|Fur:||Red and white|
|Played by Sean|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 +1 dex +11 armor + shield +1 natural +1 ring +1 size = 25|
|Will||+2||+7||+0||+9||+4 perfection bonus on Will saving throws against compulsion spells and effects +1 to saves versus enchantments|
|Dex = +1|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Craft Armorsmithing (Int)||+6||+1||+0||+0||+7|
|X||Decipher Script (Int)||+0||+0||+0||+0||+0|
|X||Disable Device (Int)||+0||+0||+0||+0||+0|
|X||Escape Artist (Dex)||+0||+1||+2||+0||+3|
|X||Gather Information (Cha)||+0||+0||+0||+0||+0|
|X||Handle Animal (Cha)||+1||+4||+0||+0||+5|
|X||Knowledge (Religion) (Int)||+6||+1||+0||+0||+7|
|X||Move Silently (Dex)||+0||+0||+0||+0||+0|
|X||Open Lock (Dex)||+0||+0||+0||+0||+0|
|X||Sense Motive (Wis)||+1||+1||+2||+0||+4|
|X||Sleight of Hand (Dex)||+0||+0||+0||+0||+0|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|X||Use Rope (Dex)||+0||+0||+0||+0||+0|
Languages Known: Common, Carnivon, Literacy
Skill Tricks go here
Skill Point Total: Total Here
1st Level: Endurance
3rd Level: Steadfast Determination
6th Level: Sacred Vow
6th Level REP: Vow of Obedience
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): 2x per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites 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, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning 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 while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
ACF: Divine Spirit (As in Dungeonscape)
Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.
The following entires describe how each of the spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
•A spirit occupies a 5-foot square.
•When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
•All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
•A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
•If you lose line of sight to a spirit, it disappears immediately.
•Each spirit available to you can be summoned once per day.
•A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
5th-10th Spirit of Healing: This spirit increases your ability to heal damage dealt to your allies. When summoned it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.
To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
+2 Dexterity, +2 Intelligence, -2 Constitution
-Natural Cunning: +2 on Bluff, Sense Motive and Escape Artist checks.
-Fae Relations: +1 to saves versus enchantments, and to the DC difficulty of others’ saves when casting spells that cause these effects.
-Longevity: Small canids reach maturity at the same age as humans, but have a maximum age like those of elves.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Mstwork. Dwarven Plate +1||+11||+2||-5||-||20ft||55lb|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Amulet of Natural Armor||Brief item description|
|Shoulders||Cloak of Charisma +2||Brief item description|
|Torso||-||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Gauntlets of Ogre Power||Brief item description|
|Right Ring||Ring of Protection +1||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||-||Brief item description|
|Pack||-||Brief item description|
List of Items Here:
Dwarven Plate Armor +1
Gauntlets of Ogre Strength (+2str)
Amulet of Natural Armor +1
Ring of Protection +1 (Gift from Aliyah)
Cloak of Charisma +2 (Gift from Aliyah)
Clothing, boots, etc.
Holy Symbol of Bahamut
Red dragon hide
Backpack (Contents listed below)
Chalk stick x3
Flint and steel
Ink and paper
Hemp rope, 50ft
Lantern, with oil
Potion of Cure Light Wounds 1d8+1 x3
Alchemist's Fire x3
Statistics of Items Here:
Spells per Day: