Graveknight

Xarl's page

115 posts. Alias of Void Dragon.


Full Name

Xarl

Race

Aasimar (Angelkin)

Classes/Levels

Paladin 5 | Hell Knight Commander 5 | HP 94/94 | AC 25 | T 11 | FF 24 | CMD 26 | Fort +16 | Ref +11 | Will +12 | Init +1 | Perception +17 | Sense Motive +10

Gender

Male

Size

Medium

Alignment

LG

Languages

Common, Celestial

Strength 20
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 8
Charisma 20

About Xarl

Xarl
LG Male Aasimar Outside (Native) lvl 5 Paladin, lvl 5 Hell Knight Commander
Initiative +1 (+1 Dex)
Senses Darkvision 60ft, Low-Light Vision
Concentration +0
Perception +17

XP: 71,000

==Defense==
AC 25 (30) Touch AC 11 (16) FF 24 (29) (+13 Armor, +1 Natural, +1 Dex) (armor classes in parenthesis are if smiting)
HP:94
Immune: Fear
Resistance: Acid 5, Cold 5, Electricity 5
Fort +16, Ref +11, Will +12; (+2 vs. spells with the charm descriptor)

==Offense==

Speed 30ft (30ft in armor)
Melee (No Smite) +1 Holy Adamantine Falchion Attack +16/+11 (15-20 x2) Damage 2d4+8 (+2d6 vs. all creatures with evil alignment) Type S

Melee (Smite Evil/Chaos) +1 Holy Adamantine Falchion Attack +21/+16 (15-20 x2) Damage 2d4+13 (+2d6 vs. all creatures with evil alignment) Type S Special Bypass DR, Deflection bonus equal to Cha mod (+5) vs. target of smite, +2 Damage per paladin lvl on first attack vs. Evil Outsiders, Undead, or Evil Aligned Dragon, +2 Damage per Hell Knight lvl on first attack vs. Chaotic Outsiders, Chaotic aligned aberrations, and fey.

==Statistics==

Str 20, Dex 12, Con 16, Int 10, Wis 7, Cha 20
BAB: +10/+5; CMB +15; CMD 26
Languages Common, Celestial

==Special Abilities==

Aura of Law (Ex): The power of a Hellknight’s aura of law (see the detect law spell) is equal to his total character level.

Detect Chaos (Sp): This ability functions like a paladin's detect evil ability, save that it detects chaos.

The Order of the Scourge

Smite Chaos (Su): This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.

Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight armor (below). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.

Disciplines

A 3rd-level Hellknight gains access to his first discipline, choosing one that is associated with his specific order.

At 6th level, the Hellknight gains a second discipline, chosen from any listed as being available to “any order.”

At 9th level, the Hellknight gains his third discipline, choosing this one from any of the disciplines listed below, even those not from his own order, with the exception of Pentamic Faith. When applicable, the save DC to resist a discipline’s effect is equal to DC 10 + the Hellknight’s level + the Hellknight’s Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he may use his discipline once per day. At 6th level, he may use both disciplines twice per day each. At 9th level, he may use all three of his disciplines three times per day.

Vigilance (Su; Order of the Scourge): The Hellknight gains low-light vision (this effect is constant). In addition, as a full-round action, the Hellknight can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. Metal or denser barriers block this effect. Each use of this ability lasts as long as the Hellknight concentrates, up to a number of rounds equal to the Hellknight’s level.

At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.

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.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.
•Fatigued: The target is no longer fatigued.
•Shaken: The target is no longer shaken.
•Sickened: The target is no longer sickened.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp): The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

1/day Alter Self

==Skills==
(2 +0 +FC (5 times)) (Favored Class: Paladin)
K (Planes) +4 (2 ranks, 2 racial)
Intimidate +15 (5 ranks, 3 class, 5 cha, 2 trait)
Perception +17 (10 ranks, -1 wis, 3 class, +5 competence)
Sense Motive +10 (8 ranks, -1 wis, 3 class)

==Feats==

1st:Power Attack

3rd:Weapon Focus (Falchion)

5th:Extra Lay on Hands

7th:Furious Focus

9th:Improved Critical (Falchion)

==Traits==

Steel Skin
Benefits: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.

Inspired
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

==Equipment==

25 GP
Eyes of The Eagle (2,500 GP)
+1 Holy Adamantine Falchion (21,075 GP)
+4 Hell Knight Plate (18,000 GP)
Belt of Giant's Strength +2 (4,000 GP)
Headband of Alluring Charisma +2 (4,000 GP)
Cloak of Resistance +1 (1,000 GP)
Ring of Sustenance (2,000 GP)
Amulet of Natural Armor +1 (2,000GP)
Bag of Holding Type III (7,400 GP)