Drinking & Dragons

L:PC/Dario Nardozzi

From Drinking and Dragons

Dario Nardozzi

Paladin 5/Fighter 2
LG Medium Human
Faith Venal, goddess of home and hearth
Init +1

Auras
Good (Equal to Paladin level)
Courage (10' radius + ally, +4 morale vs Fear)

Defense

AC: 25; Touch: 12; Flat-footed: 22
(+1 dex, +11 full plate, +2 nat, +1 deflection)
+5 to escape artist from armor
HP: 65 (7d10+7+5[favored paladin])
Fort: +12, Ref +7, Will +8
Ring of Counterspells Fireball
Immune Fear (+1 if there is ever a save), Diseases (magical and mundane)

Offense

Speed: 30'
Greatsword +11/6 (2d6+4) | 19×2
Greatsword (PA) +9(+11 first)/4 (2d6+10) | 19×2
Melee: +9/4
Ranged: +8/3

Special
Power Attack (-2 att/+4 (+6) dmg), but no penalty to the first attack
Cleave (Standard, single attack, if hits, attack another adjacent foe, -2 to AC for one round)
Vital Strike (roll weapon dmg dice twice, not multiplied on crit)

Space: 5'; Reach: 5'; BAB: +7/2;
Combat Maneuver Bonus: +9
Combat Maneuver Defense: 20

Activated Abilities

Lucky (Imm)
30' radius, 1/day, reroll an ally's save
Interpose (Imm)
Step up (Imm)
Smite Evil (Swift, Su, 2/day)
Lay on Hands (Swift, Su, 6/day, 2d6)
Catching Cape (Swift, 20% miss until missed)
Auras (Move, Ex, 60', 16rnds/day)
Force of Will (Minor, +Cha to Will saves)
Accurate Strike (Minor, +Cha to confirm crits)
Resilient Troops (Major, +1 to all saves)
Detect Evil (Move, Sp)
Divine Bond (Stnd, Sp, 1/day) +1 enhancement on weapon
Spells (2)
Conc +8, Caster level 4

Abilities STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 19
Feats Hu: Power Attack, 1: Weapon Focus (Greatsword), 3: Lucky Halfling, 5: Cleave; F1: Vital Strike; 7: Step Up ; F2: Furious Focus
Skills Climb +6, Diplomacy +10; Intimidate +8, Knowledge (Religion/Nobility) +4, Linguistics +1, Ride +5, Sense Motive +6; Spellcraft +4, Swim+6
Languages Common, Terran


Interpose (Ex)
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.
Divine Bond (Sp) 1/day
Standard action, 5 min, +1 enhancement bonus
+1 for Defending, Flaming, Keen, Merciful

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.

Dario Personality

Logsheet

Accomplishments