Drinking & Dragons

User:Wizardoest/PCs/Dario Nardozzi (Pathfinder Society)

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Dario Nardozzi

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


AC: 18; Touch: 11; Flat-footed: 17
(+1 dex; +6 breastplate; +1 light wooden shld)
HP: 23 (2d10+1d8+3)
Fort: +9, Ref +6, Will +9


Speed: 20'
Melee: [+1] Scimitar +5 (1d6+3 / 18×2)
Ranged: Shortbow +4 (1d6 / 20×3 / 60')
Space: 5'; Reach: 5'; BAB: +2;
Combat Maneuver Bonus: +4 Combat Maneuver Defense: 16




Abilities STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 18
Feats Hu: Power Attack (-1 att/cmb and +2 dmg), 1: Foo, 3: Foo
Skills Diplomacy +9 (2 ranks); Intimidate +8 (1 rank); Knowledge (Arcana) +5 (2 ranks); Sense Motive +4 (1 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.
Divine Grace (Su)
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
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.
Resilient
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.