Name | Rainard Beckman |
Age | 15 |
Gender | None |
Race | Human |
Class | Paladin |
Height | 6'2 |
Weight | 220 |
Skin | |
Eyes | Green |
Hair |
Level | 3 |
Experience | |
Fav. Hand | Right |
Origin | |
Alignment | Lawful Good |
Faith | |
Fav. Class | |
Background | |
Carry Capacity | 76(L), 77-153(M), 154-230(H) |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 16 | +3 | - | - |
DEX | 14 | +2 | - | - |
CON | 15 | +2 | - | - |
INT | 14 | +2 | - | - |
WIS | 14 | +2 | - | - |
CHA | 18 | +4 | - | - |
HP | 30 of 30 |
HP temp | 30 of 30 |
AC | 18 |
AC flat footed | 16 |
AC touch | 12 |
Conditions | Fear Immunity Disease Immunity |
Initiative | + |
Hit Dice | 3d10 |
Base Attack Bonus | 3 |
Walking | 20 |
Loaded | |
Running | |
Travel | |
Forced March | |
Flying | |
Swimming | |
Climbing |
Fortitude | +2 ( CON ) |
Reflex | +2 ( DEX ) |
Willpower | +2 ( WIS ) |
Name | Warhammer | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
1d8 | 5 | Bludgeioning | 12 | M | ||
Specials |
Name | Scale Mail | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
4 | 3 | -4 | % | 20 | 30 | |
Specials |
Name | Heavy Wooden Shield | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
Wood | 2 | -2 | % | 10 | ||
Specials |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | ||||||||||
per day |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | +2 |
Autohypnosis | WIS | +2 |
Balance | DEX | +2 |
Bluff | CHA | +4 |
Climb | STR | +3 |
Concentration | CON | +2 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Decipher Script | INT | +2 |
Diplomacy | CHA | +4 |
Disable Device | INT | +2 |
Disguise | CHA | +4 |
Escape Artist | DEX | +2 |
Forgery | INT | +2 |
Gather Information | CHA | +4 |
Handle Animal | CHA | +4 |
Heal | WIS | +2 |
Stealth | DEX | +2 |
Intimidate | CHA | +4 |
Jump | STR | +3 |
Knowledge: Nobility/Royalty | INT | +2 |
Knowledge: Religion | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Perception | WIS | +2 |
Stealth | DEX | +2 |
Open Lock | DEX | +2 |
Perform: | CHA | +4 |
Perform: | CHA | +4 |
Perform: | CHA | +4 |
Profession: | WIS | +2 |
Profession: | WIS | +2 |
Psicraft | INT | +2 |
Ride | DEX | +2 |
Search | INT | +2 |
Sense Motive | WIS | +2 |
Sleight of Hand | DEX | +2 |
Spellcraft | INT | +2 |
Perception | WIS | +2 |
Survival | WIS | +2 |
Swim | STR | +3 |
Tumble | DEX | +2 |
Use Magic Device | CHA | +4 |
Use Psionic Device | CHA | +4 |
Use Rope | DEX | +2 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Clr 1, Pal 1 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | 50 ft. |
Target | The caster and all allies within a 50- ft. burst, centered on the caster |
Duration | 1 min/level |
Saving Throw | None |
Spell Resistance | Yes (harmless) |
Description |
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
Level | Bard 1, Cleric 1, Druid 1, Paladin 1, Adept 1, Healer 1, Hunter of the Dead 1, Knight of the Weave 1, Nentyar Hunter 1, Urban Druid 1, Savant 1 (Divine), Ranger 2, Healing 1, |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature touched |
Duration | Instantaneous |
Saving Throw | Will half (harmless see text |
Spell Resistance | Yes (harmless see text |
Description |
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Level | Clr 1, Pal 1, Sor/Wiz 1 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | 60 ft. |
Target | Area: Cone-shaped emanation |
Duration | Concentration, up to 1 minute/ level (D) |
Saving Throw | None |
Spell Resistance | No |
Description |
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round Presence or absence of undead auras. 2nd Round Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2-4 Moderate 5-10 Strong 11 or higher Overwhelming Lingering Aura An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Material Component A bit of earth from a grave. |