Johanna EL 5Female Dragonborn (Wings) Lesser Aasimar Paladin 5
NG Medium Humanoid (dragonblood, planetouched)
Init +1;
Senses Listen -1, Spot -1
Aura aura of good (5th), divine aura (+1, 10 ft.), draconic aura (+1, 60 ft.), minor aura (+3, 60 ft.)
Languages Common, Celestial, Draconic
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AC 20, touch 11, flat-footed 19; +2 dodge vs. dragons
hp 47 (5d10+15 HD)
Immune disease, frightful presence of dragons
Fort +8,
Ref +3,
Will +8
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Speed 20 ft. (4 squares); base 30 ft., glide 20 ft. (average)
Melee mwk glaive +9 reach (1d10+4/x3 and 1 acid)
Melee mwk armor spikes +9 (1d6+3)
Melee dagger +8 (1d4+3/19-20)
Ranged sling +4 (1d4+3)
Ranged sling (stones) +3 (1d3+3)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.;
Reach 5 ft.
Base Atk +5;
Grp +8
Atk Options charging smite (+10 damage), Power Attack, smite evil 2/day (+3 attack, +5 damage)
Special Actions auras, draconic aura boost, Draconic Recovery, lay on hands 15 hp/day, Protection Devotion 1/day +1/3 turn attempts (+3 AC), turn undead 6/day (+3, 2d6+8, 5th)
Combat Gear anklet of translocation 2/day,
cloak of elemental protection and resistance +1 1/day,
pearl of power (1st) 1/day
Spell-Like Abilities (CL 5th):
At will --
detect evilPaladin Spells Prepared (CL 5th):
2nd (2/day, DC 15) --
bull's strength,
shield other 1st (4/day, DC 14) --
cure light wounds (1d8+5),
distant smite,
lesser restoration,
protection from evil 0th (3/day, DC 13) --
detect magic,
guidance,
merciful smite_________________________________________
Abilities Str 16, Dex 12, Con 16, Int 8, Wis 16, Cha 16
SQ draconic vitality (10 DV)
Feats Draconic Recovery, Power Attack, Project Draconic Aura (power), Protection Devotion
Flaws Inattentive, Shaky
Skills Concentration +5, Diplomacy +15, Handle Animal +4, Jump +2, Knowledge (religion) +0, Listen -1, Perform (wind instruments) +7, Ride +2, Sense Motive +11, Spellcraft +0, Spot -1, Swim -7
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Divine Auras (Su) Aura bonus +1, 10-ft. radius, DC 15. Auras known: conviction, prayer, righteousness.
Draconic Auras (Su) Aura bonus +1, 60-ft. radius, DC 15. Can affect mindless. Auras known: power.
Minor Auras (Su) Aura bonus +3, 60-ft. radius, DC 15. Auras known: master of tactics, motivate charisma, motivate dexterity, watchful eye.
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Current StatusAuras righteousness (divine), power (draconic), motivate dexterity (minor)
Init +4
AC 20, touch 11, flat-footed 19; +2 dodge vs. dragons; +1 vs. evil
hp 47/47
Fort +8,
Ref +3,
Will +8; +1 vs. evil
Melee mwk glaive +9 reach (1d10+4/x3 and 1 acid and 1d4 and 1d4 vs. evil)
Melee mwk armor spikes +9 (1d6+3 and 1d4 and 1d4 vs. evil)
Special Ability Uses Remaining DV 10/10;
Lay on Hands 15/15
Smite Evil 2/2;
Turn Undead 6/6
Protection Devotion 1/1
Magic Item Uses Remaining anklet of translocation 2/2
cloak of elemental protection and resistance +1 1/1
pearl of power (1st) 1/1
Paladin Spells Remaining 2nd (2/day, DC 15) --
bull's strength,
shield other 1st (4/day, DC 14) --
cure light wounds (1d8+5),
distant smite,
lesser restoration,
protection from evil 0th (3/day, DC 13) --
detect magic,
guidance,
merciful smiteSkills Ride +5
Ongoing Spells and Effects None
Notes: None
HP 47 = 32 Paladin + 15 Con
Str 16 [ 8p] = 15 base, +0 racial, +1 level, +0 enhancement
Dex 12 [ 6p] = 14 base, -2 racial, +0 level, +0 enhancement
Con 16 [ 6p] = 14 base, +2 racial, +0 level, +0 enhancement
Int 8 [ 0p] = 8 base, +0 racial, +0 level, +0 enhancement
Wis 16 [ 6p] = 14 base, +2 racial, +0 level, +0 enhancement
Cha 16 [ 6p] = 14 base, +2 racial, +0 level, +0 enhancement
AC 20 = +0 size, +1 Dex, +9 armor, +0 shield, +0 deflection
Touch 11 = +0 size, +1 Dex, -- armor, -- shield, +0 deflection
Flat 19 = +0 size, -- Dex, +9 armor, +0 shield, +0 deflection
+2 dodge vs. dragons.
Fort +8 = +4 base, +3 Con, +1 resistance
Ref +3 = +1 base, +1 Dex, +1 resistance
Will +8 = +4 base, +3 Wis, +1 resistance
Melee +8 = +5 BAB, +0 size, +3 Str
Ranged +4 = +5 BAB, +0 size, +1 Dex, -2 flaw
Grapple +8 = +5 BAB, +0 size, +3 Str
Lesser
Aasimar:
- +2 Wisdom, +2 Charisma.
- Humanoid (planetouched)
- Medium size.
- An aasimar’s base land speed is 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
Special Attacks (see above): Daylight.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Paladin.
Dragonborn of Bahamut (Wings):
- +2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
- Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
- Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1-1, page 10), she enters middle age.
- +2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
- Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
- Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
- Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
- Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.
At 6 HD, the dragonborn's darkvision extends to 60 feet. At 9 HD, the dragonborn's darkvision extends to 90 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn's darkvision extends to 120 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
- Wings (Ex): A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fly.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
- Automatic Languages: Draconic. Dragonborn gain the ability to speak Draconic upon their transformation but do not lose the ability to speak languages they already know.
- Favored Class: Fighter. A multiclass dragonborn's fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character. Furthermore, dragonborn paladins can leave that class and return to it without penalty. Also, see the Mechanics of Rebirth sidebar.
Paladin 5- Alignment: Any Good
- Hit Die: d10
- Base Attack Bonus: Full
- Base Saves: Good (Fort), Poor (Reflex), Good (Will)
- Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.
- Weapon and Armor Proficiency: As a Paladin, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
- Aura of Good (Ex): The power of your aura of good (see the detect good spell) is equal to your Paladin level.
- Auras (Su): As a Paladin, your faith and conviction power your auras. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 3rd level) one divine aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Paladin 3 would be able to project both a divine aura and a draconic aura at the same time, but only a single minor aura.
Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (divine or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.
As a Paladin, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.
Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your Paladin level increases, you gain access to new auras, as indicated on the table above.
Divine Auras: Beginning at 3rd level, you can project a divine aura in addition to your minor aura. A divine aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your divine auras is initially +1, and it improves by 1 at 8th level and every 5 levels thereafter. You learn two divine auras of your choice at 3rd level. As your Paladin level increases, you gain access to new auras, as indicated on the table above.
Faith powers your divine auras, and while a strong faith may inspire others to better themselves, the greatest changes are in the faithful individual himself. Most divine auras have a personal effect. This personal effect applies to you and only you while you project the aura. You, alongside your allies, still benefit from the normal effects of the aura, but the full effects of the aura are reserved for you and you alone. Where an aura grants the same or similar bonuses for both its normal effect and its personal effect, they do not stack; only the strongest applies to you.
As the powers of your auras are focused more heavily into you, they cannot as easily affect your allies. All divine auras with a personal effect have a reduced area of effect. Such auras have only one sixth the normal radius, rounded up to the nearest multiple of 5 feet. Thus, their effective base radius is only 10 feet, and increasing by 5 feet each time your Dilate Aura ability would normally increase your aura radius by 30 feet. Divine auras with no specific additional personal effect and auras of other types still use your full normal aura radius.
- Detect Evil (Sp): At will, you can use detect evil, as the spell.
- Smite Evil (Su): Once per day, you may attempt to smite evil with one normal melee attack. You adds your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per Paladin level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, you may smite evil one additional time per day, as indicated on the table above, to a maximum of five times per day at 20th level.
- Spells: As a Paladin, you gain the ability to cast a small number of divine spells, which are drawn from the Paladin spell list. You must choose and prepare your spells in advance.
To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.
You prepare and cast spells the way a Cleric does, though you cannot lose a prepared spell to spontaneously cast a cure spell in its place. You may prepare and cast any spell on the Paladin spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.
- Lay on Hands (Su): Beginning at 2nd level, you can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your Paladin level × your Charisma bonus (minimum +1). You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using this ability is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using this ability in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
- Divine Health (Ex): At 3rd level, you gain immunity to all diseases, including supernatural and magical diseases.
- Turn Undead (Su): When you reach 4th level, you gain the supernatural ability to turn undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1/day). You turn undead as a Cleric of your level would.
Special Mount (Sp): Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy warhorse (for a Medium Paladin) or a warpony (for a Small Paladin).
Once per day, as a full-round action, you may magically call your mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to you and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though you may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain you level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls.
- Code of Conduct: A Paladin must be of good alignment and loses all class abilities if she ever willingly and intentionally commits an evil act.
Additionally, a Paladin’s code requires that she act with honor, help those in need (provided they do not use the help for evil ends or other purposes opposed to the Paladin's ideals), and punish those who harm or threaten innocents. What acting with honor means exactly varies from Paladin to Paladin. For lawful Paladins, it frequently involves some variation of not lying, not cheating, not using poison, and so forth. Acting with honor instead might mean holding oneself to higher standards of helping the powerless and downtrodden, holding to one's ideals regardless of social custom, and so forth for chaotic Paladins.
- Ex-Paladins: A Paladin who ceases to be good, who willfully commits an evil act, or who grossly violates her code of conduct loses all Paladin spells and class features (including the service of the Paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
- Alternate Class Feature: Charging Smite
(Player's Handbook II, pg. 53)
Level: 5th.
Replaces: If you select this class feature, you do not gain a special mount.
Benefit: Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin level to any evil creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.
Feats- 1 - Draconic Recovery: Gain a pool of draconic vitality (2/level) with which to heal your wounds (swift action to heal self 1/2 DV spent).
- 1F- Power Attack: Attack penalty (up to BAB), melee damage bonus (equal to penalty, or x2 if wielded two-handed).
- 1F- Protection Devotion: Immediate action, 1/day +1/3 turn attempts, +2+1/4 levels sacred to AC for 1 minute to self and allies within 30 feet.
- 3 - Project Draconic Aura (power): Learn to project a draconic aura (aura bonus +1, DC 10 + 1/2 level + Cha mod).
Flaws- Inattentive: -4 on Listen and Spot checks.
- Shaky: -2 on ranged attack rolls.
TraitsNone
Paladin 5Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.
- Concentration +5 = 2 ranks, +3 Con
- Diplomacy +15 = 8 ranks, +3 Cha, +2 synergy (Sense Motive), +2 circumstance (mwk tool)
- Gather Information +3 = untrained, +3 Cha
- Handle Animal +4 = 1 rank, +3 Cha
- Heal +3 = untrained, +3 Wis
- Intimidate +3 = untrained, +3 Cha
- Jump +2 = untrained, +3 Str, -5 ACP, -6 speed, +10 racial
- Knowledge (religion) +0 = 1 rank, -1 Int
- Listen -1 = untrained, +3 Wis, -4 flaw
- Perform (wind instruments) +7 = 2 ranks, +3 Cha, +2 circumstance (mwk musical instrument)
- Ride +2 = 1 rank, +1 Dex
- Sense Motive +11 = 8 ranks, +3 Wis
- Spellcraft +0 = 1 rank, -1 Int
- Spot -1 = untrained, +3 Wis, -4 flaw
- Swim -7 = untrained, +3 Str, -10 ACP
Carrying Capacity 230 lb. = 230 lb. (16 Str) * 1 (Medium biped)
- Light: 76 lb. or less
- Medium: 77-153 lb.
- Heavy: 154-230 lb.
- Overhead: 460 lb.
- Drag: 1150 lb.
Current Encumbrance: 106.0 lb. (Medium)
Encumbrance Without Pack: 76.0 lb. (Light)
Weapons and Armor | Location | Value | Weight | Description |
Dagger | -- | 1 gp | 1.0 lb. | 1d4/19-20, 10 ft. throw range, piercing and slashing, light melee weapon |
Mwk glaive | -- | 308 gp | 10.0 lb. | +1 attack, 1d10/x3, slashing, reach, two-handed melee weapon |
Crystal of energy assault, least, acid | mwk glaive | 600 gp | 0.0 lb. | Deal 1 acid damage on hit. Source: Magic Item Compendium, page 26 |
Sling | -- | 0 gp | 0.0 lb. | 1d3, Str to damage, 50 ft. range, move action reload, fires sling bullets (normal) or stones (-1 attack roll, -1 damage size), two-handed ranged weapon |
+1 full plate (w/ mwk armor spikes) | Body | 2650 gp | 50.0 lb. | +9 AC, +1 max Dex, -5 ACP, heavy armor |
Mwk armor spikes | +1 full plate | 350 gp | 10.0 lb. | +1 attack, 1d6, piercing, light melee weapon |
Clothing and Wondrous Items | Location | Value | Weight | Description |
Anklet of translocation | Feet | 1400 gp | 1.0 lb. | 2/day, teleport 10 ft. as a swift action, requires LoS and LoE. Source: Magic Item Compendium |
Cloak of elemental protection and resistance +1 | Shoulders | 2000 gp | 1.0 lb. | Elemental Protection: 1/day, gain resist 10 to acid, cold, electricity, fire, or sonic until start of your next turn, only usable if worn for at least 24 hours. Source: Magic Item Compendium Resistance: +1 resistance bonus on all saves. |
Pearl of power, 1st | -- | 1000 gp | 0.0 lb. | 1/day, regain a used 1st-level spell slot |
Tools | Location | Value | Weight | Description |
Masterwork tool, Diplomacy | -- | 50 gp | 1.0 lb. | +2 circumstance on Diplomacy checks |
Masterwork musical instrument | Backpack | 100 gp | 3.0 lb. | Flute, +2 circumstance on Perform (wind instruments) checks |
Rope, silk (50 ft.) | Backpack | 10 gp | 5.0 lb. | 4 hp, break DC 24, +2 circumstance on Use Rope checks |
Shapesand (1 jug) | Backpack | 100 gp | 12.0 lb. | DC 16 Wisdom check to shape, max amount varies with Wisdom. Source: Sandstorm |
Consumable Alchemical and Magic Items | Location | Value | Weight | Description |
Material Components and Spell Focuses | Location | Value | Weight | Description |
Spell component pouch | -- | 5 gp | 2.0 lb. | Contains all cheap spell components |
Holy symbol of Bahamut, wooden | Spell component pouch | 1 gp | 0.0 lb. | Divine focus |
Platinum ring (x2) | Spell component pouch | 100 gp | 0.0 lb. | Focus: shield other |
Miscellaneous Equipment | Location | Value | Weight | Description |
Miscellaneous equipment | Backpack | 50 gp | 10.0 lb. | Money and weight reserved for all that miscellaneous small equipment and gear that'll never come up and that I can't be bothered to track (ex: 10-ft. pole, backpack, bedroll, chalk, a spare set of clothing, flint and steel, ink, parchment, rations, waterskins, etc.) |
Other Possessions | Location | Value | Weight | Description |
Cash | -- | 175 gp | 0.0 lb. | Money in local currency |
AccountingCharacter Creation | Income | Expenditures | Description |
Starting wealth | +9000 gp | -- | Level 5 wealth by level |
Dragonborn ritual | -- | -100 gp | |
Starting weapons and armor | -- | -3909 gp | Dagger, mwk glaive, crystal of energy assault (least, acid), sling, +1 full plate w/ mwk armor spikes |
Starting clothing and wondrous items | -- | -4400 gp | Cloak of elemental protection and resistance +1, anklet of translocation, pearl of power (1st) |
Starting tools | -- | -260 gp | Mwk tool (Diplomacy), mwk wind instrument, silk rope x50 ft., shapesand x1 jug |
Starting material components | -- | -106 gp | Spell component pouch, wooden holy symbol (Bahamut), platinum ring (shield other) (x2) |
Starting miscellaneous equipment | -- | -50 gp | Reserved to account for the random crap I'm not gonna track |
Section Total | +9000 gp | -8825 gp | Net: +175 gp |
Subtotal | +9000 gp | -8825 gp | Net: +175 gp |
Level 5 | Income | Expenditures | Description |
Section Total | +0 gp | -0 gp | Net: +0 gp |
Subtotal | +9000 gp | -8825 gp | Net: +175 gp |
Present Status | Income | Expenditures | Description |
Total | +9000 gp | -8825 gp | Cash: 175 gp; Equipment: 8725 gp; Consumption: 100 gp |
Paladin 5Divine Auras:- Aura bonus +1
- 3 known
- 10-ft. radius
- Conviction: Enemies suffer a penalty on all saving throws equal to half your aura bonus, rounded up.
Personal: You gain a bonus to your caster level.
- Prayer: Allies gain fast healing equal to twice your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
Personal: The fast healing granted by this aura can heal you up to your full normal hit points.
- Righteousness: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by evil creatures, and against spells and effects with the evil descriptor. Non-good summoned creatures cannot touch you or your allies, as per the protection from evil spell. Spell resistance can allow them to bypass this effect. Your effective caster level for the purpose of opposing spell resistance with this aura is equal to your class level plus your aura bonus.
Personal: Your weapon attacks are considered good-aligned, allowing them to bypass the corresponding damage reduction. You deal additional damage on each damaging weapon attack against evil-aligned targets equal to 1d4 per point of aura bonus.
Minor Auras:- Aura bonus +3
- 4 known
- 60-ft. radius
- Master of Tactics: Allies gain a bonus on damage rolls when flanking.
- Motivate Charisma: Allies gain a bonus on Charisma checks and Charisma-based skill checks.
- Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
- Watchful Eye: Allies gain a bonus on Reflex saves.
Project Draconic AuraDraconic Auras:- Aura bonus +1
- 1 known
- 60-ft. radius
- Power: Allies gain a bonus on weapon damage rolls equal to 1d4 per point of aura bonus.
Boost: Allies gain a bonus to their caster and manifester levels for 1 round per point of your aura bonus.
Boost Cost: 15 DV
Paladin 5- All spell on list are known.
- Prepared divine casting.
- Slots: 3/3/1/-/-/-/- per day.
- Max spell: Wisdom - 10.
- Bonus spells: Wisdom-based.
- Save DCs: 10 + spell level + Wisdom modifier.
- Paladin 0th: 3/day (3+0 Wis), DC 13
- Paladin 1st: 4/day (3+1 Wis), DC 14
- Paladin 2nd: 2/day (1+1 Wis), DC 15
Paladin Spell ListPaladins choose their spells from the following list:
0-Level (Orisons): Create water,
cure minor wounds,
detect evil,
detect magic,
detect poison,
guidance,
light,
purify food and drink,
read magic,
resistance, and
virtue.
1st Level: As the normal Paladin spell list plus the following spells:
command,
comprehend languages,
hide from undead,
protection from law,
remove fear, and
shield of faith.
In addition, the following spells have been reduced in level compared to the normal Paladin spell list:
create water,
detect poison,
read magic,
resistance, and
virtue (0th).
2nd Level: As the normal Paladin spell list, plus the following spells:
aid,
align weapon,
bear's endurance,
consecrate,
cure moderate wounds, and
spiritual weapon.
3rd Level: As the normal Paladin spell list, plus the following spells:
continual flame,
create food and water,
cure serious wounds,
dismissal,
invisibility purge,
magic circle against law,
magic vestment,
protection from energy,
remove disease,
searing light, and
tongues.
In addition, the following spells have been reduced in level compared to the normal Paladin spell list:
cure moderate wounds (2nd).
In addition, the following spells have been increased in level compared to the normal Paladin spell list:
heal mount (4th).
4th Level: As the normal Paladin spell list, plus the following spells:
chaos hammer,
cure critical wounds,
discern lies,
dispel law,
divine power,
freedom of movement,
heal mount,
holy smite,
lesser planar ally,
mass cure light wounds, and
order's wrath.
In addition, the following spells have been reduced in level compared to the normal Paladin spell list:
cure serious wounds (3rd).
5th Level: Atonement,
disrupting weapon,
greater command,
greater dispel magic,
hallow,
mass cure moderate wounds,
raise dead,
righteous might,
spell resistance, and
true seeing.
6th Level: Banishment,
blade barrier,
cloak of chaos,
greater restoration,
heal,
heroes' feast,
holy aura,
mass bear's endurance,
mass bull's strength,
mass cure serious wounds,
mass eagle's splendor,
mass owl's wisdom,
planar ally,
shield of law, and
undeath to death.
In addition, there are a large number of new spells presented in this supplement designed for use by Paladins. See the section detailing new spells for more information.
Note: The spell list provided here only covers spells found in the core D&D rules (ie: spells printed in the Player's Handbook). For spells printed in other sourcebooks, the following guidelines are suggested. As always, use your own discretion.
- For any spell that normal Paladin gains a lawful version of but not a chaotic version, the chaotic version should also be added to the Paladin list at the same level. For example, among the core D&D spells, this includes the protection from law, magic circle against law, and dispel law spells.
- New spells added only to the normal Paladin spell list can usually be added to the Paladin spell list at the same level. Particularly potent spells that exist as 3rd- or 4th-level spells on the normal Paladin spell list can be increased by one or two levels to account for the wider range of spell levels available in this version of the Paladin.
- New spells added to the normal Paladin spell list at the same level as they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) can be added to the Paladin spell list at the same level.
- Any normal Paladin spell found on the Cleric spell list at a lower level, such as most orisons, should be considered a Paladin spell at the Cleric spell level.
- New spells added to the normal Paladin spell list at one levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at either the indicated level or one level higher than indicated.
- New spells added to the normal Paladin spell list at two levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at one level higher than indicated.
- New spells added to the normal Paladin spell list at three levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at one or two levels higher than indicated.
- New spells added to the normal Paladin spell list at four or more levels lower than they are added to the list of a primary spellcasting class (Wizard, Cleric, Druid, etc.) should be added to the Paladin spell list at two levels higher than indicated.
- For new spells added to the normal Paladin spell list and the spell lists of the Cleric and other primary spellcasting classes, use the Cleric level to determine how the new level should be determined.
- Some 5th-, 6th-, and 7th-level Cleric spells may also be suitable as 5th- or 6th-level Paladin spells, particularly those that bolster or enhance the caster or her allies.
WIP
Personal Goals:
- ...
Character Hooks:
- Devoted Paladin of Bahamut.
- Crusader against big evils. Acknowledges and accepts that smaller, human-scale evils exist and doesn't get bent out of shape about that fact because she's not Lawful Stupid.
- Becoming Dragonborn is a transformation. To some extent, there's a transition from an old life to a new one. May have had some prior life of note that's been set aside. Maybe not. Not sure if I'm going anywhere with this, just spitballing ideas.
Equipment
4000 gp, +2 Str item
4000 gp, +2 Con item
4000 gp, +2 Cha item
3000 gp, Lesser Metamagic Rod of Extend Spell
750 gp, Healing Belt
500 gp, Restful Crystal
10000 gp, Chainmail Glove of Taarnham the Vigilant
2000 gp, Amulet of natural armor +1
2000 gp, Ring of protection +1
4000 gp, Cloak of resistance +2
2000 gp, Handy Haversack (less necessary than most characters, since I've got high Strength and thus less worry about carrying capacity)
Weapon and armor crystals of any useful types
Upgrades to my existing items
These aren't in any particular order.
Feats
6 - Aura Focus: +1 to aura bonus, +2 save DC for a specific aura. Use it to improve my singular draconic aura that I know I'll always be projecting.
9 - ???
12- Extra Aura (divine): Project a second divine aura at a time. Obviously only if this campaign goes to 12th level (unlikely).
Character created for the game: Anyone want to run through the red hand of doom?
http://www.minmaxboards.com/index.php?topic=17329.0I have some extra time on my hands for at least a few months. I've always loved this adventure and was wanting if anyone wanted to play. I'll dm.
Thinking basic rules
D&d 3.5 with 3.0 open, drag mag allowed, homebrew upon request.
32 pt buy
Must have a race that won't set turn the town's against you.
If there is any interest, I'll work out more in depth character generation.
Flaws x2 not required, but available. Granted I've never seen anyone not take then if offered.
And no, things that just don't makes sense will either be banned or used against the party if the party uses it.
TODO:
- Background/personality. I'm lousy with this sort of creative writing, so I'll just see how things go naturally in game.