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  1. Smith Zagger
  2. Level 11 Half-Orc Paladin (Iroth)
  3. ALIGNMENT: Lawful Good
  4. Languages: Common, Orc
  5.  
  6. STR: 20 (+5)
  7. DEX: 09 (-1)
  8. CON: 18 (+4)
  9. INT: 10 (+0)
  10. WIS: 12 (+1) [Periapt of Wisdom: +2]
  11. CHA: 16 (+3)
  12.  
  13. HP: 114/114 (Damage Reduction 3/- from armor, Damage Reduction 5/- for 50 absorbed damage/day from crystal)
  14. Initiative: -1
  15. AC: 29 (-1 dex, +10 armor, +10 shield), touch 19 (-1 dex, +10 shield)
  16. Special Qualities: Darkvision 60'
  17. Saves: Fort +14, Ref +15, Will +7 (Class +7/+3/+3, Stats +4/-1/+1, Charisma +3/+3/+3, Shield +10 Ref)
  18. EXP: I have no idea (lv11)
  19. Gold: 2136.47 gp
  20.  
  21. Base Attack Bonus: +11/+6/+1
  22. Attack: +17/+12/+7, 1d8+6 damage +1d6 (undead) or +2d6 (evil outsider), critical 19-20/x2
  23. Smite Attack: +20/+15/+10, 1d8+17 damage, critical 19-20/x2 (+CHA to attack, +Level to damage, 3/encounter)
  24.  
  25. ITEMS:
  26. * Sacred Burst Longsword +1 (+1d6 to undead, +2d6 to evil outsiders, +1d10 damage on a critical hit, +2d10 to evil outsiders, +1d4 CHA damage to undead)
  27. * Lesser Truedeath Crystal: Weapon Crystal, deals an extra +1d6 damage to undead and gives Ghost Touch.
  28. * Adamantine Commander full plate armor +1 (+2 Diplomacy, allies gain +1 to Will Waves)
  29. * Iron Ward Crystal, Greater: Grants DR 5/- for up to 50 absorbed damage per day. Stacks with other DR.
  30. * Mithral Called tower shield +5 (Can summon from anywhere on the plane, +9 AC, +1 AC from Shield Specialization, +4 Max Dex, –7 Armor Check Penalty, 22.5 lb.)
  31. * Crystal of Bent Sight: Shield Crystal, can avert your eyes from enemies with a gaze attack and not suffer a miss chance
  32. * Periapt of Wisdom +2
  33. * Horn of Goodness/Evil
  34. * Ring of Bar: Once a day it can summon a bar with a Medium water elemental that serves cool, refreshing drinks. Magic Words: "I need a drink"
  35. * Nightstick: Possession grants +4 on Turn/Rebuke Attempts
  36. * Boxers of Smite Evil (??????)
  37.  
  38. * Garf, Guard Dog
  39. * Frank, frankenstein-stitched Cat
  40. * Stuffed landshark
  41.  
  42. * Celestial Token (won in poker game, Summon Planar Ally)
  43.  
  44. Lay on Hands: 33/33 HP (Level x CHA bonus), can recharge 2/day (1 + 1/2 CHA)
  45.  
  46. Turn Undead: As Cleric Level -3
  47. Charisma check for turning strength, then 2d6 + cleric level + CHA
  48. 0 Cleric’s level -4
  49. 1—3: Cleric’s level -3
  50. 4—6: Cleric’s level -2
  51. 7—9: Cleric’s level -1
  52. 10—12: Cleric’s level
  53. 13—15: Cleric’s level +1
  54. 16—18: Cleric’s level +2
  55. 19—21: Cleric’s level +3
  56. 22+: Cleric’s level +4
  57.  
  58. SPELLS: Caster level 7 (Paladin Lv -3)
  59. - [5] 1st Level/day (Class +4, WIS +1)
  60. - [3] 2nd Level/day (Class +3)
  61. - [1] 3rd Level/day (Class +1)
  62.  
  63. Normal Spell List:
  64. 1: Create Water, Cure Light Wounds (x2), Divine Favor, Divine Sacrifice
  65. 2: Divine Insight, Righteous Fury, Stone Fist
  66. 3: ???
  67.  
  68. Armor Check Penalty:
  69. Full Plate is -6, Tower Shield is -7
  70.  
  71. SKILLS: (36/36) RANKS MODIFIER
  72. Concentration (CON) |1| |+4 |
  73. Craft (INT) |0| |+0 |
  74. Diplomacy (CHA) |3| |+12| [+2 from Sense Motive, +2 from Knowledge: Nobility, +2 from Commander armor]
  75. Handle Animal (CHA) |8| |+11|
  76. Heal (WIS) |0| |+1 |
  77. Knowledge (nobility) (INT) |5| |+5 |
  78. Knowledge (religion) (INT) |9| |+9 | [+2 to turning checks against undead]
  79. Profession (WIS) |0| |+1 |
  80. Ride (DEX) |1| |+2 | [+2 from Handle Animal]
  81. Sense Motive (WIS) |9| |+10|
  82. -
  83. Intimidate (CHA) |0| |+5 | [Untrained; +2 racial bonus]
  84.  
  85. FEATS: 6/6 (+3 level +1 class + Shield Ward + Retribution)
  86. ==========
  87. TOWER SHIELD PROFICIENCY
  88. ==========
  89. SHIELD SPECIALIZATION: +1 shield bonus. Add shield to reflex saves. May use an AoO to roll an attack roll with shield to substitute AC.
  90. ==========
  91. SHIELD GUARD
  92. Your extensive training with shields has taught you how to protect others as well as yourself.
  93. Prerequisite: Proficiency with shields, Shield Specialization, Combat Expertise, Base Attack Bonus +6
  94. Benefit: Shield Guard gives you three maneuvers you can use with a shield:
  95. -
  96. Shield Ally: As an immediate action, you may grant any adjacent ally a shield
  97. bonus to AC equal to that provided by your shield plus it's enhancement
  98. bonus. However, you do not benefit from the shield's shield bonus to AC or
  99. the enhancement bonus. This effect lasts until the start of your next turn or
  100. until you and your ally are no longer adjacent.
  101. -
  102. Shielded Interception: When an ally is charged and the charge line is within 5'
  103. of you, you may take a 5' step into the charge line as an immediate action if
  104. you are wielding a Heavy Shield. The charging enemy now counts as
  105. charging you for all purposes, and you take a -2 penalty to AC until the
  106. beginning of your next turn.
  107. -
  108. Shielded Defense: When using the Combat Expertise feat, any bonus you add
  109. to your Armor Class from Combat Expertise is also added to your Reflex saves
  110. you make for half damage.
  111. ==========
  112. SHIELD WARD
  113. Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun, and trip.
  114. ==========
  115. RETRIBUTION [Smite]
  116. You channel holy energy into your shield which is unleashed when you are attacked.
  117. Benefit: As an immediate action when an opponent attempts to strike you, you may
  118. expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to
  119. AC against this attack. If the opponent's attack misses, they are automatically
  120. knocked back 5 feet by the unleashed holy energy and take damage equal to twice
  121. your Charisma modifier. The movement provokes an attack of oppurtunity from
  122. anyone but you.
  123. ==========
  124. LEADERSHIP
  125. 9th level cohort (character level -2)
  126.  
  127. (FOLLOWERS)
  128. * Character Level (+11)
  129. * Charisma Modifier (+3)
  130. * Special power [paladin] (+1)
  131. * Has a stronghold (+2)
  132. * Moves around a lot (-1)
  133. Total: 17
  134. 30 Lv1 followers: Human (15), Goblin (6), Elves (3), ??? (6)
  135. 3 Lv2 followers: Tiefling (2), ??? (1)
  136. 1 Lv3 follower: Drow (1)
  137.  
  138. * Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
  139. Vigilance (Su): Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone.
  140. * Smite Evil (Su): Add CHA bonus to attack roll, deal 1 extra point of damage per paladin level. 3/encounter.
  141. * Divine Grace (Su): Gains a bonus equal to Charisma bonus (if any) on all saving throws, up to a maximum of class level.
  142.  
  143. * Lay on Hands (Su): Heal wounds by touch. Total is paladin level × Charisma bonus.
  144. A Paladin may fill this pool with a full minute (10 rounds) of concentration and prayer.
  145. He may fill his healing pool a number of times per day equal to 1 + half Charisma modifier (rounded down).
  146. Alternatively, a paladin can deal damage to undead (requires melee touch attack, Will Save DC 10+1/2 Paladin Level + Cha).
  147. * Panacean Touch (Su): Healing 10 HP of lay on hands also removes poison. Healing 20 HP also removes diseases.
  148.  
  149. Revitalizing Touch (Su): Beginning at 9th level The Paladin can use her Lay on
  150. Hands ability to remove ability damage from a person she touches when she heals at
  151. least 5 points per point of ability damage to be removed (It is possible for only a
  152. portion of ability damage to be restored if the paladin does not spend enough to cure
  153. them all). This is in addition to hit points restored.
  154.  
  155. * Aura of Good (Ex): Not a Switchable Aura. Paladin radiates appropriate amount of Good.
  156. * Aura of Courage (Ex): Switchable Aura. Each ally within 30' gains a +6 to saves against fear, and a +1 morale bonus to attack rolls.
  157. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls.
  158. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls.
  159. * Aura of Devotion (Ex): Switchable Aura. Each ally within 30' gains a +1 morale bonus to AC.
  160. At Level 13, allies gain +2 to AC.
  161. At Level 18, allies gain +3.
  162.  
  163. * Hero's Courage (Ex): Immune to fear (magical or otherwise).
  164. * Divine Health (Ex): Immune to all diseases, including supernatural and magical diseases.
  165. * Turn Undead (Su): May use this ability a number of times per day equal to 2 + CHA. Turns undead as cleric of same level.
  166.  
  167. * Cover (Ex): Once per round while wielding a shield and not flatfooted, can take damage in place of an adjacent ally.
  168. Use this ability after the attack has succeeded but before damage is rolled.
  169.  
  170. ==========
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