Basic InformationEdit

      Race: Aasimar
     Class: Paladin
     Level: 9
Experience: 53,399 - TNL 71K
 Alignment: Lawful Good
 Languages: Common (Venzan), Middle Landellian, Celestial, Infernal
     Deity: Helerion
First Seen: The Dunn Wright Inn
 Currently: The Dunn Wright Inn


STR: 20 +5 (10 pts) +2 4th/8th level; +2 Magic Belt
DEX: 12 +1 (02 pts)
CON: 13 +1 (03 pts)
INT: 12 +1 (02 pts)
WIS: 10 +0 (-2 pts) +2 Racial 
CHA: 18 +4 (05 pts) +2 Racial; +2 Magic Headband

Combat StatisticsEdit

(Max-2)       HP:  83 = [8d10(74) + CON (9)] (Paladin)
              AC:  23 = [10 + DEX(1) + ARM(10) + NAT(1) + DEFL(1) + Magic(0)]**
     With Shield:  25 = [10 + DEX(1) + ARM/SHD(12) + NAT(1) + DEFL(1) + Magic(0)]**
        AC Touch:  18 = [10 + DEX(1) + Size(0) + DEFL(1) + Magic(0)]**
   AC Flatfooted:  22 = [10 + ARM(10) + Natural(1) + DEFL(1) + Magic(0)]**
     With Shield:  24 = [10 + ARM/SHD(12) + Natural(1) + DEFL(1) + Magic(0)]**
            INIT:  +1 = [DEX (1)]
             BAB:  +9 = [Paladin(9)]
             CMB: +14 = [BAB(9) + STR(5) + Misc (00)]
             CMD:  26 = [10 + BAB(9) + STR(5) + DEX(1) + DEFL(1) + Magic(0)]**
       Fortitude: +12 = [Paladin(6) + CON(1) + CHA(4) + Cloak(1)]#
          Reflex:  +9 = [Paladin(3) + DEX(1) + CHA(4) + Cloak(1)]
            Will: +11 = [Paladin(6) + WIS(0) + CHA(4) + Cloak(1)]#
           Speed:  20ft % 
Damage Reduction:  n/a
Spell Resistance:  00

** = +1 Ring of Protection
 # = Immune to Fear, Charm, Disease
 % = Ignores Difficult Terrain from Slippers

Weapon StatisticsEdit

                 Power Attack: -3 Attack, +6/9 Damage
                 Furious Focus: 1st Power Attack no penalty
                 Smite Evil: +4 Attack, +8 Dmg, +4 Defl AC 6x/day
                 Lunge: +5ft Reach for -2AC
                 Divine Bond: +3 Bonus for Weapon 1x/day, 9 Min Dur
                 Divine Favor: +3 Luck Attack & Damage 1 Min dur
+1 Falchion (2-Handed): Transformative
      Attack: +16/11 = [BAB(9) +STR(5) +WF(1) +Magic(1)]
      Falchion Damage: 2d4+8, Crit: 17-20/x2, 
      Special: Slashing, Weapon Focus

MWK Falchion (2-Handed):
      Attack: +16/11 = [BAB(9) +STR(5) +WF(1) +Mwk(1)]
      Damage: 2d4+7, Crit: 17-20/x2, 
      Special: Slashing, Weapon Focus
MWK Silver Morningstar (2-Handed):
      Attack: +15/10 = [BAB(9) +STR(5) +Mwk(1)]
      Damage: 1d8+7, Crit: 20/x2, Special: Bludgeon & Pierce
Transformed Falchion -> Glaive (2-Handed):   
      Attack: +15/10 = [BAB(9) +STR(5) +Magic(1)]
      Damage: 1d10+8, Crit: 20/x3, Special: Pierce, Reach
MWK Spiked Gauntlet:
      Attack: +15/10 = [BAB(9) +STR(5) +Mwk(1)]
      Damage: 1d4+5, Crit: 20/x2, Special: Piercing
      Attack: +14/9 = [BAB(9) +STR(5)]
      Damage: 1d4+5, Crit: 19-20/x2, Special: P or S, Can be thrown
Mwk Comp Longbow (+5 Str):
      Attack: +11/6 = [BAB (9) + DEX (1) + Mwk (1)]
      Damage: 1d8+5, Crit: 20/x3, Range: 110', Special: P or B
      Attack: +10/5 = [BAB (9) + DEX (1)]
      Damage: 1d8+5, Crit: 20/x3, Range: 30', Special: Slashing

Aasimar Racial TraitsEdit

 Ability Adjustments: +2 Wis & +2 Cha 
               Size: Medium
              Speed: 30'
      Favored Class: Paladin (+1 Skill point 8 times)
   Celestial Resist: Acid resistance 5, cold resistance 5, and
                            electricity resistance 5
            Skilled: +2 racial bonus on Perception & Diplomacy
         Darkvision: Darkvision 60 ft
 Spell-Like Ability: Daylight as a spell-like ability 1x/day

Paladin Class FeaturesEdit

(Favored Class)
Armor/Weapons: Light/Medium/Heavy Armor, Shields (except Tower)
   Simple & Martial Weapons
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.
   A paladin can, as a move action, concentrate on a single item or individual
   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, the paladin does not detect evil in any other object or
   individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of
   good to aid her in her struggle against evil. As a swift action, the paladin
   chooses one target within sight to smite. If this target is evil, the
   paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin
   level to all damage rolls made against the target of her smite. If the
   target of smite evil is an outsider with the evil subtype, an evil-aligned
   dragon, or an undead creature, the bonus to damage on the first successful
   attack increases to 2 points of damage per level the paladin possesses.
   Regardless of the target, smite evil attacks automatically bypass any DR the
   creature might possess.
     In addition, while smite evil is in effect, the paladin gains a deflection
   bonus equal to her Charisma modifier (if any) to her AC against attacks made
   by the target of the smite. If the paladin targets a creature that is not
   evil, the smite is wasted with no effect.
     The smite evil effect remains 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 smite evil one
   additional time per day, as indicated on Table: Paladin, to a maximum of
   seven times per day at 19th level.
   Current: 3x/day, +4 Att, +9 dmg, +4 Deflect AC 
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 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.
   Current: 10x/day, 4d6 + Mercies 
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.
Mercy (Su): 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. 
     These abilities are cumulative. For example, a 12th-level paladin's lay
   on hands ability heals 6d6 points of damage and might also cure Fatigued
   and Exhausted conditions as well as removing diseases and neutralizing
   poisons. Once a condition or spell effect is chosen, it can't be changed.
     @3rd level - Fatigued: The target is no longer fatigued.
     @6th level - Sickened: The target is no longer sickened.
     @9th level - Nauseated: The target is no longer nauseated.
     Planned @12th level - Paralyzed: The target is no longer paralyzed.
     Planned @15th level - Blinded: The target is no longer blinded.
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.
   Current: Cost 2 Lay on Hands, 4d6, DC21
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.
     To prepare or cast a spell, a paladin must have a Charisma score equal to
   at least 10 + the spell level. The Difficulty Class for a saving throw
   against a paladin's spell is 10 + the spell level + the paladin's Charisma
     Like other spellcasters, a paladin can cast only a certain number of
   spells of each spell level per day. Her base daily spell allotment is given
   on Table: Paladin. In addition, she receives bonus spells per day if she
   has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
   When Table: Paladin indicates that the paladin gets 0 spells per day of a
   given spell level, she gains only the bonus spells she would be entitled
   to based on her Charisma score for that spell level.
     A paladin must spend 1 hour each day in quiet prayer and meditation to
   regain her daily allotment of spells. A paladin may prepare and cast any
   spell on the paladin spell list, provided that she can cast spells of
   that level, but she must choose which spells to prepare during her daily
     Through 3rd level, a paladin has no caster level. At 4th level and
   higher, her caster level is equal to her paladin level –3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine
   bond with her god. This bond can take one of two forms. Once the form is
   chosen, it cannot be changed.
     The first type of bond allows the paladin to enhance her weapon as a
   standard action by calling upon the aid of a celestial spirit for 1
   minute per paladin level. When called, the spirit causes the weapon to
   shed light as a torch. At 5th level, this spirit grants the weapon a +1
   enhancement bonus. For every three levels beyond 5th, the weapon gains
   another +1 enhancement bonus, to a maximum of +6 at 20th level. These
   bonuses can be added to the weapon, stacking with existing weapon
   bonuses to a maximum of +5, or they can be used to add any of the
   following weapon properties: axiomatic, brilliant energy, defending,
   disruption, flaming, flaming burst, holy, keen, merciful, and speed.
   Adding these properties consumes an amount of bonus equal to the
   property's cost (see Table: Melee Weapon Special Abilities). 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 the paladin but resumes giving bonuses if
   returned to the paladin. These bonuses apply to only one end of a
   double weapon. A paladin can use this ability once per day at 5th level,
   and one additional time per day for every four levels beyond 5th, to a
   total of four times per day at 17th level.
     If a weapon bonded with a celestial spirit is destroyed, the paladin
   loses the use of this ability for 30 days, or until she gains a level,
   whichever comes first. During this 30-day period, the paladin takes a
   –1 penalty on attack and weapon damage rolls.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm
   spells and spell-like abilities. Each ally within 10 feet of her gains
   a +4 morale bonus on saving throws against charm effects. This ability
   functions only while the paladin is conscious, not if she is
   unconscious or dead.
Aura of Justice (Su): At 11th level, a paladin can expend two uses
   of her smite evil ability to grant the ability to smite evil to all
   allies within 10 feet, using her bonuses. Allies must use this smite
   evil ability by the start of the paladin's next turn and the bonuses
   last for 1 minute. Using this ability is a free action. Evil creatures
   gain no benefit from this ability.
Aura of Faith (Su): At 14th level, a paladin's weapons are treated 
   as good-aligned for the purposes of overcoming Damage Reduction. Any 
   attack made against an enemy within 10 feet of her is treated as good-
   aligned for the purposes of overcoming Damage Reduction. This ability 
   functions only while the paladin is conscious.


      Capable (Basic): +1 for Perception, Always Class Skill 
Armor Expert (Combat): -1 ACP


Power Attack -3/+6(9) (General 1st): Can trade a –1 penalty on all
        melee attack rolls and combat maneuver checks to gain a +2 bonus
        on all melee damage rolls. This bonus to damage is increased by
        half (+50%) when an attack with a two-handed weapon, a one
        handed weapon using two hands, or a primary natural weapon that
        adds 1.5 times Strength modifier on damage rolls. This bonus to
        damage is halved (–50%) for attacks with an off-hand weapon or
        secondary natural weapon.
          When BAB reaches +4, and every 4 points thereafter, the penalty
        increases by –1 and the bonus to damage increases by +2.
Weapon Focus Falchion (General 3rd): +1 attack bonus with falchions
Furious Focus (General 5th): When you are wielding a two-handed
        weapon or a one-handed weapon with two hands, and using the Power
        Attack feat, you do not suffer Power Attack’s penalty on melee
        attack rolls on the first attack you make each turn. You still
        suffer the penalty on any additional attacks, including attacks
        of opportunity.
Lunge (General 7th): You can increase the reach of your melee
        attacks by 5 feet until the end of your turn by taking a –2
        penalty to your AC until your next turn. You must decide to
        use this ability before any attacks are made.
Extra Lay On Hands (General 9th): You can use your lay on hands
        ability two additional times per day. Special: You can gain
        Extra Lay On Hands multiple times. Its effects stack.
Planned Critical Focus (General 11th): You receive a +4 circumstance
        bonus on attack rolls made to confirm critical hits
Planned Improved Critical Falchion (General 13th): When using the weapon you
        selected, your threat range is doubled. Special: You can gain
        Improved Critical multiple times. The effects do not stack. Each
        time you take the feat, it applies to a new type of weapon. 
          This effect doesn't stack with any other effect that expands the
        threat range of a weapon.
Planned Quick Draw (General 15th): Draw weapon as Free Action.


Skill Points: 54 = [Base(18) + INT(9) + FC(9) + (18)BKGND] (Paladin)
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              -3     0       0       1     -4   +0
Appraise                +1     0       0       1          +0
Bluff                   +4     0       0       4          +0
Climb                   +1     0       0       5     -4   +0
Craft (       )         +1     0       *       1          +0
Diplomacy              +15     6       3       4          +2 Racial
Disable Device                 0       0       1     -4   +0
Disguise                +4     0       0       4          +0
Escape Artist           -4     0       0       1     -4   +0
Fly                            0       0       1     -4   +0
Handle Animal          +10     3       3       4          +0
Heal                    +5     2       3       0          +0
Intimidate             +10     6       0       4          +0
Knowledge (Arcana)             0       0       1          +0
Knowledge (Dngnrng)            0       0       1          +0
Knowledge (Engnrng)            0       0       1          +0
Knowledge (Geography)   +5     4       0       1          +0
Knowledge (History)            0       0       1          +0
Knowledge (Local)       +5     4       0       1          +0
Knowledge (Nature)             0       0       1          +0
Knowledge (Nobility)  +6/+8    2       3       1          +2 w/ Book
Knowledge (Planes)             0       0       1          +0
Knowledge (Religion)  +9/+11   5       3       1          +2 w/ Book
Linguistics                    0       0       1          +0
Perception             +15     9       3       0          +3 Trait/Racial
Perform    (       )    +4     0       0       4          +0
Profession (       )           0       *       0          +0
Ride                    +2     2       3       1     -4   +0
Sense Motive           +12     9       3       0          +0
Sleight of Hand                0       0       1     -4   +0
Spellcraft              +6     2       3       1          +0
Stealth                 -3     0       0       1     -4   +0
Survival                +0     0       0       0          +0
Swim                    +1     0       0       5     -4   +0
Use Magic Device               0       0       4          +0

Spell castingEdit

Caster Level: 6                       Concentration: +10 = [CL(6) + Cha(4)]
Daylight (Spell-like Ability): CL9 1x/day

1st Level                   DC15
  Casting: 3/Day  (2 Base + 1 Cha)
     * Protection from Evil        * Bless
     * Divine Favor

2nd Level                   DC16
  Casting: 2/Day  (1 Base + 1 Cha)
     * Effortless Armor            * Blade Tutor's Spirit
     * (not today) Righteous Vigor 

3rd Level                   DC17
  Casting: 0/Day  (0 Base + 1 Cha)

4th Level                   DC18
  Casting: 0/Day  (0 Base + 1 Cha)


Equipment                         Cost    Weight
Explorer's Outfit                         00  lb
+1 Plate mail
                                2650 gp   50  lb
+1 Falchion Transformative
                               12375 gp    8  lb
MWK Spiked Gauntlet              305 gp    1  lb
MWK Silver Morningstar           398 gp    6  lb
MWK Falchion                     375 gp    8  lb
Dagger                             2 gp    1  lb
Cold Iron Chakram (6)             12 gp    6  lb
Mwk Composite longbow (+5 Str)
                                 900 gp    6  lb
  Arrows (40)                        NT    6  lb
  Blunt Arrows (20)                  NT    3  lb
  Silver Arrows (20)               3 gp    3  lb
  Cold Iron Arrows (20)            2 gp    3  lb
+1 Ring of Protection           2000 gp    -  lb
Headband of Alluring +2 Cha     4000 gp    1  lb
Belt of +2 Str                  4000 gp    1  lb
Slippers of Feather Step        2000 gp    1  lb
    (Can 5ft step in difficult terrain and move normal) 
Amulet of +1 Natural Armor      2000 gp    1  lb
Cloak of Resistance +1          1000 gp    1  lb
Pearls of Power 1st (1)         1000 gp    -  lb
MWK Backpack                      50 gp    4  lb
  Mwk Chainshirt                 250 gp   25  lb
  Water proof bags (2) empty        NT     1  lb
  Sacks, empty (2)                  NT     1  lb
  Torches (2)                       NT     2  lb
  Tindertwigs                       NT     2  lb
  String/twine (50ft)               NT     ½  lb
  Grooming Kit#                     NT     2  lb
  Mess Kit$                         NT     1  lb
  Silver Mirror                   10 gp    ½  lb
  Hot Weather Outfit               8 gp    4  lb
  Cold Weather Outfit              8 gp    7  lb
  Water proof bags (3)              NT    1½  lb
  -Book of Nobility (+2)          50 gp    2  lb
  -Book of Religion (+2)          50 gp    2  lb
  -Trail rations (3 days)           NT     3  lb
  -Scroll Case                      NT     ½  lb
    -Parchment(5 sheets)            NT     0  lb
  Lesser Restoration Scrolls (3) 600 gp    0  lb
  Ink pens (3)                      NT     0  lb
  Ink Vial                         8 gp    0  lb
  Waterskin                         NT     4  lb
  Large water proof bag (2)        4 gp    4  lb
   -Bedroll                         NT     5  lb
   -Blanket                         NT     1  lb
   -Winter blanket                  NT     3  lb
Belt Pouches (2)                    NT     1  lb
  Holy Water (5 flasks)          125 gp    5  lb 
  2 vials of AntiToxin           100 gp    0  lb
                     Totals:  34,285 gp  188  lb  Medium Encumbrance (Armor)
            Light   Medium    Heavy
Max Weight:  0-200   201-400   401-600

# = This pouch of toiletries includes a comb, scissors, nail file,
    sponge, hairbrush, miniature mirror, soap, chewing stick, and
    tooth powder.

$ = This kit includes a plate, bowl, cup, fork, knife, and spoon,
    made of tin. Each item has a handle or small hole, and can be
    tied together using the included leather cord.
Magic Items Linked

  +1 Cloak of Resistance - Shoulders Slot
  +1 Ring of Protection - Right Hand Slot
  Slippers of Feather Step - Feet Slot
  Amulet of Natural Armor - Neck Slot
  Pearls of Power


PP: 00  
GP: 919  
SP: 0  
CP: 0  


                                         Start-up Character:   33,000  gp
                                                        DMC:    2,304  gp
                                                 Adventures:        0  gp
                                            Career Earnings:   35,304  gp
                                          Carried Inventory:   34,285  gp
                                          Living Conditions:      100  gp
                                      Consumed or Destroyed:        0  gp
                                                    Coinage:      919  gp

Living Conditions:
  Average (100 gp): Room at the Helerion Chapter House in Venza. Does not track
                    nonmagical expenditures of 1 gp or less.
                    - Arrows, Blanket, Trail Rations, Waterskin, Feed
                    - Sewing Needle, Twine, Bedroll, Canvas, Tindertwigs
                    - Torches, Waterproof Bags
List of Consumed or destroyed items:


      Size: Medium
    Gender: Female
       Age: 69 (22 Apparent)
    Height: 6' 2"
    Weight: 180 lbs
Hair Color: Blonde
 Eye Color: Gold-green
Skin Color: White
Appearance: Sierra was a tall woman for a human and much stronger than she looked.
            She had blonde hair of shoulder length and she typically kept it free
            when not put in a pony tail while wearing her helmet. Though her
            headband kept the strands off of her face anyway.  She typically wore
            gleaming platemail armor and tabard of Helerion over it, but when not
            adventuring or traveling about the Chapter House she just more a chain
            shirt underneath the tabard.
  Demeanor: Calm and collected. She knows her convictions and will battle evil or
            die trying. She doesn't preach, but advises others to do what is right.
            She tends to lead by example instead.  In battle, she is ferocious but
            not reckless.

  Sierra has been in the service of Helerion for many years. She has aged slowly carrying the blood of angels through her veins. It should come as no surprise that she spent those years in martial training to become a Champion of the Order.  She has traveled the lands around Venza, helping those in need and fighting evil.

  Recently she came to the City of Glass after the troubles the Chapter House of Helerion had faced with evil outsiders killing the high priest and the Order being understaffed. She rode in on her black destrier, a heavy warhorse that was not a special mount like many other paladins.  Immediately she was give a room and asked to assume leadership of the Order in the city. She paid a tithe and politely refused. She had a calling to be a champion, but not a leader and bureaucrat.  She spent her free time supporting and advising the highest ranking paladin in residence and helping to train the inexperienced recruits instead.

  Sierra was going to be called for other quests and she maintained that freedom so she would be available to undertake them. Often that meant she frequented the adventurer hangout of the Dunn Wright Inn and tavern.

[spoiler=Mini Stats]
Initiative: +1 Perception: +14 (Darkvision)
AC: 23 (25 w/ Shield) (22/24 flat-footed, 18 Touch)
HP: 74 Current: 74
CMB: +13 CMD: 25(24ff) Fort: +12 Reflex: +8 Will: +11
Special: Immune to Fear, Disease, Charm
Current Conditions in Effect: Power Attack (-4 Att/+6(9)dmg), Aura of Good/Courage/Resolve
Current Weapon in Hand: None

Lay on Hands (4d6): 8/8 Remaining
Smite Evil (3x/day, +4 Att, +8 dmg, +4 Deflect AC): 3/3 Remaining
Alter Self: 1/1 Remaining
Divine Bond (+2): 1/1 Remaining
Spells Remaining:
1st Level 2/2+1 Pearls (Protection from Evil, Bless)
2nd Level 2/2 (Effortless Armor, Blade Tutor's Spirit)

Adventure LogEdit

Replacing 16th level retired character Melisandre

           XP/GP Received:    34,000 XP       33,000 GP
   Spending 1 DMC at 8th:   
     (89XP/72gp*30days)        2,670 XP        2,304 GP
Part 1 Ancient History as of 20 Dec 2018
                              16,729 XP         ---  GP  

           Running Totals:    53,399 XP       35,304 GP

Level UpsEdit

  Level 9:
    Class: Paladin 
      BAB: +1 -> +9/+4
     Fort: +0
      Ref: +1 -> +3
     Will: +0
     Feat: Extra Lay On Hands
 Features: Mercy
       HP: 9 (1d10 -2), + 1 Con = +9
Skill Pts: +6 = +2(Pal) +1(Int) +1(FC) +2(Background)
Skill Ranks(6): Handle Animal, KN Religion, Diplomacy,
                Perception, Intimidate, Sense Motive
   Spells: +1 1st level
 Level 10:
    Class: Paladin 
      BAB: +1
       HP: 9 (1d10 -2), + 1 Con = +9
Skill Pts: +6 = +2(Pal) +1(Int) +1(FC) +2(Background)
Skill Ranks(6): 


  • 1st Approval (7/5/18) (Aura) level 8
  • 2nd Approval (7/4/18) (KahlessNestor) level 8
Community content is available under CC-BY-SA unless otherwise noted.