Sir Rekkart Cole

Zorlax's page

260 posts. Organized Play character for Lecky.


Full Name

Zorlax the Kind

Classes/Levels

Paladin 3/ Hp 22/22/ AC 17, T 11, FF 16/ F +8, R +4, W +7/ CMD 16, CMB +5/ Per +2, Init +3/ Melee +6/ Ranged +1/Speed 20 ft with armor on

About Zorlax

Zorlax the Kind
Male Aasimar Paladin 3
0/3 XP
Lawful Good Medium Humanoid (Aasimar)
Init +3; Senses Darkvision (Aasimar); Perception +2 (racial)

----------
Defense
----------
AC 18; Touch 10; Flat-footed 18 (+8 MWK Agile Half-Plate, +0 Dex)
Hp 30 (3d10 + 6)
Fort +8; Ref +5; Will +7
Defensive Abilities Celestial Resistance - +5 to acid/cold/electricity resistance

----------
Offense
----------
Speed 30 ft (20ft with armor on)
Melee MWK Greatsword + 7 (2d6 + 3) 19-20/x2 crit
Ranged Shortspear +4 (1d6+3) 20/x2 20 ft

----------
Statistics
----------
Str 16
Dex 12
Con 14
Int 10
Wis 10 (+2 from racial)
Cha 16 (+2 from racial)
Base Attack Melee +7, Ranged +4, BAB +3; CMB +6; CMD 17
Feats Power Attack
Racial Mods +2 Wis, +2 Cha
Favored Class Bonus +2 Hp
Languages Common, Celestial
Paladin Class Skills: 2 + 0 Skill Ranks
+0 Craft
+5 Diplomacy (+3 Cha, +2 from racial)
+3 Handle Animal (+3 Cha)
+0 Heal
+0 Knowledge (Nob)
+5 Knowledge (Rel) (+2 Rank, +3 CS)
+0 Profession
+1 Ride (+1 Dex)
+5 Sense Motive (+2 Rank, +3 CS)
+0 Spellcraft
Total 4 Ranks

Traits:

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.


Class Features:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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 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 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.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

• Dazed: The target is no longer dazed.

• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

• Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.

• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.

• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.

• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

• Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

• Blinded: The target is no longer blinded.

• Deafened: The target is no longer deafened.

• Paralyzed: The target is no longer paralyzed.

• Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.


Racial Features:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.


----------
Equipment
----------
Masterwork Greatsword (350gp) 8 lbs
Wand of Cure Light Wounds (2 PP) - 43/50 charges
Paladin's kit (11gp) 30 lbs
- This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Spring-Loaded Wrist Sheath (5gp) 1 lb - attached item, wand of cure light wounds
Alchemist's Fire x2 (40gp) 2 lbs
Weapon Cord - MWK greatsword tied with cord(1sp)
Iron Spike x10 (50cp) 10 lbs
Air Crystals (50gp)
Vial of Antiplague x2 (100 gp) 2 lbs
Heavy Flail (15gp) 10 lbs
MWK Agile Half-Plate (1000gp) 55 lbs
- +8 AC, +0 Max Dex, -6 ACP (-3 on Climb and Jump), 40% Spell Failure
Shortspear x10 (10 gp) 30 lbs
Total 147 lbs (including weapons and armor) - medium encumbrance
3817 gp, 4 sp
16 PP

----------
Misc
----------
Lay on hands - 4 uses (4 left)