Red Windrows

Paladin

Description:

Red Windrows

House Rules
Updated: 24 Feb 2017
Character Level: 12
Paladin of Sarenrae 12
Archetype: Holy Guide
Lawful Good, Female, Half-Elf
Init +3 ( +4 Urban, +2 Underground)
Senses: Low light; Perception +16 ( +4 Urban, +2 Underground)
Languages: Common, Celestial, Elven & Orcish

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Stats:

Str +6 22 +5 +2
Dex +3 16 +2
Con +2 14
Int +0 10
Wis +0 11
Cha +5 20 +1 +4

AC: 25 (max 28)

touch 15, flat-footed 21 (24) ( +1 Deflection, +3 Dex, +1 Dodge,
+6 Armor, +3 enhancement, +1 Natural Armor)
+3 Quickdraw Light Shield (Sometimes)
+4 Additional Deflection v. Smited critter (Sometimes)
CMD: 33 ( +12 BAB, +6 Str, +3 Dex, +1 Dodge, +1 Deflection)
+4 Additional Deflection v. Smited critter (Sometimes)

HP: 143

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Saves:
Fortitude: 16 (Paladin +8, Con +2, Divine Grace +5, Resistance +1);
Reflex: 13 (Paladin +4, Dex +3, Divine Grace +5, Resistance +1);
Willpower: 14 (Paladin +8, Wis +0, Divine Grace +5, Resistance +1);
Immune to Charm, Disease, Fear & Sleep
+2 racial v. enchantment spells and effects

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Attacks:
BAB: +12 / +7 / +2
Melee: [Power Attack -4 / +8 or +12, Furious Focus]
+1 Holy Adamantine Scimitar (slashing)
2 handed no PA: +19 / +14 / +9 (1D6 +10, 18-20 x2)
2 handed: +19 / +10 / +5 (1D6 +22, 18-20 x2)
1 handed: +15 / +10 / +5 (1D6 +15, 18-20 x2)
Holy: Aligned good, +2D6 v. evil
Darkwood light quickdraw spiked Shield (piercing) masterwork cold iron
2 handed: +19 / +10 / +5 (1D4 +21, 19-20 x2)
1 handed: +15 / +10 / +5 (1D4 +15, 19-20 x2)

Range:
+1 Adaptive Darkwood Composite Longbow +16 / +11 / +6 (1D10 +7) (piercing), 2 handed, Range 110
[20 cold iron arrows]
Arc Blast pistol +11 / +6 / +1 (2D6) (electrical or fire), range 40, touch,
Non-proficient -4 [max 10 charges]

CMB: +16
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Feats:

Half-elf: Skill Focus – Perception
Campaign: Dodge
Paladin: Holy Guide: Outflank (Teamwork)
1st: Power Attack
3rd: Furious Focus
5th: Improved Shield Bash
7th: Quick draw
9th: Greater Mercy
11th: Ultimate Mercy

Specials:

  • Detect evil: at will – Concentration makes it Useless
  • Smite: 4/day
  • Lay on Hands: 13/day 8D6 ( +1D6 w/ no mercy) (Channel 6D6)
  • Divine Bond: 2/day +3 weapon bonuses for 12 minutes
  • Action Points: 3
  • Second Wind: 12/day (recover 1D10 +24 HTK)
  • Spell Slots: 5-1st, 4-2nd, 2-3rd

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Paladin

Weapon and Armor Proficiency: Red is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

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. As a move action, concentrate on a single target within 60 feet and learn everything as if having studied it for 3 rounds.

Smite Evil (Su): Four times per day, As a swift action, Red chooses one target within sight to smite. Charisma Bonus ( +5) to hit, level to damage +12, and defection bonus = to charisma to AC (net +4).

Divine Grace (Su): Red gains a bonus equal to her Charisma bonus ( +5) on all saving throws.

Lay On Hands (Su): A paladin can heal wounds by touch: 5D6 9/day (swift action on herself) Effective Level: 16th 8D6 13/day

Aura of Courage (Su): Red is immune to fear (magical or otherwise). Allies within 10 feet gains a +4 morale bonus against fear effects.

Divine Health (Ex): Red is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): 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 poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
NOTE: lost 3rd, 6th & 12th level Mercy to Holy Guide
9th: Cursed: The paladin’s lay on hands ability
also acts as remove curse, using the paladin’s
level as the caster level.

Channel Positive Energy (Su): Red can channel positive energy like a cleric (6D6). Using this ability consumes two uses of her lay on hands ability.

Spells: A paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells and her caster level is equal to her paladin level – 3.

Aura of Resolve (Su): Red is immune to charm spells and spell-like abilities. Allies within 10 feet gains a +4 morale bonus against Charm effects.

Aura of Justice (Su): expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action.

Divine Bond (Sp): twice per day Red can enhance her weapon as a standard action for 1 minute per paladin level. The weapon sheds light as a torch. The weapon gains a +3 enhancement bonus which 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.
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Archetype: Holy Guide

Favored Terrain (Ex): a holy guide chooses a favored terrain from the ranger favored terrains table. This otherwise functions like the ranger ability of the same name. This ability replaces the mercy gained at 3rd level.
Urban (buildings, streets, and sewers) +4
Underground (caves and dungeons) +2

Teamwork Feat (Ex): a holy guide gains a teamwork feat as a bonus feat. she must meet the prerequisites for this feat. As a standard action, She can expend one use of smite evil to grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the holy guide possesses. Allies do not need to meet the prerequisites of this bonus feat. Evil creatures do not gain the benefit of this teamwork feat, even if the paladin considers them allies.
Outflank
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Half-elf

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus (Perception)as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves have two favored classes at first level.
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Skills: Final (ranks)

ClassSkill TotalRANKSAbilityTrainedBonusesNotes
  Acrobatics Dex 5 3 3 0   +1 Jump Agile Breastplate
  Appraise Int 0   0 0    
  Bluff Cha 5   5 0    
  Climb Str 7 1 6 0 1 Agile Breastplate
[X] Craft ( ) Int 0   0 0    
[X] Craft ( ) Int 0   0 0    
[X] Diplomacy Cha 20 12 5 3    
  Disable Device Dex     3 0    
  Disguise Cha 5   5 0    
  Escape Artist Dex 2   3 0    
  Fly Dex 4 2 3 0    
[X] Handle Animal Cha 9 1 5 3    
[X] Heal Wis 6 1 0 3 2 Healer Kit
  Intimidate Cha 5   5 0    
  Knowledge (arcana) Int     0 0    
  Knowledge (dungeoneering) Int     0 0    
  Knowledge (engineering) Int     0 0    
[X] Knowledge (geography) Int 4 1 0 3    ( +4 Urban & +2 Underground)
  Knowledge (history) Int     0 0    
  Knowledge (local) Int     0 0    
  Knowledge (nature) Int     0 0    
[X] Knowledge (nobility) Int 4 1 0 3    
  Knowledge (planes) Int 1 1 0 0    
[X] Knowledge (religion) Int 4 1 0 3    
  Linguistics Int 2 2 0 0    
  Perception Wis 16 16 0 0 8 race, skill focus
( +2 Urban)
  Perform Cha 5   5 0    
[X] Profession (Soldier) Wis 4 1 0 3    
[X] Profession ( ) Wis     0 0    
[X] Profession ( ) Wis     0 0    
[X] Ride Dex 6 1 3 3    
[X] Sense Motive Wis 4 1 0 3    
  Sleight of Hand Dex     3 0    
[X] Spellcraft Int 4 1 0 3    
  Stealth Dex 2   3 0    ( +4 Urban & +2 Underground)
[X] Survival Wis 4 1 0 3    ( +4 Urban & +2 Underground)
  Swim Str 6 1 6 0    
  Use Magic Device Cha     5 0    
                 
  Armor Penalty: -1            
  Total Ranks: 48          

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Magic Items, Special Gear, Equipment and Money

Gear:Book priceFinal price
Magic:    
Adamantine Scimitar 3015 3015
+1 Enchantment, Holy +2 18000 18000
+1 Adaptive (2000sc) Darkwood Composite Longbow 4430 4430
Arc Bolt Pistol    
     
Mithral Agile Breastplate 4400 4400
+3 Armor Enchantment 9000 9000
Darkwood Quickdraw Masterwork spiked light Wooden Shield 613 613
+2 Shield Enchantment 4000 4000
Wooden Holy symbol to Sarenrae attached to shield 1 1
Adamante Ring of protection: +1 Deflection Bonus 2000 2000
Amulet of Natural Armor +1 This amulet toughens the wearer’s body and flesh, giving him an enhancement bonus to her natural armor of +1. 2000 2000
Cloak of Resistance +1 1000 1000
     
Bracers of the Merciful Knight: When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell. 15600 15600
Belt of Giant Strength +2 4000 4000
Headband of Alluring Charisma +4 16000 16000
Sword charm with closible bable, “Jewelry” 50 50
inside is Continual Flame (3rd level Cleric spell at 7th level caster) 260 260
Wetstone, Keen 3/day    
     
Expendibles:    
Wand of Cure Light Wounds 25 charges
Used: 0
375 375
Wand of Protection from Evil 10 Charges
Used: 0
150 150
Wand of Bless weapon 10 Charges
Used: 0
150 150
     
     
     
Potion: 1 Fly 750 750
     
Mundane Equipment:    
Weapons:    
     
Ammunition:    
20 cold iron arrows
Used 0 (50)
2 2
1 Mag for arc bolt pistol
charges: 10
Used: 0
0 0
10 Healer’s kit (50) [Qty = uses left] 50 50
     
Backpack:  Masterwork 50 50
Rations, trail 7 day (3.5) 3.5 3.5
Water skin (1) 1 1
Bedroll (0.1) 0.1 0.1
Blanket (0.5) 0.5 0.5
Signal Whistle (0.8) 0.8 0.8
Flint & Steel (1) 1 1
Mess kit (.2) 0.2 0.2
Hooded lantern (7) 7 7
Lamp oil (0.1) 0.1 0.1
50’ knotted silk rope (10) 10 10
Grappling hook (1) 1 1
Explorer’s outfit (free) 0 0
     
     
Total Spent, Total Worth:   85921.2
Total earned (As of 11 Nov 2016):   86000
Total Remaining Cash:   78.8
     
Red’s Total Income:    
Wealth Reset 2016_11_11 86000

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Hit Dice:

HD: Paladin: 50 +42, 2, 2, 2, 2, 2, 1, 4 (Con 24, Favored 12 = 36)
= 143

Bio:

Red Windrows

The Siege of Akaris Vonyar