Edric Fabricius

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Male Human Paladin 1
LG Medium humanoid (human)
Init +1; Senses Perception +0

Defense

AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +1 Dex, +1 dodge)
hp 25 (1d10+2)
Fort +3, Ref +1, Will +2

Offense

Speed
20 ft. (due to medium armor)
Melee
scimitar +4 (1d6+3/18-20)
Ranged
longbow +2 (1d8/×3)
Special Attacks
smite evil
Spell-Like Abilities
(CL 1st; concentration +5)
At will
detect evil

Statistics

Str 16 +3
Dex 13 +1
Con 13 +1
Int 14 +2
Wis 10 +0
Cha +4 18

Base Atk +1; CMB +4; CMD 16
Feats Dodge, Power Atack
Traits anatomist, divine warrior
Skills Diplomacy +8, Heal +4, Knowledge (nobility) +6, Knowledge (religion) +6, Sense Motive +4
Languages Common, Dwarven, Elven

SQ
aura of good
Other Gear
scale mail, heavy steel shield, arrows (60), longbow, scimitar, backpack, masterwork, belt pouch, chalk (5), grappling hook, wooden holy symbol (LG), light crystal (worth 10 gp, 0.25 lb), sack, string or twine, trail rations (7), water stone (worth 30 gp), waterskin, 3 gp, 13 sp, 3 cp

Tracked Resources

Arrows - 0/60
Smite Evil (1/day) (Su) - 0/1
Trail rations - 0/7

Special Abilities

Anatomist
+1 trait bonus to confirm critical hits.
Aura of Good (Ex)
The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp)
You can use detect evil at will (as the spell). A paladin can, as a move action, concentrate on a single item or individual within 60 ft. and determine if it is evil or good, 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.
Divine Warrior
From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus for the duration of the spell.
Power Attack -1/+2
You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su)
+4 to hit, +1 to damage, +4 deflection bonus to AC when used.

Beginning at 1st level, once plus the paladin's CHA mod times per day, a paladin can call out to the powers of her god to aid her in her struggle against her foes. As a swift action, during combat, the paladin chooses one target within sight to designate as the target for her smite ability. If this target stands in opposition to the Paladin's expressed goals or faith, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level as bonus damage to a number of damage rolls made against the target of her smite. The paladin must still be able to see or sense the target in order to attack them, however.

Smite damage may be applied by the Paladin a number of times per round equal to her number of attacks granted by her BAB, namely, 1 at levels 1-5, 2 at levels 6-10, 3 at levels 11-15 and 4 at levels 16+. If the paladin has more attacks each round than this maximum number(such as from a Haste spell or fighting with two weapons), she cannot apply Smite to those attacks. A paladin chooses to apply or withhold her Smite damage after an attack has succeeded.

Smite enemy attacks automatically bypass any DR the creature might possess.

Smite enemy grants an untyped bonus to the Paladin's AC equal to half her Charisma modifier (round down). This bonus applies to the Paladin's touch AC as well, but not to their flat-footed AC.

If the paladin targets a creature that has the same alignment as the paladin or which shares her goals, the smite is wasted with no effect.

Smite enemy lasts 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 use her smite enemy ability one additional time per day, as indicated on Table: Paladin.