L:PC/Dario Nardozzi: Difference between revisions
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'''Combat Maneuver Bonus:''' +6 '''Combat Maneuver Defense:''' 17<br/> | '''Combat Maneuver Bonus:''' +6 '''Combat Maneuver Defense:''' 17<br/> | ||
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'''Abilities''' STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 19<br/> | '''Abilities''' STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 19<br/> | ||
'''Feats''' Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Lucky Halfling <br/> | '''Feats''' Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Lucky Halfling <br/> | ||
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;Weapon and Armor Proficiency | ;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). | : Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). |
Revision as of 17:18, 3 December 2011
Dario Nardozzi
Paladin 4
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)
- Auras (Move, 60', 10rnds/day)
- Force of Will (+Cha to Will saves)
- Resilient Troops (+1 to all saves)
Faith Venal, goddess of home and hearth
Init +1
AC: 11; Touch: 11; Flat-footed: 10
(+1 dex)
HP: 37 (4d10+3+4[favored paladin])
Fort: +9, Ref +7, Will +8
Immune Fear, Diseases (magical and mundane)
Speed: 30'
Melee: +6
Ranged: +5
Special Power Attack (-2 att/+4 (+6) dmg)
Space: 5'; Reach: 5'; BAB: +4;
Combat Maneuver Bonus: +6 Combat Maneuver Defense: 17
Abilities STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 19
Feats Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Lucky Halfling
Skills Diplomacy +9; Sense Motive +4; Knowledge (Religion/Nobility) +4, Ride +5, Spellcraft +4, Linguistics +1
Languages Common, Terran
Concentration +7 Caster Level 3
1st (DC15) 1/day
- 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) 2/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 6/day
- Heal 2d6 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.