Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/Dario Nardozzi (Pathfinder Society)"

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'''Faction''' Andoran<br/>
'''Faction''' Andoran<br/>
'''Aura''' of Good (Equal to Paladin level)<br/>
'''Aura''' of Good (Equal to Paladin level)<br/>
'''Bloodline''' Destined (Wildblooded)<br/>
'''Init''' +2
'''Init''' +2
<hr>
<hr>
'''AC:''' 18; '''Touch:''' 11; '''Flat-footed:''' 17<br/>(+1 dex; +6 breastplate)<br/>
'''AC:''' 18; '''Touch:''' 11; '''Flat-footed:''' 17<br/>(+1 dex; +6 breastplate)<br/>
'''Special''' Fate’s Retribution (see below)<br/>
'''HP:''' 25 (2d10+1d8+3+2[favored paladin])<br/>
'''HP:''' 25 (2d10+1d8+3+2[favored paladin])<br/>
'''Fort:''' +9, '''Ref''' +6, '''Will''' +9<br/>
'''Fort:''' +9, '''Ref''' +6, '''Will''' +9<br/>
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'''Ranged:''' Shortbow +3 (1d6 / 20&times;3 / 60') <br/>
'''Ranged:''' Shortbow +3 (1d6 / 20&times;3 / 60') <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +2; <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +2; <br/>
'''Special''' Power Attack (-1 att/+2 dmg); Arcane Strike (Swift, +1 dmg)<br/>
'''Combat Maneuver Bonus:''' +4 '''Combat Maneuver Defense:''' 16<br/>
'''Combat Maneuver Bonus:''' +4 '''Combat Maneuver Defense:''' 16<br/>
<hr>
<hr>
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: Ray of Sickening (Touch +3; Fort DC 15 [negates]; Sickened [–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.])
: Ray of Sickening (Touch +3; Fort DC 15 [negates]; Sickened [–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.])
;'''0''' Infinite
;'''0''' Infinite
: foo
: Light
: foo
: Mage Hand
: foo
: Resistance (1 min; +1 to all saves)
: foo
: Read Magic
'''Bloodline''' Destined (Wildblooded)
 
;Bloodline Arcana
: If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.
 
;Fate’s Retribution (Su) 7/day
: Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces touch of destiny.
<hr>
<hr>
'''Abilities''' STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 18<br/>
'''Abilities''' STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 18<br/>
'''Feats''' Hu: Power Attack (-1 att/cmb and +2 dmg), 1: Weapon Focus (Greatsword), 3: Arcane Strike (swift, +1 dmg), S1: Eschew Materials <br/>
'''Feats''' Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Arcane Strike, S1: Eschew Materials <br/>
'''Skills''' Diplomacy +10 (3 ranks); Intimidate +8 (1 rank); Knowledge (Arcana) +6 (3 ranks); Sense Motive +5 (2 ranks); ACP -4 25% spell failure<br/>
'''Skills''' Diplomacy +10 (3 ranks); Intimidate +8 (1 rank); Knowledge (Arcana) +6 (3 ranks); Sense Motive +5 (2 ranks); ACP -4 25% spell failure<br/>
'''Languages''' Common
'''Languages''' Common
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;Detect Evil (Sp)
;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.
: 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.
;Lay On Hands (Su) 5/day
: Standard (Swift on self); 1d6 heal (no save vs undead)
;Bloodline Arcana
: If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.
;Fate’s Retribution (Su) 7/day
: Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces touch of destiny.
<hr/>


;Divine Grace (Su)
;Divine Grace (Su)
:A paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
:A paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
;Lay On Hands (Su) 5/day
: Standard (Swift on self); 1d6 heal (no save vs undead)


;Weapon and Armor Proficiency
;Weapon and Armor Proficiency

Revision as of 20:19, 17 July 2011

Dario Nardozzi

Paladin 2/Sorcerer 1
LG Medium Human
Faction Andoran
Aura of Good (Equal to Paladin level)
Bloodline Destined (Wildblooded)
Init +2


AC: 18; Touch: 11; Flat-footed: 17
(+1 dex; +6 breastplate)
Special Fate’s Retribution (see below)
HP: 25 (2d10+1d8+3+2[favored paladin])
Fort: +9, Ref +6, Will +9


Speed: 20'
Melee: [+1] Greatsword +6 (2d6+4 / 19×2)
Ranged: Shortbow +3 (1d6 / 20×3 / 60')
Space: 5'; Reach: 5'; BAB: +2;
Special Power Attack (-1 att/+2 dmg); Arcane Strike (Swift, +1 dmg)
Combat Maneuver Bonus: +4 Combat Maneuver Defense: 16


Spells Known (DC 14+spell level)
Caster Level 3

1st 4/day
Shield
Ray of Sickening (Touch +3; Fort DC 15 [negates]; Sickened [–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.])
0 Infinite
Light
Mage Hand
Resistance (1 min; +1 to all saves)
Read Magic

Abilities STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 18
Feats Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Arcane Strike, S1: Eschew Materials
Skills Diplomacy +10 (3 ranks); Intimidate +8 (1 rank); Knowledge (Arcana) +6 (3 ranks); Sense Motive +5 (2 ranks); ACP -4 25% spell failure
Languages Common


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
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.
Lay On Hands (Su) 5/day
Standard (Swift on self); 1d6 heal (no save vs undead)
Bloodline Arcana
If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.
Fate’s Retribution (Su) 7/day
Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces touch of destiny.

Divine Grace (Su)
A paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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) (Sorcerer)
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.