Diplomacy +5 , Escape Artist -3 , Fly -3 , Ride -3 , Stealth -3 , Swim -1 , Use Magic Device +6
Languages Common, Dwarven
SQ aura of good, craftsman, defensive training, detect evil, hardy, hatred, stability, steady, stonecunning, weapon familiarity
Combat Gear alchemist's fire (flask); Other Gear scale mail, dwarven waraxe, dagger, sling, alchemist's fire (flask), cleric's vestments, backpack, common, sling bullets (10), crowbar, flint and steel, grappling hook, common, hammer, piton (10), belt pouch, rope (silk/50 ft.), waterskin (filled), whetstone

SPECIAL ABILITIES
Aura of Good (Ex) You project a faint good aura.
Aura of Good
Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
No Racial Subtype You have chosen no racial subtype.
Quick Reactor You gain a +1 trait bonus on Reflex saves.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +1 to your attack rolls and +1 to all damage rolls made against the target of your 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. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +1 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.