Male Half Elf Paladin 5
Strength 18 (3)
Constitution 17 (2)
Wisdom 17 (3)
Height: 6’ 1"
Weight: 260 lb
Hair: Dark Brown Wavy; Beardless
Total Hit Points: 54
Speed: 30 feet
Armor Class: 24 = 10 2
Touch AC: 13
Initiative modifier: 3
Reflex save: 3
Will save: 2 Holy Longsword [1d8+6+1d6 fire, crit 19-20/x2 4 lb, one-handed, slashing]
Mwk+1 Mithril Breastplate [light; 2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Battle Casting: Cast paladin spells as swift action
Prerequisites: Base Attack Bonus +1, Smite ability
Benefit: When you use your Smite ability (Smite Evil, Smite Undead, etc) your attack deals extra damage equal to 1.5 × your class level (round down) + your Charisma modifier.
Normal: A Smite attack deals 1 extra point of damage per class level.
Skill focus: Listen
Improved Smiting [hand-edit as needed]
Extra Smiting [hand-edit as needed]
CHILD OF FAITH [BACKGROUND]
You were raised in strict observation of religious tenets. You might even be
a priest of the faith, though you are an adventurer now.
Mechanics: As long as you have a holy symbol of your religion on your
person, you are filled with resolution and faith that your god watches over
you. You gain a +2 bonus against all fear effects and, once per day, may opt
to gain a +2 bonus on a single d20 roll of your choice. In addition, you
enjoy one of the following trait abilities:
Inquisitor: You gain a +2 bonus to all Sense Motive checks. As part of your
religious training, you learned how to detect heresy among the faithful.
You have always stood and fought when others have turned and run away.
Whether it is because of an insane sense of invulnerability, religious faith,
or a relentless desire to win, you never give up.
Mechanics: You are immune to fear effects
You lack confidence in your abilities or confidence in the universe at large.
Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or
ability check for the next hour.
You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-
based checks for the next 24 hours.
Skill Name Key
Modifier Ranks Misc.
Appraise Int 2 = +2
Balance Dex* 4 = +3 1
Bluff Cha 3 = +3
Climb Str* 4 = +4
Concentration Con 3 = +3
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 3 = +3
Disguise Cha 3 = +3
Escape Artist Dex* 3 = +3
Forgery Int 2 = +2
Gather Information Cha 3 = +3
Heal Wis 7 = +3 +4
Hide Dex* 3 = +3
Intimidate Cha 3 = +3
Jump Str* 4 = +4
Listen Wis 16 = +3 +8 +2 +3
Move Silently Dex* 3 = +3
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 8 = +3 5
Search Int 2 = +2
Sense Motive Wis 15 = +3 +8 +2 +2
Spot Wis 10 = +3 +5 +2
Survival Wis 3 = +3
Swim Str** 4 = +4
Use Rope Dex 3 = +3
- = check penalty for wearing armor
• Unfamiliar race. Adjustments already included.
• +2 strength
• +0 dexterity
• +0 constitution
• +0 intelligence
• +0 wisdom
• +0 charisma
• Edit sheet & write details here as needed.
• Be sure to know bonuses to skills, special abilities, low-light / dark vision, and any natural armor class bonus.
Paladin: of freedom and vengeance
Oath of Vengeance
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.
Channel Wrath (Su)
When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evilability.
This ability replaces channel positive energy.
Powerful Justice (Su)
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’sattack bonus or ability to bypass DR.
This ability replaces aura of justice.
Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.
• Aura of Good
• Detect Evil
• Smite Evil (5x/day; add 1d6 dmg
• Divine Grace (level 2)
Lay On Hands (Su):6/day
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)
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)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
Channel Positive Energy (Su)
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.
• Special Mount (level 5)
• Remove Disease (level 6)
• Code of Conduct / Association
• High wisdom gains bonus spells daily
Class HP rolled
Level 1: Paladin 10
Ring of protect +2
1 coffer of coins: 200 platinum,
53 lb Weapons / Armor / Shield (from above)
Flint and steel
Rope (50’, silk) x1
Holy symbol (silver)
More about Gheleon:
This magnificient horse has great bird-like wings upon its back and moves with a quiet and proud grace.
Pegasus CR 3
CG Large magical beast
Init 2 Dex, 12)
Fort 4), 2 hooves 2)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
Str 20, Dex 16, Con 16, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +5, Perception +11, Sense Motive +7; Racial Modifiers +4Perception
Languages Common (cannot speak)
Image courtesy Wikipedia.
Environment temperate and warm plains
Organization solitary, pair, or herd (6–10)
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings.
The pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one—before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle’s straps interfere with the creature’s wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount.
Pegasi lay eggs—they are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. However, as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies.
Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.
A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
In some pegasi, the blood of a mighty heroic stallion ancestor runs strong. These champions have the lifespan of a human, the advanced template, perfect flight maneuverability, fire resistance 10, a +4 racial bonus on saving throws against poison, and an immunity to petrification attacks. Some are able to speak a few words in Common or Celestial. They are fully aware of their superiority over common horses and pegasi, and need no training to fly with a rider, but only allow themselves to be ridden by great heroes.
mproved Natural Attack
Attacks made by one of this creature’s natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Charge Through (Combat)
You can overrun enemies when charging.
Prerequisites: Str 13, Improved Overrun, Power Attack, base attack bonus+1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, thecharge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Skills Acrobatics 10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +17
Environment temperate forests
Organization solitary, mated pair, or blessing (3–6)
Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.
Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.
Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands’ native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds.
Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else—such as a lover or child—giving rise to the myth that unicorns only befriend virgins.
A unicorn’s horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites, and a single powdered unicorn horn counts as 1,600 gp when used as a component for crafting healing magic.
Fast Movement (Ex)
A racer’s speed is 10 feet greater than typical animals of its kind when wearing no armor and carrying a light load.
This ability replaces share spells.
At 6th level, once per hour a racer can move at 10 times its normal speed when it makes a charge or uses the run action.
This ability replaces devotion.