Ringeirr Malenkov

Valkur Sundheim's page

No posts. Organized Play character for GM Harpwizard.


Full Name

Valkur Sundheim

Race

Human (Ulfen)

Classes/Levels

Paladin 5 (CORE)

About Valkur Sundheim

Valkur Sundheim (Core)
Male human (Ulfen) paladin 5
LG Medium humanoid (human)
Init +0; Senses Perception +4
Aura courage (10 ft.)
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Defense
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AC 20, touch 10, flat-footed 20 (+10 armor)
hp 54 (5d10+20)
Fort +9, Ref +4, Will +8
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +8 (1d4+3/19-20) or
. . greatsword, lightrazor (cold iron) +10 (2d6+4/19-20) or
. . heavy mace +8 (1d8+3) or
. . mwk silver warhammer +9 (1d8+3/×3) or
. . scimitar +8 (1d6+3/18-20)
Special Attacks channel positive energy 3/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—divine favor, lesser restoration
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Statistics
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Str 17, Dex 11, Con 14, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +8; CMD 18
Feats Extra Lay on Hands, Power Attack, Toughness, Weapon Focus (greatsword)
Traits armor expert, scholar of the great beyond
Skills Acrobatics -4 (-8 to jump), Diplomacy +10, Handle Animal +6, Heal +5, Knowledge (nobility) +5, Knowledge (planes) +7, Knowledge (religion) +6, Perception +4, Ride +0, Sense Motive +7, Spellcraft +5, Survival +1 (+3 to avoid becoming lost)
Languages Common, Dwarven, Skald
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (2d6), mercy (fatigued)
Combat Gear oil of magic weapon (3), potion of cure light wounds, wand of cure light wounds, alchemist's fire (5), smokestick; Other Gear +1 full plate, heavy steel shield, dagger, greatsword, lightrazor (cold iron), heavy mace, mwk silver warhammer, scimitar, cloak of resistance +1, wayfinder[ISWG], backpack, bedroll, flint and steel, grappling hook, mirror, silk rope (50 ft.), silver holy symbol of Sarenrae, sunrod (3), waterskin, 388 gp, 9 sp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.