![]() |
![]() |
Storian |
Details | |||
Class: | Race: | Alignment: | Deity: |
Paladin | Human | Lawful Good | Iomedae |
Level: | Size: | Age: | Gender: |
4 | Med | 23 | Male |
Height: | Weight: | Eyes: | Hair: |
5'10" | 13.5st | Blue | Dark Brown |
|
|
|
|
Weapons | ||||||||
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Armor | ||||||||
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
Full Plate +1 | Heavy | 9 | -5 | 1 | 20 | 50lb |
Feats & Special Abilities | |
Feat / Ability | Description/Notes |
Weapon Proficiencies | Simple and Martial |
Armour Proficiencies | All |
Sheild Proficiencies | All except Tower |
Aura of Good | |
Detect Evil | At will; as spell. |
Smite Evil | Twice per day; add CHA mod to attack and Paladin level to damage against evil targets. |
Lay on Hands | 3/day; heal up to Paladin level HP. |
Aura of Courage | Allies within 10 feet get +4 versus fear. |
Divine Health | Immune to all diseases, regardless of source. |
Persuasive | +2 to Diplomacy and Intimidate. |
Intimidating Prowess | Add STR mod to Intimidate. |
Overhand Chop | Add double STR mod to damage with two handed weapons. |
Channel Positive Energy | Three times per day as Level 1 Cleric. |
Skills | ||||||||
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Diplomacy | CHA | 11 | 2 | 4 | 5 | |||
Knowledge (Religion) | INT | 8 | 1 | 4 | 3 | |||
Ride | DEX | 8 | 1 | 4 | 3 | |||
Intimidate | CHA | 8 | 2 | 4 | 2 |
Spell List | |||||||
Name | Level | Ready? | Count | Cast Time | Range | Save | Description/Effect |
Bless | 1 | no | Standard | 50 | N/A | Allies gain +1 to attack and +1 vs fear. Verbal, Somatic and Divine Focus required. | |
Bless Water | 1 | no | 1 minute | Touch | N/A | Transform water into Holy Water. One flask of water blessed. Verbal, Somatic and Material (5lb powdered silver; costs 25 GP) required. | |
Bless Weapon | 1 | no | Standard | Touch | N/A | Weapon treated as +1 magic weapon against Evil opponents for purposes of damage reduction or hitting incorporeal enemies. Verbal and Somatic required. | |
Create Water | 1 | no | Standard | 25+5/2lvls | N/A | Creates 2 gallons water/level. Verbal and Somatic required. | |
Cure Light Wounds | 1 | no | Standard | Touch | Will Half | Heal 1d8+1/lvl (maximum +5). Verbal and Somatic required. | |
Detect Poison | 1 | no | Standard | 25+5/2lvls | N/A | Detects whether an object, creature or area is poisoned. Verbal and Somatic required. | |
Detect Undead | 1 | no | Standard | 60 | N/A | You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2–4 Moderate 5–10 Strong 11 or higher Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. | |
Divine Favour | 1 | no | Standard | Self | N/A | +1 to strength based rolls per three caster levels, 1 temporary HP per caster level and +1 attack when using full attack. Verbal, Somatic and Divine Focus required. | |
Endure Elements | 1 | no | Standard | Touch | N/A | No damage taken from being in a hot or cold (-50 to 140 F). Verbal and Somatic required. | |
Magic Weapon | 1 | no | Standard | Touch | Will Neg. | Provides +1 enhancement to weapon touched. Verbal, Somatic and Divine Focus required. | |
Protection from Chaos | 1 | no | Standard | Touch | Will Neg. | See Protection from Evil. | |
Protection from Evil | 1 | yes | 1 | Standard | Touch | Will Neg. | +2 AC and +2 bonus to saves vs evil enemies; suppresses all attempts to possess target by evil enemies for duration of spell; prevents bodily contact by evil outsiders (spell resistance resists). Verbal, Somatic and Divine Focus required. |
Read Magic | 1 | no | Standard | Personal | N/A | Allows the reading of magical writing. Can be made permanent. Verbal, Somatic and Focus required. | |
Resistance | 1 | no | Standard | Touch | Will Neg. | +1 to saves. Can be made Permanent. Requires Verbal, Somatic and Divine Focus. | |
Restoration, Lesser | 1 | no | 3 Rounds | Touch | Will Neg. | Dispels magical effects reducing an ability score or heals 1d4 temporary ability damage. Eliminates fatigue and improves Exhausted to Fatigued. | |
Virtue | 1 | no | Standard | Touch | Fort Neg. | Target gains one temporary HP. Requires Verbal, Somatic and Divine Focus. |
Gear | |||
Gear | Location | Weight | Description/Special |
Heavy Horse | Mount | - | Heavy horse with Military Saddle, Breastplate equivalent Barding and Saddle Bags |
Treasure/Money | ||||
Item | Location | Value | Weight | Description/Special |
Money | Belt Pouch | 76G |
Experience | |||
No Experience Assigned. |
Description |
No Description Assigned. |
Personality |
No Personality Assigned. |
Background |
No Background Assigned. |