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- Name: Silva
- Gender: Female
- Race: Half orc(Half elf, half orc)
- Age: 21
- Height: 6'0"
- Weight: 120
- XP: 0
- Alingment: Lawful Good
- Class Level 1 Paladin
- Favored Class: Dragon Desciple
- Deity: Torag
- Init +0; Senses Normal, 60ft darkvision Perception +0
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- STATISTICS
- STR 16(+3), DEX 11(+0), CON 12(+1), INT 12(+1), WIS 10(+0), CHR 14(+2)
- Base Attack 10 CMB 0; CMD 0
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- DEFENSES
- AC 10, Touch 0, flat footed 0 [Armor, Shield,Natural]
- (+0 Dex, +0 armour, +0 feats)
- hp 10 (1d10+0d0)
- Fort +2(Paladin), Ref +0, Will +2(Paladin)
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- OFFENSE
- Speed 30
- Melee
- Single Attack
- [Weapon, +0 (damage)]
- Full Attack
- [Weapon +0/0 (damage)
- Special Attacks
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- Class/racial traits
- +2 to One Ability Score:
- Half-orc characters get a +2 bonus to one ability score(Strength) of their choice at creation to represent their varied nature.
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- Medium:
- Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
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- Normal Speed:
- Half-orcs have a base speed of 30 feet.
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- Darkvision:
- Half-orcs can see in the dark up to 60 feet.
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- Intimidating:
- Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
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- Orc Blood:
- Half-orcs count as both elves and orcs for any effect related to race.
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- Orc Ferocity:
- Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately
- falls unconscious and begins dying.
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- Weapon Familiarity:
- Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc”
- in its name as a martial weapon.
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- Languages:
- Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can
- choose from the following: Abyssal, -(Draconic)-, Giant, Gnoll, and Goblin.
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- 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).
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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.
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- 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.
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- 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 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 def lection 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 3–11, to a maximum of seven
- times per day at 19th level.
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- Feats
- Two-Weapon Fighting -Req dex 15- Reduce two-weapon fighting penalties
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- Skills
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- Acrobatics------------------------------------------------------Dex|+0|
- Disable Device--------------------------------------------------Dex|+0|
- Escape Artist---------------------------------------------------Dex|+0|
- Fly-------------------------------------------------------------Dex|+0|
- Ride------------(Feat +2)(1 rank +1)(Class skill +3)(Abimod +0)-Dex|+3|
- Sleight of Hand-------------------------------------------------Dex|+0|
- Stealth---------------------------------------------------------Dex|+0|
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- Appraise--------------------------------------------------------Int|+1|
- Craft-----------------------------------------------------------Int|+1|
- Knowledge (arcana)----------------------------------------------Int|+1|
- Knowledge (dungeoneering)---------------------------------------Int|+1|
- Knowledge (engineering)-----------------------------------------Int|+1|
- Knowledge (geography)-------------------------------------------Int|+1|
- Knowledge (history)---------------------------------------------Int|+1|
- Knowledge (local)-----------------------------------------------Int|+1|
- Knowledge (nature)----------------------------------------------Int|+1|
- Knowledge (nobility)--------------------------------------------Int|+1|
- Knowledge (planes)----------------------------------------------Int|+1|
- Knowledge (religion)--------------------------------------------Int|+1|
- Linguistics-----------------------------------------------------Int|+1|
- Spellcraft---------------(1 rank +1)(Class skill +3)(Abimod +1)-Int|+5|
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- Bluff-----------------------------------------------------------Cha|+2|
- Diplomacy-------------------------------------------------------Cha|+2|
- Disguise--------------------------------------------------------Cha|+2|
- Handle Animal---(Feat +2)(1 rank +1)(Class skill +3)(Abimod +2)-Cha|+6|
- Intimidate---------------(0 rank +0)(Racial bonus+2)(Abimod +2)-Cha|+4|
- Perform---------------------------------------------------------Cha|+2|
- Use Magic Device------------------------------------------------Cha|+2|
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- Heal------------------------------------------------------------Wis|+0|
- Perception------------------------------------------------------Wis|+0|
- Profession------------------------------------------------------Wis|+0|
- Sense Motive----------------------------------------------------Wis|+0|
- Survival--------------------------------------------------------Wis|+0|
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- Climb-----------------------------------------------------------Str|+3|
- Swim------------------------------------------------------------Str|+3|
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- Spells
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- Inventory
- x1---Lance-------------(1d8 damage, ×3 crit, 10 lbs, Piercing, Reach)
- x1---Heavy Pick--------(1d6 damage, ×4 crit, 6 lbs. Piercing,)
- x4---Dagger------------(1d4 damage, 19–20/×2 crit, 1 lb, 10ft range, Piercing or Slashing)
- x1---Breastplate-------
- (+6 armor class, +3 max dex, –4 armor check pen, 25% Spell fail chance, 20 ft speed. 30 lbs.)
- 1x---Backpack----------(2 lbs)
- 1x---Bedroll-----------(5 lbs)
- 1x---Crowbar-----------(5 lbs)
- 1x---Grappling hook----(4 lbs)
- 10x--Rations, trail----(1 lb)
- 1x---Rope, hemp--------(50 ft, 5 lbs)
- 1x---Waterskin---------(4 lbs)
- 1x---Whetstone---------(1 lbs)
- 5x---Sunrod------------(1 lb)
- Money: 46 gc 48 sc 98 cc
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