Lady Dawna Ward
Lady Dawna Ward | ||||||||||||||||||||||
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Contents
Background
Note to self: Add in later.
Character Sheet
Attributes
STR 17 (+3) • DEX 13 (+1) • CON 15 (+2) • INT11 (+0) • WIS 9 (-1) • CHA 19 (+4)
Hit Points 15 • Initiative +1 • Speed 30 ft (land)
Defenses & Attacks
Armor Class 18 • Touch 11 • Flat-Footed 17 • CMD 15 • Flat-Footed CMD 14
- Armor: Scale Mail • AC Bonus +5 • Max DEX +3 • Armor Check Penalty -4 • Spell Failure 25%
- Shield: Heavy Steel • AC Bonus +2 • Armor Check Penalty -2 • Spell Failure 15%
Fortitude Save +4 • Reflex Save +1 • Will Save +1
Base Attack Bonus +1 • Melee Attack +4 • Ranged Attack +2 • CMB +4
- Longsword • Attack Bonus +5 • Damage 1d8 + STR • Crit 19-20/x2 • Type Slashing
Skills
- Diplomacy +9
- Handle Animal +8
- Knowledge (Nobility) +4
- Ride +5 (+1 w/ Armor Check Penalty. -1 w/ Armor Check Penalty and Shield)
Languages: Amethystish, Alexandritich
Proficiencies
- Weapons: Simple Weapons, Martial Weapons
- Armor/Shields: Light Armor, Medium Armor, Heavy Armor, Shields (Except Tower)
Traits, Drawbacks and Feats
- Chivalrous (Trait): You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
- Divine Warrior (Trait): Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.
- Toughness (Feat): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
- Weapon Focus (Longsword) (Feat): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
- 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.
- Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) 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 on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Gear
- Longsword
- Scale Mail
- Heavy Steel Shield
- Backpack
- Bedroll
- Belt Pouch
- Explorer's Outfit
- Flint and Steel
- Holy Symbol, Wooden (Amethyst)
- Holy Text (The Exploits of Danielle of Amethyst)
- Mess Kit
- Pot
- Rope
- Torch (10)
- Trail Rations (5)
- Waterskin (full)
Pathfinder: Krystallos | ||
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