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

Abilities
STR 18 +4
DEX 12 +1
CON 15 +2
INT 12 +1
WSD 11 +0
CHA 14 +2
 
Hit Points
TOTAL wounds subdual
35 0 0
Initiative
TOTAL dex other SPEED
1 1 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
20 10 9 0 1 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
7 4 3 0 0
RANGED = base + dex + magic + other
5 4 1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 8 4 2 0 2
REFL 4 1 1 0 2
WILL 3 1 0 0 2

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Great Sword +1 +8 2d6+7 19-20 *2 - 8lb Med Two Hand

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.