Paladin of Iomedae

Sir Reginald D'Arnot's page

1 post. Organized Play character for Xathos of Varisia.


Full Name

Sir Reginald D'Arnot

Race

AC 19 T 10/FF19 | CMB 7 CMD 17 | HP 31 | Init +6 | Fort +7, Ref +3, Will +5

Classes/Levels

| Perception +1 | Speed 20 | light

Gender

Male LG Human Paladin 3

Size

Medium

Age

18

Alignment

Lawful Good

Deity

Iomedae

Location

Andor

Languages

Common, Andoran

Occupation

Armorsmith

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

About Sir Reginald D'Arnot

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DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield, )
hp 22 ((2d10)+6)
Fort +7, Ref +2, Will +5

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OFFENSE
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Speed 20 ft.
Melee falchion, mw +8 (2d4+4/18-20)
Melee dagger +6 (1d4+4/19-20)
Ranged composite longbow str (+2) +4 (1d8+2/x3)
Melee gauntlet +7 (1d3+4)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)
Wayfinder Spell-Like Abilities light (at will)

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TACTICS
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STATISTICS
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Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 14,
Base Atk +3; CMB +7; CMD 17
Feats Improved Initiative, Power Attack, Furious Focus
Skills Craft +4, Diplomacy +6, Heal +4, Intimidate +3, Knowledge (Religion) +4, Perception +1, Ride -1, Sense Motive +4, Use Magic Device +7
Traits Dangerously Curious, Reactionary
Languages Common, Andoran
SQ aura of courage, aura of good, bonus feat, detect evil, divine grace, divine health, lay on hands, mercy, skilled,
Combat Gear Wand of Cure Light Wounds (36 charges), Elven trail rations (5),
Other Gear mw falchion, outfit (explorer's), mw full plate, backpack, common, arrows (20), bedroll, crowbar, flint and steel, grappling hook, common, holy symbol (wooden), belt pouch, rope (silk/50 ft.), sack (2), waterskin, wayfinder, whetstone, composite longbow str (+2), gauntlet
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SPECIAL ABILITIES
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Aura of Good (Ex) You project a moderate good aura.

Aura of Good

Bonus Feat Humans select one extra feat at 1st level.

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.

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.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 3 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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 +2 to your attack rolls and +2 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 +4. 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 +2 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.