Half-Orc Paladin [4.1] | HP 40/40 | AC 24 {26} T 11{13} FF 23 {25} | F +9 R +6 W +9 | CMB +6 CMD 18 | Init +2 | Perc +2 | SM +6 | Diplo +8 | Intim +4 | Heal +6
Gender
Male
Age
21
Special Abilities
Detect Evil (at-will), Smite Evil (2/day), Aura of Courage (+4 vs Fear within 10'), Lay-on-Hands (2/day), Channel (2/day)
Alignment
LG
Strength
14
Dexterity
14
Constitution
14
Intelligence
8
Wisdom
14
Charisma
15
About Zax Groud
Stat Block:
Zax Groud
Male half-orc paladin 4
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
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Defense
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AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
hp 40 (4d10+12)
Fort +9, Ref +6, Will +9
Defensive Abilities orc ferocity; Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +8 (1d8+3/19-20) or
cold iron morningstar +6 (1d8+2)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 2/day (DC 14, 2d6), smite evil 2/day (+2 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +6)
At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +3)
1st—bless weapon
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Statistics
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Str 14, Dex 14, Con 14, Int 8, Wis 14, Cha 15
Base Atk +4; CMB +6; CMD 18
Feats Shield Focus, Weapon Focus (longsword)
Traits armor expert, ease of faith
Skills Acrobatics -4 (-8 to jump), Diplomacy +8, Heal +6, Intimidate +4, Sense Motive +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ lay on hands 4/day (2d6), mercy (sickened), orc blood
Combat Gear wand of cure light wounds, alchemist's fire (2), antitoxin, holy water (2); Other Gear +1 full plate, mwk heavy wooden shield, +1 longsword, cold iron morningstar, crossbow bolts (10), light crossbow, cloak of resistance +1, backpack, bedroll, bell, belt pouch, candle, chalk, crowbar, fishhook, flint and steel, grappling hook, hammer, manacles, piton (10), sewing needle, signal whistle, silk rope (50 ft.), torch (5), trail rations (5), waterskin, winter blanket, wooden holy symbol of Iomedae, 1,677 gp, 9 sp, 3 cp
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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.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.
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+1 in INT or CHA based checks in Absalom.
Evenhanded Investigator : +2 Diplo with city guards/officials in Absalom