Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Smith Zagger
- Level 11 Half-Orc Paladin (Iroth)
- ALIGNMENT: Lawful Good
- Languages: Common, Orc
- STR: 20 (+5)
- DEX: 09 (-1)
- CON: 18 (+4)
- INT: 10 (+0)
- WIS: 12 (+1) [Periapt of Wisdom: +2]
- CHA: 16 (+3)
- HP: 114/114 (Damage Reduction 3/- from armor, Damage Reduction 5/- for 50 absorbed damage/day from crystal)
- Initiative: -1
- AC: 29 (-1 dex, +10 armor, +10 shield), touch 19 (-1 dex, +10 shield)
- Special Qualities: Darkvision 60'
- Saves: Fort +14, Ref +15, Will +7 (Class +7/+3/+3, Stats +4/-1/+1, Charisma +3/+3/+3, Shield +10 Ref)
- EXP: I have no idea (lv11)
- Gold: 2136.47 gp
- Base Attack Bonus: +11/+6/+1
- Attack: +17/+12/+7, 1d8+6 damage +1d6 (undead) or +2d6 (evil outsider), critical 19-20/x2
- Smite Attack: +20/+15/+10, 1d8+17 damage, critical 19-20/x2 (+CHA to attack, +Level to damage, 3/encounter)
- ITEMS:
- * 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)
- * Lesser Truedeath Crystal: Weapon Crystal, deals an extra +1d6 damage to undead and gives Ghost Touch.
- * Adamantine Commander full plate armor +1 (+2 Diplomacy, allies gain +1 to Will Waves)
- * Iron Ward Crystal, Greater: Grants DR 5/- for up to 50 absorbed damage per day. Stacks with other DR.
- * 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.)
- * Crystal of Bent Sight: Shield Crystal, can avert your eyes from enemies with a gaze attack and not suffer a miss chance
- * Periapt of Wisdom +2
- * Horn of Goodness/Evil
- * 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"
- * Nightstick: Possession grants +4 on Turn/Rebuke Attempts
- * Boxers of Smite Evil (??????)
- * Garf, Guard Dog
- * Frank, frankenstein-stitched Cat
- * Stuffed landshark
- * Celestial Token (won in poker game, Summon Planar Ally)
- Lay on Hands: 33/33 HP (Level x CHA bonus), can recharge 2/day (1 + 1/2 CHA)
- Turn Undead: As Cleric Level -3
- Charisma check for turning strength, then 2d6 + cleric level + CHA
- 0 Cleric’s level -4
- 1—3: Cleric’s level -3
- 4—6: Cleric’s level -2
- 7—9: Cleric’s level -1
- 10—12: Cleric’s level
- 13—15: Cleric’s level +1
- 16—18: Cleric’s level +2
- 19—21: Cleric’s level +3
- 22+: Cleric’s level +4
- SPELLS: Caster level 7 (Paladin Lv -3)
- - [5] 1st Level/day (Class +4, WIS +1)
- - [3] 2nd Level/day (Class +3)
- - [1] 3rd Level/day (Class +1)
- Normal Spell List:
- 1: Create Water, Cure Light Wounds (x2), Divine Favor, Divine Sacrifice
- 2: Divine Insight, Righteous Fury, Stone Fist
- 3: ???
- Armor Check Penalty:
- Full Plate is -6, Tower Shield is -7
- SKILLS: (36/36) RANKS MODIFIER
- Concentration (CON) |1| |+4 |
- Craft (INT) |0| |+0 |
- Diplomacy (CHA) |3| |+12| [+2 from Sense Motive, +2 from Knowledge: Nobility, +2 from Commander armor]
- Handle Animal (CHA) |8| |+11|
- Heal (WIS) |0| |+1 |
- Knowledge (nobility) (INT) |5| |+5 |
- Knowledge (religion) (INT) |9| |+9 | [+2 to turning checks against undead]
- Profession (WIS) |0| |+1 |
- Ride (DEX) |1| |+2 | [+2 from Handle Animal]
- Sense Motive (WIS) |9| |+10|
- -
- Intimidate (CHA) |0| |+5 | [Untrained; +2 racial bonus]
- FEATS: 6/6 (+3 level +1 class + Shield Ward + Retribution)
- ==========
- TOWER SHIELD PROFICIENCY
- ==========
- SHIELD SPECIALIZATION: +1 shield bonus. Add shield to reflex saves. May use an AoO to roll an attack roll with shield to substitute AC.
- ==========
- SHIELD GUARD
- Your extensive training with shields has taught you how to protect others as well as yourself.
- Prerequisite: Proficiency with shields, Shield Specialization, Combat Expertise, Base Attack Bonus +6
- Benefit: Shield Guard gives you three maneuvers you can use with a shield:
- -
- Shield Ally: As an immediate action, you may grant any adjacent ally a shield
- bonus to AC equal to that provided by your shield plus it's enhancement
- bonus. However, you do not benefit from the shield's shield bonus to AC or
- the enhancement bonus. This effect lasts until the start of your next turn or
- until you and your ally are no longer adjacent.
- -
- Shielded Interception: When an ally is charged and the charge line is within 5'
- of you, you may take a 5' step into the charge line as an immediate action if
- you are wielding a Heavy Shield. The charging enemy now counts as
- charging you for all purposes, and you take a -2 penalty to AC until the
- beginning of your next turn.
- -
- Shielded Defense: When using the Combat Expertise feat, any bonus you add
- to your Armor Class from Combat Expertise is also added to your Reflex saves
- you make for half damage.
- ==========
- SHIELD WARD
- Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun, and trip.
- ==========
- RETRIBUTION [Smite]
- You channel holy energy into your shield which is unleashed when you are attacked.
- Benefit: As an immediate action when an opponent attempts to strike you, you may
- expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to
- AC against this attack. If the opponent's attack misses, they are automatically
- knocked back 5 feet by the unleashed holy energy and take damage equal to twice
- your Charisma modifier. The movement provokes an attack of oppurtunity from
- anyone but you.
- ==========
- LEADERSHIP
- 9th level cohort (character level -2)
- (FOLLOWERS)
- * Character Level (+11)
- * Charisma Modifier (+3)
- * Special power [paladin] (+1)
- * Has a stronghold (+2)
- * Moves around a lot (-1)
- Total: 17
- 30 Lv1 followers: Human (15), Goblin (6), Elves (3), ??? (6)
- 3 Lv2 followers: Tiefling (2), ??? (1)
- 1 Lv3 follower: Drow (1)
- * Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
- 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.
- * Smite Evil (Su): Add CHA bonus to attack roll, deal 1 extra point of damage per paladin level. 3/encounter.
- * Divine Grace (Su): Gains a bonus equal to Charisma bonus (if any) on all saving throws, up to a maximum of class level.
- * Lay on Hands (Su): Heal wounds by touch. Total is paladin level × Charisma bonus.
- A Paladin may fill this pool with a full minute (10 rounds) of concentration and prayer.
- He may fill his healing pool a number of times per day equal to 1 + half Charisma modifier (rounded down).
- Alternatively, a paladin can deal damage to undead (requires melee touch attack, Will Save DC 10+1/2 Paladin Level + Cha).
- * Panacean Touch (Su): Healing 10 HP of lay on hands also removes poison. Healing 20 HP also removes diseases.
- Revitalizing Touch (Su): Beginning at 9th level The Paladin can use her Lay on
- Hands ability to remove ability damage from a person she touches when she heals at
- least 5 points per point of ability damage to be removed (It is possible for only a
- portion of ability damage to be restored if the paladin does not spend enough to cure
- them all). This is in addition to hit points restored.
- * Aura of Good (Ex): Not a Switchable Aura. Paladin radiates appropriate amount of Good.
- * 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.
- At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls.
- At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls.
- * Aura of Devotion (Ex): Switchable Aura. Each ally within 30' gains a +1 morale bonus to AC.
- At Level 13, allies gain +2 to AC.
- At Level 18, allies gain +3.
- * Hero's Courage (Ex): Immune to fear (magical or otherwise).
- * Divine Health (Ex): Immune to all diseases, including supernatural and magical diseases.
- * Turn Undead (Su): May use this ability a number of times per day equal to 2 + CHA. Turns undead as cleric of same level.
- * Cover (Ex): Once per round while wielding a shield and not flatfooted, can take damage in place of an adjacent ally.
- Use this ability after the attack has succeeded but before damage is rolled.
- ==========
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement