Pirate Bomber

Sera Dragonbane's page

152 posts. Organized Play character for Michael Riter.


Full Name

Sera Dragonbane

Race

Human

Classes/Levels

Level 2 Paladin Init +1; Perception -2; Speed 20 AC 16 (FF 15 T 11) HP 23/23 CMD 17 BAB +2 CMB +6 FORT +8 REF +4 WILL +4

Gender

Female

Size

M

Age

24

Alignment

Awesome Good

Deity

Torag

Location

(Formerly) Cheliax

Languages

Common, Draconic

Occupation

Priestess

Strength 18
Dexterity 13
Constitution 14
Intelligence 7
Wisdom 7
Charisma 16

About Sera Dragonbane

Sera Dragonbane

ITS

Stats:
F Badass Good Human Paladin, Level 1, Init +1, HP 15/15, Speed 30 ft
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort +4, Ref +1, Will +0, CMB +5, Base Attack Bonus 1
Masterwork Glaive (-) +1 (1d10, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 18, Dex 13, Con 14, Int 7, Wis 7, Cha 16
Condition None

Traits:
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Magical Knack: Pick a class when you gain this trait (Bard)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Paladin Abilities:
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.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Paladins: A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.

Paladin Code:
Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.
I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.
Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.