Paladin

RANDAL EVENWOOD

 

Male human, Human Paragon 2/Paladin 5

LG Medium humanoid (human, chondathan)

Init -1

DEFENSE

AC 20, 9 touch, 21 flat-footed (full plate +8, heavy shield +2)

HP 70/70 (2d8+4 plus 5d10+10)

SV Fort +8 (4), Ref +4 (1+2), Will +14 (7+2) (+2 Grace)

OFFENSE

Spd 20 ft. (6m)

Melee: +1 flaming longsword +10/+6 (1d8+3 plus 1d6 fire, 19+)

Melee: +1 heavy mace +9/+5 (1d8+3, x2)

Ranged: heavy crossbow* +5/+1 (1d10, 19+, 36m)

Ranged Touch: aspergillum +5/+1 (2d4)

STATISTICS

Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 14

Base Attack: +6/+1, grapple +8

Skills: Concentration +4 (2), Craft (armorsmithing) +2 (2), Diplomacy +4 (2), Handle Animal +4 (2), Heal +8 (5), Intimidate +4 (2), Knowledge (history) +2 (2), Knowledge (geography) +3 (3), Knowledge (nobility and royalty) +2 (2), Knowledge (religion) +3 (3), Listen +6 (3), Ride +2 (3), Sense Motive +6 (3), Spot +6 (3), Survival +5 (2)

Feats: Extra Channel, Furious Charge, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus

Talents (Human Paragon): Adaptative Learning (Concentration), Bonus Feat

Talents (Paladin): Aura of good, detect evil, smite evil (2/day), divine grace, lay on hands (2d6, 6/day), aura of courage, divine health, mercy, channel positive energy (3d6, 3+2/day), divine spells (1+1)

Racial Traits (Human): Bonus feat, skilled, +2 on one ability score

Combat Gear: +1 flaming longsword, +1 heavy mace, heavy crossbow (20 bolts), full plate*, large steel shield*, aspergillum (silver), holy symbol (silver)

Other Gear: healer’s kit, potion of cure light wounds (4), potion of cure moderate wounds (3), potion of cure serious wounds (1)

DETAILS

Languages: Human (chondathan), Celestial

Region: Cormyr

Patron Deity: Lathander

Player: JOÃO (aka Dornek)

 

 

Adaptative Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptative skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Aura of Courage (Su): 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 only while the paladin is conscious, not if she is unconscious or dead.

Aura of Good (Ex): The power of a paladin's aura of good is equal to her paladin level.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

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): Upon reaching 5th level, a paladin forms a divine bond with her god, which allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For evert three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic (+2), brilliant energy (+4), defending (+1), disruption (+2), flaming (+1), flaming burst (+2), holy (+2), keen (+1), merciful (+1), and speed (+3). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Divine Grace (Su): A paladin gains a bonus equal to her Charisma bonus on all saving throws.

Divine Health (Ex): A paladin is immune to all diseases, including supernatural and magical diseases.

Lay On Hands (Su): A paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier — 4, in your case. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin level she possesses. Using this ability is a standard action, unless the paladin targets gerself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke and attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Su): A paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poision without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. The paladin can select from the following initial mercies:

  • Fatigued: The target is no longer fatighed.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.

Smite Evil (Su): Twice per day, a paladin can call out to the powers of good to aid her in her striggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass the DR (Damage Reduction) the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier to her Defense against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented bellow. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each level per day. In addition, she receives bonus spells per day if she has a high Charisma score.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level -3.


1st-Level Paladin Spells — (2/day)

Bless: Allies gain +1 on attack rolls and saves against fear.

Bless Water: Makes holy water.

Bless Weapon: Weapon strikes true against evil foes.

Create Water: Creates 2 gallons/level of pure water.

Cure Light Wounds: Cures 1d8 damage + 1/level.

Detect Poison: Detects poison in one creature or small object.

Detect Undead: Reveals undead within 60 ft.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Endure Elements: Exist comfortably in hot or cold regions.

Magic Weapon: Weapon gains +1 bonus.

Protection from Chaos/Evil: +2 to Defense and saves, plus additional protection against selected alignment.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Virtue: Subject gains 1 temporary hp.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Order: Paladins of the Morninglord are among the best loved heroes of Faerûn. They are loosely organized (along with other fighters devoted to the god) into a holy order called the Order of the Aster. Within their own church, the paladins are frequently more conservative and concerned with the way things should be done than the clerics, who are often neutral rather than lawful. Paladins may multiclass freely as clerics, divine champions, divine disciples, hierophants and Purple Dragon knights.

Dogma: Strive always to aid, to foster new hopw, new ideas, and new prosperity for all humankind and its allies. It is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal. Perfect yourself, and be fertile in mind and body. Wherever you go, plant seeds of hope, new ideas, and plans for a rosy future in the minds of all. Watch each sunrise. Consider the consequences of your actions so that your least effort may bring the greatest and best reward. Avoid negativity, for from death comes life, and there is always another morning to turn a setback into a success. Place more importance in activities that help others than in strict adherence to rules, rituals, and the dictates of your seniors.

Channel Positive Energy (Su): You can release a wave of energy by channeling the power of your faith through your holy symbol. This energy can be used to cause or heal damage, depending on the type of creature targeted.

Because you're a good aligned character, you'll channel positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Using this ability consumes two uses of her lay on hands ability. This is a standard action that does not provoke an attack of opportunity. A paladin can choose whether or not to include herself in this effect. A paladin must be able to present her holy symbol to use this ability.

You can further improve this ability by selecting feats from the following list:

  • Alignment Channel: Channel energy can heal or harm outsiders.
  • Channel Smite: Channel energy through your attack.
  • Elemental Channel: Channel energy can harm or heal elementals.
  • Extra Channel: Channel energy two additional times per day.
  • Extra Lay on Hands: Use lay on hands two additional times per day.
  • Improved Channel: +2 bonus on channel energy DC.
  • Turn Undead: Channel energy can be used to make undead flee.

Extra Channel: You can channel energy two additional times per day. If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.

Furious Charge: You gain a +4 bonus on the attack roll you make at the end of a charge (instead of +2).

Iron Will: You get a +2 bonus on all Will saving throws.

Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.

Weapon Focus (longsword): You get a +1 attack bonus with longswords.

Paladin - Randal Evenwood

Combat Gear

Aspergillum (silver) nonono

+1 Flaming Longsword nonono

Full Plate* nonono

Heavy Crossbow (20 bolts) nonono

+1 Heavy Mace nonono

Holy Symbol (Silver) nonono

Large Steel Shield* nonono

Other Gear

Healer’s Kit nonono

Potion of Cure Light Wounds (4) nonono

Potion of Cure Moderate Wounds (3) This potion cures 2d8+4 points of damage.

Potion of Cure Serious Wounds (1) nonono

Power Attack: Trade melee attack bonus for damage (up to +6).