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Subject: My PFS characters, in easy, findable, BGG storage rss

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Adione (PFS#87646-1, Sczarni)

Male Tiefling Cleric 1
CN Medium Outsider (native)
Init +2; Senses Darkvision 60’, Perception +2

--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 Armor, +2 Dex, +1 Nat AC)
Mwk 4-mirror armor: +6 AC, +2 max dex, -4 armor penalty
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Resist fire 5

--------------------
Offense
--------------------
Speed 30 ft. 20 ft. due to medium armor
Melee Mwk Greatsword (2h, +4 attack, 2d6+4, 19-20/x2);
or Bite (+2 attack, 1d6+4);
or full-attack Mwk Greatsword (2h, +4 attack, 2d6+4, 19-20/x2) + Bite (-3 attack, 1d6+1)
Ranged Light Crossbow (+2 attack, 1d8, 19-20/x2, 80 ft range)
Ammunition: 20 bolts
Spells Prepared
1st - Divine Favor, Bless, D Shield of Faith
0th - Create Water, Light, Resistance
Spell Slots
0th - 3
1st - 2+Domain

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Intimidating Prowess (add Str mod to Intimidate in addition to Cha)
Traits Bad Reputation (Sczarni) (+2 Intimidate, class skill); Focused Mind (+2 Concentration checks)
Trained Skills: Heal +6, Knowledge (Religion) +5, Knowledge (Arcana) +5, Intimidate +11
Favored Class Bonus: 1 HP or Skill Rank (skill taken at level 1)
Languages: Abyssal, Common, Celestial
Deity: Gorum (CN), Favored weapon: Greatsword
Other Gear: backpack, bedroll, belt pouch, candles (10), cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, spell component pouch, trail rations (5 days), wooden holy symbol, belt pouch full of pebbles, mug

Cold-weather Outfit -- +5 on Fortitude saving throws against exposure to cold weather

Healer's Kit (10 charges remaining)
Smelling Salts ("dozens of charges if stoppered after use")

Wand of Infernal Healing (50 charges remaining)

Mask of the Tiger's Eye -- +2 Intimidate
(Chronicle sheet: Assault on the Kingdom of the Impossible)

--------------------
Special Abilities
--------------------
RACIAL Abilities
Oni-Spawn (Hungerseed) Stat Bonus: +2 STR, +2 WIS, -2 CHA
Darkvision: Darkvision 60 ft
Oni-Spawn Skill Buff: +2 to Disguise, +2 to Intimidate

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

CLASS Abilities
Aura -- Chaos

Channel Energy
Channeling Positive energy
30 ft radius, 3+CHA/day, 1d6 healing; or 1d6 positive energy to damage undead

Domains
Strength
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells
1st - Enlarge Person

Glory
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells
1st - Shield of Faith

--------------------
Description
--------------------
Physical Stats Age 72, Height 6' 2", Weight 195 lbs, Red eyes, Green-grey hair.

Adione tries to keep his Fiendish nature secretive by wearing a large hat that fails to adequately cover his draconic horns. It would't help even if they were covered: his tough skin, which is more like a hide than skin, fades from a brown-green color near his head to a faded blood-red at his hands and feet; his red eyes almost glow; his nose and jaw-line are not human, and absolutely nowhere near the innate beauty of the elves.

Background
Adione fled his 'home' as soon as he recovered what would be the last incident. That time, they had almost broken his horns. The orcs had enslaved Adione for his entire life, until his fiendish heritage finished developing. As a hunting party ran past him one night, Adione broke his shackles, and ran with them. He ducked out from the back of the group and hid until they were safely away.

Adione hid as a caravan bearing a blue and white symbol slowly passed by. Hours later, three demons stood in the road, speaking a language that Adione did not recognize, but seemed to inherently understand. They laughed and prepared their ambush for the caravan's return, gloating about who would do the perform the most horrible offenses.

When they left, Adione raced ahead, hoping to run into the caravan before they departed toward their deaths. The guards immediately prepared to attack, and Adione turned to run, all while shouting about the ambush. The guards stopped suddenly as a man in a grey and white cloak and brilliant armor stepped out and asked for more information. Adione explained what he had heard, and the man gestured a team to scout the area. They returned hours later with many serious wounds and three demon heads. The man invited Adione to join the Silver Crusade, and trained him in the ways of Inquisition.

On one outing with the Crusade, Adione ran across another fiend like himself, in as much as any two such fiends can be alike. Adione and Ta'lon Bludhaven would begin adventuring together, often speaking Abyssal to see the reaction from others.

PFS#: 87646-1
Faction: Sczarni
XP: 2
Fame: 3
Prestige: 1
Money: 416 gp, 8 sp

Trackables
Channel Energy: 3
Ferocious Strike: 5
Touch of Glory: 5




 
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Xand Xxcha Xykka (PFS#87646-2, Faction TBD)

Male Tengu Bard (Archaeologist or Archivist) 1
NG Medium Humanoid (Tengu)
Init +#; Senses Low Light Vision, Perception +#

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 Armor, +1 Shield, +3 Dex)
Lamellar armor: +4 AC, 5 max Dex, -2 armor penalty
Buckler: +1 AC, -1 armor penalty
hp 10 (1d8 +1 Con, +1 Favored Class Bonus)
Fort +1, Ref +5, Will +1

--------------------
Offense
--------------------
Speed 30 ft

Special Arcane Strike: Swift action, +1 to damage rolls on all attacks this round

Melee Scimitar (+3 attack, 1d6+3, 18-20/x2)
or Bite (+1 attack, 1d3+1);
or full-attack Bite and Claws (+1 attack, 1d3+1) (+1/+1 attack, 1d3+1/1d3+1);
or full-attack Scimitar (+3 attack, 1d6+3, 18-20/x2) and Claw and Bite (-4 attack, 1d3+1) (-4 attack, 1d3+1)

Ranged Short bow (+3 attack, 1d6, x3)

Spells Known
1st - Cure Light Wounds, Grease
0th - Detect Magic, Ghost Sound, Dancing Lights, Read Magic

Spells per Day
1st - 2
0th - infinite

--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 12, Wis 9, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Improved Unarmed Strike (Tengu), Dervish of Dawn (archetype)
Level 1 feat: Arcane Strike
Traits TBD, TBD
Trained Skills: Climb +2, Diplomacy +6, Linguistics +9, Perception +5, Perform (dance) +6, Stealth +6, Use Magic Device +6
Favored Class Bonus (rounded down): +1 hp or +1 skill (HP taken at level 1)
Languages Common, Tengu, TBD, TBD, TBD
Deity: Sarenrae (NG), Favored weapon: Scimitar
Other Gear: Pathfinder's Kit {backpack, bedroll, belt pouch, clay mug, dagger, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone}, 3 weapon cords, journal, ink, inkpen, belt pouch, spell component bag, chalk (in its own belt pouch)

Signal whistle is worn as a necklace.
1 weapon cord tied to scimitar, 2 weapon cords spare.

--------------------
Special Abilities
--------------------
RACIAL Abilities
Low-light vision
+2 Perception, +2 Stealth
+4 Linguistics, each rank in Linguistics = 2 languages learned
Bite attack (1d3)
2 Claw attacks (1d3/1d3), treated as having Improved Unarmed Strike for the sake of other feat prerequisites

BARD Abilities
PERFORMANCES
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action.

Battle Dances
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.

At 10th level, the dervish can start a battle dance as a swift action instead of a move action.

When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).

Performances
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


PFS#: 87646-2
Faction: TBD
Starting XP: 0
Initial Fame: 0
Initial Prestige: 0
Start GP: 3 gp

Trackables
Performance Rounds: 6
 
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Xandor (PFS#87646-3, Andoran)

Male Tengu Summoner 1
NG Medium Humanoid (Tengu)
Init +3; Senses Low Light Vision, Perception +5

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
Lamellar armor: +4 AC, 5 max Dex, -2 armor penalty
hp 10 (1d8 +1 Con, +1 Favored Class Bonus)
Fort +1, Ref +3, Will +1

--------------------
Offense
--------------------
Speed 30 ft

Special Arcane Strike: Swift action, +1 to damage rolls on all attacks this round

Melee
Falcata (+3 attack, 1d6+3, 19-20/x3)
or Bite (+1 attack, 1d3+1);
or full-attack Scimitar (+3 attack, 1d6+3, 18-20/x2) and Bite (-4 attack, 1d3+1)

Ranged
Short bow (+3 attack, 1d6, x3)
No penalty for second range increment on Short bow

Spells Known
1st - Infernal Healing, Grease
0th - Detect Magic, Light, Read Magic, Resistance

Spells per Day
1st - 2
0th - infinite

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 9, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats
Level 1 feat: Arcane Strike
Traits
(Religion) Eyes and Ears of the City (+1 Perception, counts as class skill)
(Campaign) Hunter's Eye: Proficiency with short bow, second range increment does not incur penalty
Trained Skills: Linguistics +9, Perception +5, UMD +6
Favored Class Bonus: +1 hp or +1 skill (HP taken at level 1)
Languages Common, Tengu, TBD, TBD, TBD
Deity: Sarenrae (NG), Favored weapon: Scimitar
Other Gear: Pathfinder's Kit {backpack, bedroll, belt pouch, clay mug, dagger, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone}, 3 weapon cords, journal, ink, inkpen, belt pouch, spell component bag, chalk (in its own belt pouch)

Signal whistle is worn as a necklace.
1 weapon cord tied to Falcata, 2 weapon cords spare.

--------------------
Special Abilities
--------------------
RACIAL Abilities
Low-light vision
+2 Perception, +2 Stealth
+4 Linguistics, each rank in Linguistics = 2 languages learned
Bite attack (1d3)
Proficient with all sword-like weapons

CLASS Abilities
Life Link
Spoiler (click to reveal)
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.


Summon Monster
Spoiler (click to reveal)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.


Eidolon
Spoiler (click to reveal)
Xandolon

Eidolon
Outsider
Init +1; Senses Low Light Vision, Perception +4

--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 Natural Armor, +1 Dex)
hp 11 (1d10 +1 Con)
Fort +3, Ref +3, Will +0

--------------------
Offense
--------------------
Speed 30 ft

Melee
Claws (+3 attack, 1d6+3/1d6+3)
Bite (+3 attack, 1d6+3)
Claws + Bite

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Base Atk +1; CMB +4; CMD 15

Feats
?

Trained Skills: Acrobatics +5, Climb +7, Perception +4, ?

Languages all of Xandor's languages

--------------------
Special Abilities
--------------------
RACIAL Abilities
Darkvision
Life Link
Share Spells



PFS#: 87646-3
Faction: TBD
Starting XP: 0
Initial Fame: 0
Initial Prestige: 0
Start GP: 3 gp
 
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Rufael (PFS#87646-4, Silver Crusade)

Male Aasimar Paladin (Divine Hunter) 1
LG Medium Outsider (native)
Init +3; Senses Darkvision 60 ft, Perception +5

--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 Armor, +3 Dex, +1 Shield if bow was not used)
Kikko armor: +4 AC, 4 max Dex, -3 armor penalty
hp 11 (1d0 +1 Con)
Resists: Acid 5, Cold 5, Electricity 5
Fort +3, Ref +3, Will +2

--------------------
Offense
--------------------
Speed 30 ft unarmored, 20 ft in Kikko armor

Melee
Longsword (+3 to hit, 1d8+2 dmg, 19-20/x2)

Ranged
Longbow (+4 to hit {+5 if < 30 ft}, 1d8 dmg, x3, 60 ft range)

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats
Divine Hunter bonus feat: Precise shot
Level 1 feat: Point Blank Shot

Traits
(Religion) Eyes and Ears of the City: +1 Perception, counts as class skill
(Race) Faith Healer (Aasimar): You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks.

Favored Class Bonus: +1 hp or +1 skill (skill taken at level 1)
Languages Common, Celestial, TBD, TBD, TBD
Deity: Iomedae (LG), Favored weapon: Longsword


SKILLS (2 skill points/level +1/level (Int mod) +1/level (favored class bonus) = 4/lvl - Class Skills in Bold Italics yield +3 when trained)

Mod Ranks Name of Skill
-1 0 Acrobatics
+1 0 Appraise
+3 0 Bluff
-2 0 Climb
+1 0 Craft
+7 1 Diplomacy
+0 0 Disable Device
+3 0 Disguise
-1 0 Escape Artist
-1 0 Fly
+0 0 Handle Animal
+4 1 Heal
+3 0 Intimidate
+0 0 Knowledge (Arcana)
+0 0 Knowledge (Dungeoneering)
+0 0 Knowledge (Engineering)
+0 0 Knowledge (Georgraphy)
+0 0 Knowledge (History)
+0 0 Knowledge (Local)
+0 0 Knowledge (Nature)
+0 0 Knowledge (Nobility)
+0 0 Knowledge (Planes)
+4 0 Knowledge (Religion)
+4 1 Linguistics
+5 1 Perception
+3 0 Perform
+0 0 Profession
-1 0 Ride
+2 0 Sense Motive
+0 0 Sleight of Hand
+0 0 Spellcraft
-1 0 Stealth
+0 0 Survival
-2 0 Swim
+0 0 Use Magic Device


Other Gear:
backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, wooden holy symbol

weapon cord attached to longbow
signal whistle worn as a necklace

--------------------
Special Abilities
--------------------
RACIAL Abilities
Darkvision 60 ft
+2 Linguistics, +2 Sense Motive, 2 languages learned per point of linguistics
Acid/Cold/Electricity resist 5
Glitterdust 1/day

CLASS Abilities
Proficient with all simple and martial weapons, and light and medium armor, and all shields except tower shields

Aura of Good
Quote:
Good aura equal to paladin class level
Detect Evil
Quote:
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
Quote:
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.
PFS#: 87646-4
Faction: Silver Crusade
Starting XP: 0
Initial Fame: 0
Initial Prestige: 0
Start GP: 13 gp, 1 sp


Speech Color: 2222aa

---------------
Description
---------------
Rufael abandoned his birth name decades ago, upon the first Showing of his Aasimar heritage. His hair changed to a shimmering, blood-red while he defended a beggar from the abuses of random strangers. Within days, his eyes faded away -- iris, pupil, and white all become one slightly glowing pale red color.

The next day, Rufael joined the Order of Iomedae, pledging to destroy evil and provide justice everywhere his journey would take him.
 
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