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SVALANARN ASHFIRE  
Male Elf paladin 9
CG medium humanoid (elf)
Init +2; Senses Low-light, Perception +11,
Aura Aura of Courage, Aura of Good, Aura of Life
Languages Common, Elven, Goblin, Orc, Sylvan
Patron Deity Entire Elven Pantheon, Corellon Larethian

AC 30, touch 12, flat-footed 28
hp 108 (9HD)
Fort +13, Ref +10, Will +12, +2 vs. enchantment spells and effects

Speed 20 ft. (4 squares)
Melee longsword +1 (cold iron) +16/+11 (1d8+7/19-20)
Melee 
dagger +1 (corrosive/mithral) +16/+11 (1d4+7/19-20)
Ranged dagger +1 (corrosive/mithral/thrown) +12/+7 (1d4+7/19-20)
Melee greatsword +3 (bane (humanoids (human))) (two handed) +18/+13 ((two handed) 2d6+12/19-20)
Melee kukri +1 (mithral) +16/+11 (1d4+7/18-20)
Ranged longbow +2 (composite) +13/+8 (1d8+2/x3)
Melee morningstar (mithral) +16/+11 (1d8+6)
Melee sword of venom +2 (short/mithral) +17/+12 (1d6+8/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +9; CMB +15; CMD 27
Special Actions Channel Positive Energy (5d6, DC 18), Smite Evil, Smite Evil,
Prepared Spells Prepared Spell List
Paladin (CL 9th):
2nd - paladin's sacrifice (DC 16) , resist energy (DC 16)
1st - detect undead , ghostbane dirge (DC 15) , restoration (lesser) (DC 15)
Abilities Str 22, Dex 14, Con 15, Int 16, Wis 13, Cha 18
Special Qualities Aura of Courage, Aura of Good, Aura of Life, Celestial Spirit, Detect Evil, Mercy (Diseased), Divine Health, Elven Immunities, Elven Immunities, Elven Magic, Elven Magic, Keen Senses, Keen Senses, Lay on Hands, Low-Light Vision,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Craft Magic Arms and Armor, Endurance, Martial Weapon Proficiency, Master Craftsman (Craft (Armor)), Shield Focus, Shield Proficiency, Shield Wall, Simple Weapon Proficiency
Skills Acrobatics (Jump) -4, Appraise +3, Bluff +4, Climb +4, Craft (Armor) +17, Craft (Untrained) +3, Craft (Weapons) +7, Diplomacy +14, Disguise +4, Handle Animal +8, Heal +7, Intimidate +4, Knowledge (Nobility) +7, Knowledge (Religion) +13, Linguistics +4, Perception +11, Perform (Untrained) +4, Ride +5, Sense Motive +8, Spellcraft +9, Spellcraft (Identify magic item) +11, Survival +14, Swim +4,
Possessions arrows (20/cold iron); arrows (20/mithral); belt of giant strength +4; cloak of resistance +1; dagger +1 (corrosive/mithral); full plate +3 (champion/mithral); holy symbol (mithril); longsword +1 (cold iron); morningstar (mithral); outfit (explorer's); rope (hemp/50 ft.); shield +3 (heavy/mithral); waterskin (filled); Backpack [ Sack (Leather); Sack; Everburning Torch (x2); Holy Water (Flask) (x17); ]; Chest, Huge [ Coin (Mythril Piece) (x1780); Greatsword +3 (Bane (Humanoids (Human))); Kukri +1 (Mithral) (x2); Mithril Bar (x6); Sword of Venom +2 (Short/Mithral); ]; Longbow +2 (Composite) ; Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) [ Flint and Steel; Whetstone; ]; Pouch (Belt) ; Pouch (Belt) [ Potion of Cure Moderate Wounds; ]; Pouch (Belt) [ Coin (Gold Piece) (x4); Coin (Silver Piece) (x20); Coin (Mythril Piece) (x20); ]; Pouch of Holding [ Healer's Kit; Masterwork Artisan's Tools (Armor); Cooking Kit (x3); Wineskin; ]; Sack ; Sack (Leather) ; Wineskin ;

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Aura of Life (Su) At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a -4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 9 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 9.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) 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.

Hunter's Blood (Survival) You didn't choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name `it's better known than you are.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 8 times per day. With one use of this ability, you can heal 4d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 4d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Low-Light Vision (Ex)

Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 9.

Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.

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