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Aelfric Aelfstead NG
Character Name Alignment
Paladin 7 , Knight Protector 2
Character Level
Elf M
Race Size
Male 129
Gender Age
6'5" 125 lbs
Height Weight
Brown Green
Hair Eyes
Corellon Larethian -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
14 +2 N/A +2
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
58
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+9/4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
20
+7
+2
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
19
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +5 CON +2 +0 +2 +0
Reflex +5 +2 DEX +1 +0 +2 +0
Will +11 +8 WIS +1 +0 +2 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+12 +9 / 4 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +9 / 4 +3 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
20 ft
-
-
-
-
Languages

Common and Elven

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
  Bluff +2 (CHA)  +2 +0 +0
  Climb +3 (STR)  +3 +0 +0
  Diplomacy +11 (CHA)  +2 +6 +3
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +4 (WIS)  +1 +0 +3
  Intimidate +2 (CHA)  +2 +0 +0
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +1 (INT)  +1 +0 +0
  Knowledge: Nature +1 (INT)  +1 +0 +0
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +1 (INT)  +1 +0 +0
  Perception +11 (WIS)  +1 +7 +3
  Ride +10 (DEX)  +1 +6 +3
  Sense Motive +5 (WIS)  +1 +1 +3
  Spellcraft* +5 (INT)  +1 +1 +3
  Stealth +1 (DEX)  +1 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim +3 (STR)  +3 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
  Handle Animal* +6 (CHA)  +2 +1 +3
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Armor +1 (INT)  +1 +0 +0
  Profession:Bodyguard +1 (WIS)  +1 +0 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Elven Weapon Familiarity,

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Feats

Power Attack, Cleave, Mounted Combat, Great Cleave, Iron Will, Weapon Focus (longsword)

Special Abilities

Smite Evil 2\day, Lay On Hands 5\day, Channel Positive Energy , Defensive Blow +2

Traits

Elven Immunities, Keen Senses, Elven Magic, Low-Light Vision, Aura of Good, Detect Evil, Divine Grace, Aura of Courage, Divine Health, Mercy of Fatigue, Divine Bond, Mercy from Disease, Shining Beacon, Best Effort +2,

masterwork large steel shield, longspear, light crossbow, 20 bolts.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Masterwork Longsword +15 {19-20}*2 Slashing Touch None 1d8+4
Mwk LSwd Power Attack +12 {19-20}*2 Slashing Touch None 1d8+16
Shield Bash +13 {20}*2 Blugeoning Touch None 1d4+4
Mwk Longspear +14 {20}*3 Piercing Reach None 1d8+4
Light Crossbow +10 {19-20}*2 Piercing 80 ft 20 bolts 1d8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mwk Field Plate 7 -4 35% 50lbs Heavy
Hvy Steel Shield 2 -2 15% 15lbs Shield

The statblocks of your Weapons, armor and other important/magical equipment

SRD

Masterwork Longsword

Damage (S) Damage (M) Type Critical Range
1d6 1d8 Martial, One-handed, Slashing, Heavy Blade 19-20/x2 Touch

Special: +1 to Hit bonus
Cost: 315 gp
Weight: 4 lbs

This sword is about 3½ feet in length.


 
SRD

Longspear

Damage (S) Damage (M) Type Critical Range
1d6 1d8 Two-Handed, Simple, Piercing, Pole-arm x3 Reach

Special: brace- If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature
Cost: 305 gp
Weight: 9 lbs

A longspear is about 8 feet in length.


 

Crossbow, Light

Damage (S) Damage (M) Type Critical Range
1d6 1d8 Simple, Ranged, Piercing 19-20/x2 80 ft. (projectile)

Special: Load: Loading a light crossbow is a move action that provokes attacks of opportunity.
Cost: 35 gp
Weight: 4 lbs

You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.


 
SRD

Masterwork Field Plate

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
7 1 -4 35% 20ft 15ft

Special: This heavy armor is similar to full plate but lighter in construction, sacrificing a bit of protection for greater flexibility and mobility.
Cost: 1350 gp
Weight: 50lbs

 

The statblocks of your class features

Elven Immunities


Prerequisite(s)

Elf

Benefits

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses


Prerequisite(s)

Elf

Benefits

Elves receive a +2 racial bonus on Perception checks.

Elven Magic


Prerequisite(s)

Elf

Benefits

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Aura of Good (Ex)


Prerequisite(s)

Paladin 1

Benefits

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)


Prerequisite(s)

Paladin 1

Benefits

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)


Prerequisite(s)

Paladin 1

Benefits

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.

Divine Grace (Su)


Prerequisite(s)

Paladin 2

Benefits

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)


Prerequisite(s)

Paladin 2

Benefits

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.   Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.  

Mercy (Su)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, and every three levels thereafter, a paladin can select one mercy. 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.   At 3rd level, the paladin can select from the following initial mercies.   Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446 Fatigued: The target is no longer fatigued. Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PZO9446 Shaken: The target is no longer shaken. Sickened: The target is no longer sickened. At 6th level, a paladin adds the following mercies to the list of those that can be selected.   Dazed: The target is no longer dazed. Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PZO9446 Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PZO9446 Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PZO9446 At 9th level, a paladin adds the following mercies to the list of those that can be selected.   Confused: The target is no longer confused. Source PZO9446 Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PZO9446 Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level. Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PZO9446 At 12th level, a paladin adds the following mercies to the list of those that can be selected.   Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PZO9446 Blinded: The target is no longer blinded. Deafened: The target is no longer deafened. Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PZO9446 Paralyzed: The target is no longer paralyzed. Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PZO9446 Stunned: The target is no longer stunned. These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su)


Prerequisite(s)

Paladin 4

Benefits

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp)


Prerequisite(s)

Paladin 5

Benefits

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.   The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.   If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.   In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures.   A Medium paladin can select an elkPPC:WO, giant seahorsePPC:WO, giraffePPC:WO, yakPZO1140 or zebraPZO1140 as a bonded mount.   A Small paladin can select an antelopePPC:WO, capybaraPZO1140, eohippusPZO1140, giant weaselPPC:WO, ramPPC:WO, reindeerPZO1140, stagPPC:WO, or wolfdogPZO1140 as a bonded mount.   The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.   Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.   At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.   At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.   Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   Animal Companion Feats and Archetypes =========================================================== Consult your GM if the special animal companion feats or archetypes are allowed.   The archetypes are listed here followed by the feats.   Divine Bond Variants (Optional) ===========================================================   Although all paladins commune with divine forces and celestial spirits, some are able to do so in ways that transcend the typical martial blessing or celestial servitor.   When a paladin gains the divine bond class feature, she can choose one of the following variant divine bonds instead of those outlined by her class. All variant divine bonds are supernatural abilities, and a paladin cannot choose a variant divine bond if she has an archetype that alters or replaces divine bond.   Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PZO9446   Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PZO9446   Archon Bond: As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.


Prerequisite(s)

Str 13, base attack bonus +1.

Benefits

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.   When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.   You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Mounted Combat

You are adept at guiding your mount through combat.


Prerequisite(s)

Ride 1 rank

Benefits

Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Cleave

You can strike two adjacent foes with a single swing.


Prerequisite(s)

Str 13, Power Attack, base attack bonus +1.

Benefits

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Cleave

You can strike many adjacent foes with a single blow.


Prerequisite(s)

Str 13, Cleave, Power Attack, base attack bonus +4.

Benefits

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Defensive Blow


Prerequisite(s)

Knight Protector 1

Benefits

Whenever the Knight Protector is engaged in a melee combat situation where the Knight seeks to protect a creature who is weaker than the Knight Protector (fewer HD or total levels) or who is helpless, the Knight Protector gains a +2 morale bonus to his attack and weapon damage rolls. the bonus gains an additional +1 every three levels after the 1st.

Shining Beacon


Prerequisite(s)

Knight Protector 1

Benefits

The Knight Protector is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves versus fear effects when they stand within 10 feet of the Knight Protector, if the Knight is held, unconscious, or otherwise rendered helpless, his allies lose this bonus.

Best Effort


Prerequisite(s)

Knight Protector 2

Benefits

The daunting nature of the Knight Protector's goals often requires special focus of effort. Beginning at 2nd level, a Knight Protector gains a bonus to any one skill check he makes, once per day. You must declare that you are using this ability before you make the skill check. The Bonus grants +2 and stacks an additional +1 every three levels after.

Weapon Focus

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.


Prerequisite(s)

Proficiency with selected weapon, base attack bonus +1.

Benefits

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Statblocks for your familiars, mounts etc.

Alnaythil N
Character Name Alignment
Animal Companion 9
Character Level
Horse L
Race Size
Female 3
Gender Age
5'11" 1300 lbs
Height Weight
Auburn Green
Hair Eyes
Corellon Larethian Arvandor
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
23 +6 N/A +6
Dex
Dexterity
21 +5 N/A +5
Con
Constitution
22 +6 N/A +6
Int
Intelligence
6 -2 N/A -2
Wis
Wisdom
17 +3 N/A +3
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
72
0
0
Initiative
Dex
Modifier
+5
+5
+0
BAB
+6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
23
+0
+0
+5
Size
Natural
Deflection
Misc
-1
+8
+0
+1
Touch
23
Flat Footed
18
Flat Footed + Touch
18
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +12 +6 CON +6 +0 +0 +0
Reflex +11 +6 DEX +5 +0 +0 +0
Will +5 +2 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+13 +6 / 1 +6 +0 +1
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
29 10 +6 / 1 +6 +5 +1 +1
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
50 ft
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +7 (DEX)  +5 +2 +0
  Bluff +1 (CHA)  +1 +0 +0
  Climb +6 (STR)  +6 +0 +0
  Diplomacy +1 (CHA)  +1 +0 +0
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
  Fly +5 (DEX)  +5 +0 +0
  Heal +3 (WIS)  +3 +0 +0
  Intimidate +1 (CHA)  +1 +0 +0
  Knowledge: Arcana -2 (INT)  -2 +0 +0
  Knowledge: Dungeoneering -2 (INT)  -2 +0 +0
  Knowledge: Local -2 (INT)  -2 +0 +0
  Knowledge: Nature -2 (INT)  -2 +0 +0
  Knowledge: Planes -2 (INT)  -2 +0 +0
  Knowledge: Religion -2 (INT)  -2 +0 +0
  Perception +12 (WIS)  +3 +6 +3
  Ride +5 (DEX)  +5 +0 +0
  Sense Motive +3 (WIS)  +3 +0 +0
  Stealth +5 (DEX)  +5 +0 +0
  Survival +3 (WIS)  +3 +0 +0
  Swim +6 (STR)  +6 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise -2 (INT)  -2 +0 +0
  Knowledge: Engineering -2 (INT)  -2 +0 +0
  Knowledge: Geography -2 (INT)  -2 +0 +0
  Knowledge: History -2 (INT)  -2 +0 +0
  Knowledge: Nobility -2 (INT)  -2 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Endurance, Improved Hoof Attack, Dodge, Improved Overrun , Multiattack

Special Abilities

Run, Combat Training

Traits

low-light vision, scent, Companion Link, Share Spells, Evasion, Devotion

WEAPONS
Name AB Critical Type Range Ammo Dmg
Bite +10 {20}*2 Piercing Close None 1d4+6
2 Hooves +10 {20}*2 Blugeoning Close None 1d8+6

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PFPC Knights of the Inner Sea

Keep Watch

Enable the subjects to stand watch or keep vigil throughout the night without any ill effects.


Enchantment \ \ V, S

Casting time: 1 standard action
Range: touch
Duration: 8 hours or less; see text
Targets: one creature touched/2 levels

Description

This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.   The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest.   The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night’s rest.
PFRPG Advanced Class Guide

Shield of Fortification

Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.


Abjuration \ \ V, S, DF

Casting time: 1 standard action
Range: touch
Duration: 1 minute/level

Description

You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.

When augmented

Greater   This spell functions as shield of fortification, except there is a 50% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%.

Level 2 Spells

SRD

Delay Poison


conjuration \ \ healing

Casting time: 1 standard action
Range: Touch
Duration: 1 hour/level
Targets: creature touched

Description

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

JMTyranny.

System

Pathfinder 1e

Statblock Type

Character Sheet

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