Difference between revisions of "L:PC/Dario Nardozzi"
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'''Melee:''' +5<br/> | '''Melee:''' +5<br/> | ||
'''Ranged:''' +4 <br/> | '''Ranged:''' +4 <br/> | ||
'''Special''' Power Attack (-1 att/+2 dmg)<br/> | '''Special''' Power Attack (-1 att/+2 (+3) dmg)<br/> | ||
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +3; <br/> | '''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +3; <br/> | ||
'''Combat Maneuver Bonus:''' +5 '''Combat Maneuver Defense:''' 16<br/> | '''Combat Maneuver Bonus:''' +5 '''Combat Maneuver Defense:''' 16<br/> |
Revision as of 10:51, 9 November 2011
Dario Nardozzi
Paladin 3
LG Medium Human
Auras
- Good (Equal to Paladin level)
- Courage (10' radius + ally, +4 morale vs Fear)
- Lucky (30' radius, 1/day, reroll an ally's save)
- Force of Will (Move, 60', +Cha to Will saves, 8rnds/day)
Faith Venal, goddess of home and hearth
Init +1
AC: 11; Touch: 11; Flat-footed: 10
(+1 dex)
HP: 29 (3d10+3+3[favored paladin])
Fort: +8, Ref +7, Will +7
Immune Fear, Diseases (magical and mundane)
Speed: 20'
Melee: +5
Ranged: +4
Special Power Attack (-1 att/+2 (+3) dmg)
Space: 5'; Reach: 5'; BAB: +3;
Combat Maneuver Bonus: +5 Combat Maneuver Defense: 16
Abilities STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 18
Feats Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Lucky Halfling
Skills Diplomacy +8; Sense Motive +4; Knowledge (Religion/Nobility) +4, Ride +5, Spellcraft +4
Languages Common
- Interpose (Ex) 1/day
- When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, Dario may take the damage (and other effects) of the blow as if he had been hit instead.
- Smite Evil (Su) 1/day
- Swift action; evil target w/i sight; Duration until target slain or rest
- +Cha to hit and +level to dmg. If target is evil subtype, dragon, or undead, the first hit does 2 dmg per level.
- All smite attacks bypass any DR the target has
- +Cha deflection AC from target
- Lay on Hands 5/day
- Heal 1d6 with a touch. Swift action to use on self.
- May be used as touch attack to harm undead (No save)
- 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.
- 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).
- Deft Dodger (Trait)
- Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
- Magical Knack (Trait) (Paladin)
- Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.