Branda Tulles

Thesadora Dayshard's page

No posts. Alias of inxpitter.


Full Name

Thesadora Dayshard

Race

Human

Classes/Levels

Paladin

Gender

Female

Size

Medium

Age

57 (Old-age stat modifiers in effect)

Strength 14
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Thesadora Dayshard

Statistics:
Female Human Paladin () 1
LG Medium Humanoid (Human)
Init +0; Senses Perception +6, Lay on Hands 6/6,

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DEFENSE
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AC 18, touch 10, flat-footed 18 (+6 armor, +0 dex, +2 shield)
hp 18 (d10 + 2 CON)
Fort +8 (+3 base, +2 Con, +3 class), Ref +3 (+0 base, +0 Dex, +3 class), Will +6 (+3 base, +0 Wis, +3 class)

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OFFENSE
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Speed 20 ft. (armor restriction)

Melee
Longsword +4 (1d8, 19-20/x2)

Ranged
Long Bow +2 (1d8, x3, 100 ft)

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STATISTICS
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Str 14, Dex 10, Con 14, Int 13, Wis 10, Cha 16
Base Atk +2; CMB +; CMD

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Feats
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Extra Lay on Hands:You can use your lay on hands ability two additional times per day.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

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Traits
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Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.

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Skills (3 points; 2 class, 1 INT, 1 racial)
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Diplomacy +8 (rank 2, CHA 3)
Knowledge (religion) +6 (rank 2, INT 1)
Perception +6 (rank 2, trait 1, WIS 0)

BG Skills
Handle Animal +8 (rank 2, CHA 3)
Profession (stable master) +5 (rank 2, WIS 0)

ACP -7

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Human
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Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Paladin
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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 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.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried

Worn
Chainmail (150 gp)
Shield, Heavy Steel (20 gp)
Longsword (15gp)
Longbow (75gp)

Backpack (11 gp)


  • bedroll
  • belt pouch
  • cheap holy text
  • flint and steel
  • iron pot
  • mess kit
  • rope
  • soap
  • torches (10)
  • trail rations (5 days)
  • waterskin
  • wooden holy symbol.

Money 49 gp, 0 sp, 0 cp

Background:


Appearance and Personality:

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Appearance
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Personality
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