Khalib

Victor Gladestone's page

8 posts. Alias of Pikeytang.


About Victor Gladestone

Name Victor Gladestone "The Protector"
Sex: Male Race: Taldan Human
Class: Paladin- Warrior of the Holy Light Level 2
Alignment Lawful Good , Iomedae; LG honor, justice, rulership, valor
Medium Humanoid

Init +2; Senses human ; Perception +1
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DEFENSE
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AC 17, touch 11, flat-footed 16. .(chain shirt+4 Shield+2, Dex+1)

hp (29) 2d10+4con+3toughness+2favored

Fort +7, Ref +4, Will +7
Immune ; Resist
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OFFENSE
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Base Attack +2
Spd 30ft

Melee
Longsword +5, 1d8+3 (19-20/x2)
Shortsword +5 1d6+3 (19-20/x2)
Cetus +4 1d4+3 (19-20/x2)
. . Unarmed Strike +4 1d3+3 (20/x2)

Smite Evil: 3 times a day
Smite Attacks +3 Att (Cha) +2 Dam (Lvl) If target is evil
Double Dam on first att of each round

Ranged
Composite Longbow +2 Str, +3 Attack, 1d8+2
range 110ft

Chakram +3 1d8 (20/x2) Range 30ft

Lay on Hands
1d6 4 times a day
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STATISTICS
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Str 16 , Dex 13, Con 14, Int 11, Wis 13, Cha 16
Base Atk +2 ; CMB +5; CMD +16

Feats
++ Extra Smite:
Prerequisites: Smite Evil class feature
Effect: This feat grants a paladin 2 extra uses of his Smite Evil ability per day.

++Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits
++Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

++Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Skills
Diplomacy (Cha)+3, Heal (Wis)+2, Knowledge (nobility)(Int)+1, Knowledge (religion)(Int)+1, Ride (Dex)+2, Sense Motive (Wis)+2,

Languages: Common

SQ;

Combat Gear; Longsword,(attached)wepon cord, Heavy Steel shield, Superior Chain shirt, Composite longbow +2Str, 20 arrows, Chakram, Two finely crafted Cetus adorned with the Holy symbol for Iomedae, silver holy symbol of Iomedae, 2 Vials Holy water

Other Gear on horse; Masterwork Backpack, Bedroll, Waterskin, 80 Arrows, Shortsword, Flint/Steel, Compass, 10 Torches, 49ft hemp rope, Shovel, Rations 5 days, horse feed 6 days, 32 Gold coins, 6 Silver coins

Mount: Light horse, riding saddle, saddle bags
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SPECIAL ABILITIES
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++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 struggles. As a swift action, the paladin chooses one target within sight to smite. If this target is not Good, 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 of an Evil alignment then the bonus to damage on the first successful attack per round increases to 2 points of damage per level the paladin possesses, and 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 Good, or is in their deity's favor 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, 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.

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