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Fourteenth (14thLord) Pathfinder Society

Updated: 1:58 AM 30 November, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Sir the Fourteenth    Faction:            Alignment: Lawful Good
Race:   Human                 Deity:   Iomedae    Class:     Paladin 1
Age:    23                    Height:  5'9        Weight:    140
Gender: Male                  Size:    Medium     Prestige:  
Exp:    /                     PFS#:    # 115903-1

 Statistics                                                                
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Str: 16  +3                   HP:          /13
Dex: 10  +0                   Initiative:  0
Con: 14  +2                   Speed:       20
Int: 13  +1                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis: 10  +0                   CMB:         +4  =  1    +3                         
Cha: 15  +2                   CMD:         14  =  1    +3           +0 

Fortitude:  2 = 0 +2 (con)  
Reflex:     0 = 0 +0 (dex)  
Will:       0 = 0 +0 (wis)  
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          +4    =   1    +3(str)       
Ranged         +1    =   1    +0(dex)       
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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16 (standard)   =   10           +0      5      0      
11 (vs touch)   =   10     --    +0     --      0      
10 (flatfooted) =   10           --             0       
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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Greatsword                +5      2d6+4   19/20          0    Sword
Light Mace                +4      1d6+3                       Bludgeon
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 Armour                         AC   Dex  ASF  ACP  Type                   
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 Large Wooden Shield              2             -1        
 Scale Mail                       4             -4        
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 Combat Notes and Modifiers                                                
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Perform: Wind instruments
10	Routine performance. 1d10 cp/day.
15	Enjoyable performance. 1d10 sp/day.
20	Great performance. In a prosperous city, you can earn 3d10 sp/day.
25	Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.
30	Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant patrons, or even from extraplanar beings.
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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 Acrobatics                   dex   0  = +0        
 Appraise                     int   1  = +1        
 Bluff                        cha   2  = +2        
 Climb                        str   3  = +3        
#Diplomacy                    cha   3  = +2    1   
 Disable Device               dex   0  = +0        
 Disguise                     cha   2  = +2        
 Escape Artist                dex   0  = +0        
 Fly                          dex   0  = +0        
#Handle Animal                cha   2  = +2        
#Heal                         wis   0  = +0        
 Intimidate                   cha   2  = +2        
 Knowledge (arcana)           int   1  = +1        
 Knowledge (dungoneering)     int   1  = +1        
 Knowledge (engineering)      int   1  = +1        
 Knowledge (geography)        int   1  = +1        
 Knowledge (history)          int   1  = +1        
 Knowledge (local)            int   1  = +1        
 Knowledge (nature)           int   1  = +1        
#Knowledge (nobility)         int   2  = +1    1   
 Knowledge (planes)           int   1  = +1        
#Knowledge (religion)         int   2  = +1    1   
 Linguistics                  int   1  = +1        
 Perception                   wis   0  = +0        
#Perform                      cha   3  = +2    1   
#Ride                         dex   0  = +0        
#Sense Motive                 wis   0  = +0        
 Sleight of Hand              dex   0  = +0        
#Spellcraft                   int   1  = +1        
 Stealth                      dex   0  = +0        
 Survival                     wis   0  = +0        
 Swim                         str   3  = +3        
 Use Magic Device             cha   2  = +2        
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 Feats and Features                                                        
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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.
Human +2 Ability Score
+1 rank per level (4 ranks per level total)

Dodge +1AC

Weapon Focus (+1 attack): Greatsword

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | Scale Mail
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Holy Water                                    
( 2) Sunrod                                        
( 1) Backpack                                      
( 1) Wooden Holy Symbol                            
( 4) Trail Rations                                 

Carrying Capacity
 Light Load:  <=         
 Medium Load: <=         
 Heavy Load:  <=         
 Carrying                
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 Wealth                                                                    
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pp    
gp    3GP
sp    
cp    
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 Languages                                                                 
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Common, Osiriani 
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