| Strength |
12 |
| Dexterity |
15 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
12 |
| Charisma |
16 |
About Zayn Hautpool
Male Ninja/2 Paladin ()/1
NG medium humanoid (Human)
Init +2; Senses 2, Perception + 1
Languages: Common, Sylvan
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DEFENSE
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AC 12, touch 12, flat-footed 10 ACP= 0
HP 20/20 (3HD)
Fort +3, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee:
Katana +4 1d8 (+1d6 SA) 18-20/x2
Space 5 ft. Reach 5 ft.
Ranged Shortbow +5 1d6 20/x3 P
Shuriken +5 20/x2 P
Base Atk +3; CMB +4; CMD 16
Learnt Spells (CL 0th):
2nd (0/day) -
1st (0/day) -
0th (at will)(0) -
Ki Pool: 4
XP:
Roleplay Credit Reward: 2
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STATISTICS
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Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Feats: Skill Focus (Nature), Eldrich Heritage, Weapon Focus (Katana)
Traits: Know the Land, Mystery Initiate
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SKILLS
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Acrobatics*/3 + 8
Appraise*/0 + 1
Bluff*/1 + 7
Climb*/2 + 6
Craft(Wooden Toys)*/1 +6
Diplomacy*/2 +8
Disable Device*/1 +7
Disguise*/1 +7
Escape Artist*/1 + 6
Fly/0 + 2
Handle Animal/0 +3
Heal/0 +1
Intimidate*/0 +1
Knowledge/1 (Arcana) + 5
Knowledge/1 (History) + 5
Knowledge*/2 (Local) + 6
Knowledge/0 (Planes) + 1
Knowledge*/3 (Nature) + 11
Knowledge*/1 (Nobility) + 5
Knowledge/2 (Religion) + 1
Knowledge/0 (Geography) + 1
Linguistics*/0
Perception*/2 + 6
Performance*/
Profession*/
Ride/0 + 0
Sense Motive*/1 +
Sleight of Hand*/1 +6
Spellcraft/ +1
Stealth*/2 +7
Survival/ +1
Swim*/0 +1
UMD*/1 +7
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GEAR/POSSESSIONS
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Location On Persons (19.5)
Elven Katana
Flask (.03/1.5)
Short Bow (20 arrows) (31/5)
Location Pouch (1/.5) (3.0)
Cards (1/.5)
Location* Waterskin (1/4) (4)
Location Masterwork Backpack* (50/4) (16.5)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
.
Mapcase (1/.5)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)
Location (Heavy#) (8.1gp/24)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Soap
Rations (10days) (5/10)
* = In saddlebags
# = In Lodgings
0 gp, 0sp, 0cp
Total Weight = 42.0 + 17.5
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MAGIC ITEMS
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Know the Land
You possess deep familiarity with the plants and animals of a variety of environments.
Benefit(s) You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.
Mystery Initiate
You were initiated into a mystery cult in your youth, and learned secrets that turned your understanding of your faith and the world on its head. This experience has given you a knack for lateral thinking.
Benefit(s): Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
Fey Heritage
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Favoured Class (Ninja) 2 Skill Points
As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round.
Each of these powers is activated as a swift action.
Ki Trick:
Kamikaze (Su) A ninja with this ability strikes without concern for her own well-being. The ninja can spend 1 point from her ki pool to give her unarmed strikes and any weapons she wields the vicious weapon special ability for 1 round per level. The ninja can spend 1 ki point to dismiss this effect.
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.
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
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
Code of Conduct:
Cheer up any innocent in distress.
Charity: Give generously (financially & temporally) to the hungry & poor.
Guard knowledge, for it's a saviour of the future.
Always come from an encounter with more than you left it.