Captain of the Silver Flam Templar's Lycan Watch. Human Paladin 5, Marshal 3.
Languages:
Senses: Spot: Listen:
HP | 64/64 | Action Points | 3/3 | Spot | 2 | |
---|---|---|---|---|---|---|
Initiative | 1 | Speed | 30ft (6 Squares) | Listen | 2 | |
AC | 24 | +1 Dex, +13 AC | Base Attack/Grapple | +7/+8 | ||
Fortitude | +8 (+7) | Reflex | +3 (+2) | Will | +8 (+4) | |
Strength | 12 (+1) | Dexterity | 12 (+1) | Constitution | 13 (+1) | |
Intelligence | 9 (+0) | Wisdom | 14 (+2) | Charisma | ||
Feats | Heroic Spirit, Knight Training, Dodge, Iron Will | |||||
Special Abilities | Aura of good, detect evil, smite evil 2/day, Divine grace, lay on hands, Aura of courage, divine health,Turn undead, special mount, Skill Focus (Diplomacy), minor aura, Major Aura +1, | |||||
Skills | ||||||
Diplomacy 17, Knowledge Religion 10, Sense Motive 13, Ride 7 | ||||||
Spell Level | Spells Per Day | Known Spells | ||||
1st | 1 | Divine Favor +2 attack and damage | ||||
Attacks | Attack Bonus | Damage | Notes | |||
Wolfdoom | +9 (+11 vs. Lycan) | 1d8+2 (+2d6 Vs. Lycans)/ 19-20/x2 | Deals +2d6 damage against shapechangers, as well as +2 attack |
Auras: (Affects all Allies Within 60 feet)
Minor: Art of War (Cha Bonus on disarm, trip, bull rush, and sunder attempts), Over The Top (Bonus on damage rolls when charging)
Major: Motivate Attack (Cha bonus to Attacks)
Gear
+2 Silvered Full Plate, +1 Blinding Heavy Metal Shield, +1 Silver Shapechanger-Bane Longsword (Wolfdoom)
Dragonshard Foci glasses which detect shapeshifters, gives a 1/week use of True Seeing for 5 rounds.
Up to 2000 in various religious regalia and the artifact Fiendstone Charisma Shard
Money:
Notes: Touch attacks are his downfall, with a touch AC of just 11.
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Base
Languages:
Senses: Spot: Listen:
HP | X/X | Action Points | N/A | Spot | 0 | |
---|---|---|---|---|---|---|
Initiative | 0 | Speed | 30ft (6 Squares) | Listen | 0 | |
AC | 10 | +0 Dex, +0 AC | Base Attack/Grapple | +3/+3 | ||
Fortitude | +4 (+3) | Reflex | +1 (+4) | Will | +4 (+7) | |
Strength | 11 (+0) | Dexterity | 16 (+3) | Constitution | 15 (+2) | |
Intelligence | 11 (+0) | Wisdom | 18 (+4) | Charisma | 15 (+2) | |
Feats | ||||||
Special Abilities | ||||||
Skills | ||||||
Name | Bonus | Ranks | Ability | Misc | ||
Spell Level | Spells Per Day | Known Spells | ||||
Attacks | Attack Bonus | Damage | Notes |
Gear
Money: