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Klah-Strangle (SunsetDuck) Pathfinder Society

Updated: 3:57 PM 9 March, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Klahstrangle    Faction:                       Alignment: Lawful Good
Race:   Human           Deity:   Iomedae (Formerly)    Class:     Paladin 1
Age:    42              Height:  5'3"                  Weight:    175 lbs
Gender: Male            Size:    Medium                Prestige:  
Exp:    800/2000        PFS#:    625

 Statistics                                                                
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Str: 15  +2                   HP:          17/17
Dex: 13  +1                   Initiative:  1
Con: 16  +3 +2 (human racial bonus) Speed:       20
Int: 12  +1                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis:  7  -2                   CMB:         +3  =  1    +2     +0                  
Cha: 15  +2                   CMD:         14  =  1    +2     +0    +1 

Fortitude:  5 = 2 +3 (con) +0 (enhance) 
Reflex:     1 = 0 +1 (dex) +0 (enhance) 
Will:       0 = 2 -2 (wis) +0 (enhance) 
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          +3    =   1    +2(str)  +0   
Ranged         +2    =   1    +1(dex)  +0   
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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19 (standard)   =   10     +2    +1     +6     +0      
11 (vs touch)   =   10     --    +1     --     +0      
10 (flatfooted) =   10     +2    --     +6     +0       
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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+0 Warhammer                      1d8     x3      -      Med  B
+0 Shield (heavy wooden, spiked)         1d6     x2      -      Med  B
+0 Gauntlet (locked)              1d3     x2      -      Med  B
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 Armour                         AC   Dex  ASF  ACP  Type                   
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+0 Chainmail                    +6   +2   30%  -5    -   Metal
+0 Shield (heavy wooden, spiked) +2   -    15%  -2    -   Wood
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 Combat Notes and Modifiers                                                
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Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Gauntlet, Locked: It provides a +10 bonus to  your Combat Maneuver Defense to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. While the gauntlet is locked, you can use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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 Acrobatics                   dex   1  = +1        
 Appraise                     int   0  = +0        
 Bluff                        cha   1  = +1        
 Climb                        str   2  = +2        
#Diplomacy                    cha   1  = +1        
 Disable Device               dex   1  = +1        
 Disguise                     cha   1  = +1        
 Escape Artist                dex   1  = +1        
 Fly                          dex   1  = +1        
#Handle Animal                cha   1  = +1        
#Heal                         wis   2  = -2    1   
 Intimidate                   cha   1  = +1        
 Knowledge (arcana)           int   0  = +0        
 Knowledge (dungoneering)     int   0  = +0        
 Knowledge (engineering)      int   0  = +0        
 Knowledge (geography)        int   0  = +0        
 Knowledge (history)          int   0  = +0        
 Knowledge (local)            int   0  = +0        
 Knowledge (nature)           int   0  = +0        
#Knowledge (nobility)         int   0  = +0        
 Knowledge (planes)           int   0  = +0        
#Knowledge (religion)         int   3  = +0    1   
 Linguistics                  int   0  = +0        
 Perception                   wis  -2  = -2        
 Perform                      cha   1  = +1        
#Ride                         dex   1  = +1        
#Sense Motive                 wis   2  = -2    1   
 Sleight of Hand              dex   1  = +1        
#Spellcraft                   int   0  = +0        
 Stealth                      dex   1  = +1        
 Survival                     wis  -2  = -2        
 Swim                         str   2  = +2        
 Use Magic Device             cha   1  = +1        
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 Feats and Features                                                        
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PALADIN FEATURES

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to his 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 him in his struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds his Charisma bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his 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 any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier (if any) to his 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 3-11, to a maximum of seven times per day at 19th level.

RACIAL FEATURES

FEATS

Toughness
Benefit: 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).

Alertness
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

TRAITS

Law Enforcer
+2 bonus on Sense Motive and masterwork manacles

Divine Warrior
+1 bonus on melee weapon damage when you cast a divine spell that affect weapons

Lover of the Law
+1 bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Backpack                                      (    2)
( 1) Bedroll                                       (    5)
( 1) Flint and steel                               (    -)
( 1) Lamp, common                                  (    1)
( 1) Pole, 10-foot                                 (    8)
( 1) Waterskin                                     (    4)
( 1) Manacles, masterwork                          (    2)
( 1) Rope, hemp (50 ft.)                           (   10)
( 1) Holy symbol, wooden                           (    -)
( 1) Gauntlet (locked)                             (    6)
( 1) Shield (heavy wooden, spiked)                 (   10)
( 1) Warhammer                                     (    5)
( 1) Chainmail                                     (   40)

Carrying Capacity
 Light Load:  <=  <66 lbs 
 Medium Load: <=  67-133 lbs 
 Heavy Load:  <=  134-200 lbs 
 Carrying             93 
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 Wealth                                                                    
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pp    
gp    22
sp    7
cp    5
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 Languages                                                                 
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Common, Goblin 
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