Sir Kale's page

127 posts. Alias of Doomed Hero.


HP 12/12, AC 20

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Sir Kale

Human Paladin 1

AL LG Size Medium

Init +1

HP: 12



Goblin Slicer, up hip, around back and up ribs.







===== Defense =====
AC 20 (Breast Plate +6, Kilt +1, Shield +2, Dex +1)

CMD 16 (+1 bab, +4 str, +1 dex)

+3 Fort (1 base, +2 con)
+1 Ref (0 base, +1 dex)
+0 Will (1 base, -1 wis)



BaB +1, CMB +1

Lance +5, 1d8+4, x3 piercing

Warhammer +5, 1d8+4, 3x bludgeoning, weapon cord

Shield +5, 1d6+4, weapon cord

Javelin +2, 1d6+4, x2, Piercing

Pilum, +2, 1d8+4, x2 Piercing If you hit an shield-using opponent with a pilum, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants of the pilum.



Power Attack



Skill points: 2 class, +1 race

Armor Check Penalty: -6

+6 Diplomacy (1 rank, +2 cha, +3 class)
+5/-1 Ride (1 rank, +1 dex, +3 class) (ACP)
+6 Handle Animal (1 rank, +2 cha, +3 class)

===== Racial Abilities=====


=====Class Abilities=====


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

Detect Evil 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 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.



Lance 10 gp
Warhammer 12 gp
Pilum x2 10 gp

Armor: Breastplate 200 gp
Shield:Heavy Steel Shield 7 gp
Head: Helmet
Neck: Holy Symbol
Waist: Belt Pouches, Potion Belt (empty) (30 gp)
Vest: Tabbard
R. Hand: Gauntlet
L. Hand: Gauntlet

Belt Pouches/Worn:
Signal Horn (1 gp)
Marking Chalk
Silver Mirror
Tinder Twigs x10
twine, 50'
Scroll case with 10 sheets of blank parchment
Charcoal sticks
Charcoal pencil
Iron spikes x2

In Pack:
Iron Rations (1 week)
Water (3 days)
Soap, 1lb
50' Silk Rope (10 gp)
Grappling hook
Bedroll (1 gp)
Shaving Kit (15 silver)
Small Tent (10 gp)
Oil Flask x5
Wrapped, Packed and Soaked Tinder (for torches) x10
5 Iron spikes