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Aleksi Mikhailovich BarstoiCharacter Number: 14034 - 14Player: Scott David GrayMale Human Fighter 10/Paladin (Sacred Shield) 3, SilverCrusade faction - CL13 - CR 12Lawful Good Humanoid (Human); Deity: Abadar; Age: 43;Height: 6' 2"; Weight: 180lb.; Eyes: Blue; Hair: Gray /Brown; Skin: INTINTELLIGENCEWISWISDOMCHACHARISMASaving WISDOM)ScoreModifier17/19 3/ 414/16 2/ 314/16 2/ 314/16 2/ 312/14 1/ 212/14 1/ 2TotalBaseAbilityResistMisc 20 10 3 5 2 14 4 3 5 2 15 6 2 5 2TempNotesSkill NameBravery: 3 vs. fearImmunity to DiseaseTotalACTemporaryImmunity to Fear (Ex)Armor Shield Dex38 10 13 7Touch AC16Natur Deflec Dodge Misc 2 2Flat-Footed ACBABCM BonusSize 3 17 13 135StrengthSize 4Misc-- 21 Tricking; 21 TrippingCM Defense33 10BABStrengthDexteritySize 13 4 3-35 vs. Dirty Trick; 35 vs. TripBase Attack 13Initiative 3Speed30 ftHP121Damage / Current HP 1 ghost touch heartseeker whipMain hand: 21/ 16/ 11, 1d3 7nonlethalBoth hands: 21/ 16/ 11,1d3 7 nonlethalMain w/ offhand: 15/ 10/ 5,1d3 7 nonlethalMain w/ light off.: 17/ 12/ 7,1d3 7 nonlethalOffhand: 11, 1d3 5 nonlethalCrit: 21-hand, S, Disarm,Nonlethal, Reach,Total 16 3 2 12 2 2 3 16 2 2Knowledge (engineering) 19Knowledge (nobility) 7Knowledge (religion) 7LinguisticsPerception 11Profession (engineer) 18Ride 3Sense Motive 2Sleight of HandSpellcraft 7Stealth 16Survival 10Swim 12Use Magic DeviceAcrobaticsAppraiseBluffClimbDiplomacyDisable DeviceDisguiseEscape ArtistFlyHandle AnimalHealIntimidateAbilityRanksDEX (3)13513131151311355-INT (3)CHA (2)STR (4)CHA (2)DEX (3)CHA (2)DEX (3)DEX (3)CHA (2)WIS (2)CHA (2)INT (3)INT (3)INT (3)INT (3)WIS (2)WIS (2)DEX (3)WIS (2)DEX (3)INT (3)DEX (3)WIS (2)STR (4)CHA (2)Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.Temp

FeatsExperience & WealthArmor Proficiency (Heavy)When you wear a type of armor with which you are proficient, the armor checkpenalty for that armor applies only to Dexterity- and Strength-based skill checks.Armor Proficiency (Light)When you wear a type of armor with which you are proficient, the armor checkpenalty for that armor applies only to Dexterity- and Strength-based skill checks.Armor Proficiency (Medium)When you wear a type of armor with which you are proficient, the armor checkpenalty for that armor applies only to Dexterity- and Strength-based skill checks.Combat Expertise /-4Bonus to AC in exchange for an equal penalty to attack.Combat Reflexes (4 AoO/round)You can make extra attacks of opportunity.Exotic Weapon Proficiency (Whip)You make attack rolls with the weapon normally.Greater Dirty TrickDirty Trick penalty lasts 1d4 rds, 1 per 5 over CMD and takes a standard action toremove.Greater TripFoes you trip provoke AoO when they are knocked prone.Greater Whip MasteryGrapple using a whipImproved Dirty TrickYou don't provoke attacks of opportunity when performing a dirty trick.Improved Shield BashYou still get your shield bonus while using Shield Bash.Improved TripExperience Points: 38/39Current Cash: 4,001 pp, 9 gp, 5 spSilver Crusade: Fame: 71, PP: 14 4/ 1 mrcfl shck rdnt mthrl hvy spkd shldCrit: 21-hand, P,NonlethalMain hand: 19/ 14/ 9, 1d6 6nonlethal 1d6 nonlethal 1d6 electricityBoth hands: 19/ 14/ 9,1d6 8 nonlethal 1d6 nonlethal 1d6 electricityMain w/ offhand: 13/ 8/ 3,1d6 6 nonlethal 1d6 nonlethal 1d6 electricityMain w/ light off.: 15/ 10/ 5,1d6 6 nonlethal 1d6 nonlethal 1d6 electricityOffhand: 9, 1d6 4nonlethal 1d6 nonlethal 1d6 electricityCrossbow boltsYou don't provoke attacks of opportunity when tripping.Improved Whip MasteryCrit: 2Ammo, PThreaten with your whip and grasp Tiny objectsMartial Weapon Proficiency - AllGauntlet (from Armor)You are proficient with all Martial weapons.Quick Dirty TrickCrit: 2Light, BMain hand: 18/ 13/ 8, 1d3 5Main w/ offhand: 12/ 7/ 2, 1d3 5Main w/ light off.: 14/ 9/ 4, 1d3 5Offhand: 10, 1d3 3May perform a dirty trick in place of your first melee attack.Shield Focus 1 Shield ACShield ProficiencyYou can use a shield and take only the standard penalties.Masterwork light crossbowSimple Weapon Proficiency - AllProficient with all simple weapons.Ranged: 15/ 10/ 5, 1d8Ranged, both hands: 17/ 12/ 7,1d8Tower Shield ProficiencyYou can use a tower shield and suffer only the standard penalties.Weapon Focus (Whip)You gain a 1 bonus on all attack rolls you make using the selected weapon.Whip MasteryMasterwork scorpion whipMain hand: 21/ 16/ 11,1d4 6Main w/ offhand: 15/ 10/ 5,1d4 6Main w/ light off.: 17/ 12/ 7,1d4 6Offhand: 13, 1d4 4Using a whip does not provoke attacks of opportunityTraitsArmor Expert-1 Armor check penalty.Eyes and Ears of the City 1 to Perception checks.Crit: 19-20/ 2Rng: 80'2-hand, PValidation ReportValidation Report (0 issues): Nothing identifiedAdjustments Active: Languages Known, From Linguistics: 1Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.Crit: 2Light, S, Disarm,Trip

ShortswordGearMain hand: 17/ 12/ 7, 1d6 4Main w/ offhand: 11/ 6/ 1, 1d6 4Main w/ light off.: 13/ 8/ 3, 1d6 4Offhand: 9, 1d6 2Crit: 19-20/ 2Light, PSlingRanged: 16/ 11/ 6, 1d4 4Ranged, both hands: 16/ 11/ 6,1d4 6Ranged w/ offhand: 10/ 5/ 0, 1d4 4Ranged w/ light off.: 12/ 7/ 2, 1d4 4Ranged offhand: 6, 1d4 2Crit: 2Rng: 50'1-hand, BUnarmed strikeMain hand: 18/ 13/ 8, 1d3 5nonlethalMain w/ offhand: 12/ 7/ 2,1d3 5 nonlethalMain w/ light off.: 14/ 9/ 4,1d3 5 nonlethalOffhand: 10, 1d3 3 nonlethalCrit: 2Light, B, NonlethalIoun stone (dusty rose prism) In: Wayfinder, shining (1 @ 0Masterworklbs) light crossbow4 lbsMasterwork scorpion whip3 lbsPotion of enlarge person x5Ring of protection 2Shortsword2 lbsSignal whistleSilver CrusaderSlingSunrod x21 lbThe Cost of BeneficenceWand of cure light wounds (41 charges)Wayfinder, shining (1 @ 0 lbs)1 lbWhetstone1 lbWinged boots (3/day)1 lbSpecial AbilitiesAura of Courage 4 (10' radius) (Su)At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10feet of her gains a 4 morale bonus on saving throws against fear effects. Thisability functions only while the paladin is conscious, not if she is unconscious ordead.Aura of Good (Ex)The power of a paladin's aura of good (see the detect good spell) is equal to herpaladin level. 4 Mithral full plate 13Total Weight Carried: 76.5/350lbs, Light Load(Light: 116 lbs, Medium: 233 lbs, Heavy: 350 lbs)Max Dex: 5, Armor Check: Spell Fail: 25%, MediumBastion of Good (10 ft) (1/day) (Su)At 1st level, a sacred shield can call upon the powers of good to defend her and herallies against evil. This ability functions as smite evil, except that the paladin gainsno benefit on attack or damage rolls against her target. Instead, any attacks thetarget makes against allies within 10 feet of the paladin deal half damage. AttacksBravery 3 (Ex) 4/ 1 mrcfl shck rdnt mthrl hvy spkd shld 7Max Dex: -, Armor Check: Spell Fail: 5%, ShieldStarting at 2nd level, a fighter gains a 1 bonus on Will saves against fear. Thisbonus increases by 1 for every four levels beyond 2nd.[N/A] Ghost touchA ghost touch weapon deals damage normally against incorporeal creatures,regardless of its bonus. An incorporeal creature's 50% reduction in damage fromcorporeal sources does not apply to attacks made against it with ghost touchweapons. The weapon can be picked up and moved by an incorporeal creature at[N/A] HeartseekerGearTotal Weight Carried: 76.5/350lbs, Light Load(Light: 116 lbs, Medium: 233 lbs, Heavy: 350 lbs) 1 ghost touch heartseeker whip 4 Mithral full plate 4/ 1 mrcfl shck rdnt mthrl hvy spkd shld 4/ 1 mrcfl shck rdnt mthrl hvy spkd shldAbsalom Townhouse (empty) (1/session)Amulet of natural armor 2Artisan's outfit (Free)Beacon of GoodBead of forceBelt of physical perfection 2Bit and bridleBreadCheeseChime of opening (10 uses)Cloak of resistance 5Cold weather outfitCrossbow bolts x20Flask x2Headband of mental superiority 2 (Fly)Hot weather outfit2 lbs25 lbs12.5 lbs1 lb1 lb0.5 lbs0.5 lbs1 lb1 lb7 lbs0.1 lbs1.5 lbs1 lb4 lbsThis special ability can only be placed on melee weapons. A heartseeker weapon isdrawn unerringly toward beating hearts. A heartseeker weapon ignores the misschance for concealment against most living targets, though the attack must stilltarget the proper square. This special ability does not apply against aberrations,Lay on Hands (1d6) (3/day) (Su)Beginning at 2nd level, a paladin can heal wounds (her own or those of others) bytouch. Each day she can use this ability a number of times equal to 1/2 her paladinlevel plus her Charisma modifier. With one use of this ability, a paladin can heal1d6 hit points of damage for every two paladin levels she possesses. Using this[N/A] MercifulA merciful weapon deals an extra 1d6 points of damage, but all damage it deals isnonlethal damage. On command, the weapon suppresses this ability until told toresume it (allowing it to deal lethal damage, but without any bonus damage fromthis ability).Mercy (Fatigued) (Su)When you use your lay on hands ability, it also removes the fatigued condition.Weapon Training (Close) 1 (Ex)Starting at 5th level, a fighter can select one group of weapons, as noted below.Whenever he attacks with a weapon from this group, he gains a 1 bonus on attackand damage rolls.Weapon Training (Flails) 2 (Ex)Starting at 5th level, a fighter can select one group of weapons, as noted below.Whenever he attacks with a weapon from this group, he gains a 1 bonus on attackand damage rolls.Spell-Like AbilitiesDetect Evil (At will) (Sp)Tracked ResourcesAbsalom Townhouse (empty) (1/session)Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.

Tracked ResourcesAccording to his mother, Valeriya, Aleksi was born in theSpring of 4669, in the County of Barstoi. The time oftroubles began in 4774 -- when Czar Valislav Irdranti diedand the civil wars over succession began. Igor, Aleksi'sfather, was killed by a lieutenant in Aduard Ordranti's army,who believed that Igor was concealing information aboutthe traitor Countess Carmilla Caliphvaso.Bastion of Good (10 ft) (1/day) (Su)Bead of forceChime of opening (10 uses)Crossbow boltsLay on Hands (1d6) (3/day) (Su)Potion of enlarge personSunrodAfter the death of her husband, the young (24 year old)Valeriya Barstoi fled to Absalom with her 5 year old sonAleksi, and his 7-year-old sister Larysa.Wand of cure light wounds (41 charges)By the 4680s, the refugees had made a life in Absalom.They lived on a block with a few other Ustalavic refugees.Valeriya remaried a Sczarni Taldan named Terenzio Rizzo,Larysa married another person from Ustalav, Nikita Krupin.Rizzo and Nikita work together in the "import/export"business, whatever that means. Aleksi, meanwhile, tookwork doing construction.Winged boots kaldVudraniSpells & PowersPaladin (Sacred Shield) spells memorized (CL 0th;concentration 2)Melee Touch 17 Ranged Touch 16CompanionsLoshad (Horse, heavy (combat trained)), Male Horse,Heavy (Horse, Heavy 2, Advanced 0) - CL2 - CR 2STR 20 ( 5), DEX 18 ( 4), CON 21 ( 5), INT 2 (-4), WIS17 ( 3), CHA 11 (0); Fortitude 8, Reflex 7, Will 3HP: 19/19; Init: 4; Speed: 50 feetAttack Bonus: 0; Armor Class: 15 / 13Tch / 11FlIn the Summer of 4692, Aleksi married a Qadiran woman,two years younger than him, named Soraya. In 4694 theirfirst daughter, Yevgeniya, was born. In 4696 they had ason, Igor.In 4698, while on a construction job in the Ivy district(installing backflow prevention for the runoff from the bathsin The Perfume Room), the Kortos Quake struck. Since thattime, Aleksi has been unable to find any remnants of hishome, wife, daughter or son. Aleksi took in, a 4 year old girl,Lana Neverion, who was orphaned by the quake (the sameage as Yevginya).Valeriya, Terenzio, Larysa and Nikita moved to a newhome, together, in the Precipice Quarter. In Winter 4702Aleksi became an uncle when, at age 35, Larysa had a son,Uriel Krupin.Perception 8Bite (Horse, Heavy) Melee 5, 1d4 5, 2Hooves x2 (Horse, Heavy) Melee 0 x2, 1d6 2, 2Special: Combat Riding [Trick], Endurance, Low-Light Vision, Run, Scent(Ex)Charges: Feed (per day) - 0/10Aleksi continued to try to rebuild his life and work, hopingfor signs from his lost family, and raising Lana. Lanabecame a singer and poet, and skilled chronocler.Lana was married in 4711 to a wealthy Qadiran merchant inthe Pathfinder Socity, Pasha Zayed Khaldi (only nine yearsAleksi's junior), becoming his third wife. Aleksi refused alloffers of dowry; and was made somewhat dismal by theoffer (which suggested he had only raised the girl for hisown sake).Not knowing what to do with himself next, Aleksi opted fortravel. He joined the Silver Crusade lodge of thePathfinders, counting on his physique to help him survivethe rigors, hoping to see more of the world (includingforeign architectural styles, that could be useful in his ownwork), and hoping to earn a Pathfinder's pension beforegetting too old for construction work.Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.

Aleksi Mikhailovich Barstoi – Abilities & GearCombat Expertise /-4FeatGreater TripFeatYou can increase your defense at the expense of your accuracy.You can make free attacks on foes that you knock down.Prerequisite: Int 13.Prerequisites: Combat Expertise, Improved Trip, base attack bonus 6, Int 13.Benefit: You can choose to take a –1 penalty on melee attack rolls andcombat maneuver checks to gain a 1 dodge bonus to your ArmorClass. When your base attack bonus reaches 4, and every 4thereafter, the penalty increases by –1 and the dodge bonus increasesby 1. You can only choose to use this feat when you declare that youare making an attack or a full-attack action with a melee weapon. Theeffects of this feat last until your next turn.Combat Reflexes (4 AoO/round)FeatYou can make additional attacks of opportunity.Benefit: You receive a 2 bonus on checks made to trip a foe. Thisbonus stacks with the bonus granted by Improved Trip. Whenever yousuccessfully trip an opponent, that opponent provokes attacks ofopportunity.Normal: Creatures do not provoke attacks of opportunity from beingtripped.Greater Whip MasteryFeatYou can use a whip to make combat maneuvers with ease.Benefit: You may make a number of additional attacks of opportunityper round equal to your Dexterity bonus. With this feat, you may alsomake attacks of opportunity while flat-footed.Normal: A character without this feat can make only one attack ofopportunity per round and can't make attacks of opportunity while flatfooted.Special: The Combat Reflexes feat does not allow a rogue to use heropportunist ability more than once per round.Exotic Weapon Proficiency (Whip)FeatChoose one type of exotic weapon, such as the spiked chain or whip.You understand how to use that type of exotic weapon in combat, andcan utilize any special tricks or qualities that exotic weapon mightallow.Prerequisite: Base attack bonus 1.Benefit: You make attack rolls with the weapon normally.Normal: A character who uses a weapon with which he is not proficienttakes a –4 penalty on attack rolls.Special: You can gain Exotic Weapon Proficiency multiple times. Eachtime you take the feat, it applies to a new type of exotic weapon.Greater Dirty TrickFeatWhen you pull a dirty trick, your foe is truly hindered.Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, baseattack bonus 6.Benefit: You receive a 2 bonus on checks made to attempt a dirtytrick. This bonus stacks with the bonus granted by Improved DirtyTrick. Whenever you successfully perform a dirty trick, the penalty lastsfor 1d4 rounds, plus 1 round for every 5 by which your attack exceedsthe target’s CMD. In addition, removing the condition requires thetarget to spend a standard action.Prerequisites: Improved Whip Mastery, Weapon Focus (whip), WhipMastery, base attack bonus 8.Benefit: You are so quick with your whip that you never drop it due to afailed disarm or trip combat maneuver attempt. Further, you gain theability to grapple using your whip. To do so, use the normal grapplerules with the following changes.Attack: You cannot use your whip to attack while you are using it tograpple an opponent.Damage: When dealing damage to your grappled opponent, you dealyour whip's weapon damage rather than your unarmed strike damage.Free Hands: You take no penalty on your combat maneuver check forhaving fewer than two hands free when you use your whip to grapple.Reach: Rather than pulling your grappled opponent adjacent to youwhen you successfully grapple and when you move the grapple, youmust keep him within your whip's reach minus his own reach tomaintain the grapple. If the difference in reach is less than 0, such as isthe case for a Medium whip wielder and a Gargantuan creature, youcannot grapple that opponent with your whip. If you have to pull acreature adjacent to you to grapple it with your whip, you still provokean attack of opportunity from that opponent unless you have theImproved Grapple feat.Tie Up: While adjacent to your opponent, you can attempt to use yourwhip to tie him up. If you do so to an opponent you have grappledrather than pinned, you take only a -5 penalty on the combat maneuvercheck rather than the normal -10.Appears In: Ultimate CombatImproved Dirty TrickFeatYou are skilled at pulling dirty tricks on your foes.Prerequisites: Int 13, Combat Expertise.Benefit: You do not provoke an attack of opportunity when performinga dirty trick combat maneuver. In addition, you receive a 2 bonus onchecks made to attempt a dirty trick. You also receive a 2 bonus toyour Combat Maneuver Defense when an opponent tries a dirty trick onyou.Normal: The condition imposed by a dirty trick lasts for 1 round plus 1round for every 5 by which your attack exceeds the target’s CMD.Removing the condition requires the target to spend a move action.Normal: You provoke an attack of opportunity when performing a dirtytrick combat maneuver.Appears In: Advanced Player's Guide New Combat ManeuversAppears In: Advanced Player's Guide New Combat ManeuversHero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.

Aleksi Mikhailovich Barstoi – Abilities & GearImproved Shield BashFeatYou can protect yourself with your shield, even if you use it to attack.Weapon Focus (Whip)FeatPrerequisite: Shield Proficiency.Choose one type of weapon. You can also choose unarmed strike orgrapple (or ray, if you are a spellcaster) as your weapon for thepurposes of this feat.Benefit: When you perform a shield bash, you may still apply theshield's shield bonus to your AC.Prerequisites: Proficiency with selected weapon, base attack bonus 1.Normal: Without this feat, a character that performs a shield bashloses the shield's shield bonus to AC until his next turn (seeEquipment).Benefit: You gain a 1 bonus on all attack rolls you make using theselected weapon.Improved TripFeatYou are skilled at sending your opponents to the ground.Whip MasteryFeatYour superior expertise with this weapon does not provoke attacks ofopportunity from your enemies.Prerequisite: Int 13, Combat Expertise.Benefit: You do not provoke an attack of opportunity when performinga trip combat maneuver. In addition, you receive a 2 bonus on checksmade to trip a foe. You also receive a 2 bonus to your CombatManeuver Defense whenever an opponent tries to trip you.Normal: You provoke an attack of opportunity when performing a tripcombat maneuver.Improved Whip MasterySpecial: You can gain this feat multiple times. Its effects do not stack.Each time you take the feat, it applies to a new type of weapon.FeatYou are able to entangle opponents with the coils of your whip.Prerequisites: Weapon Focus (whip), Whip Mastery, base attackbonus 5.Benefit: While wielding a whip, you threaten the area of your naturalreach plus 5 feet. You can also use a whip to grasp an unattendedSmall or Tiny object within your whip's reach and pull that object intoyour square. To do so, you must hit AC 10 with a melee touch attack.Further, you can use the whip to grasp onto an object within yourwhip's reach, using 5 feet of your whip as if it were a grappling hook,allowing you to use the rest of your whip to swing on like a rope. As afree action, you can release the object your whip is grasping, but youcannot use the whip to attack while the whip is grasping an object.Prerequisites: Weapon Focus (whip), base attack bonus 2.Benefit: You no longer provoke attacks of opportunity when attackingwith a whip. You can deal lethal damage with a whip, although you canstill deal nonlethal damage when you want. Further, you can dealdamage with a whip despite a creature's armor bonus or natural armorbonus.Normal: Attacking with a whip provokes attacks of opportunity as if youused a ranged weapon. A whip deals no damage to a creature that hasan armor bonus of 1 or natural armor bonus of 3.Appears In: Ultimate CombatArmor ExpertTraitYou have worn armor as long as you can remember, either as part ofyour training to become a knight's squire or simply because you wereseeking to emulate a hero. Your childhood armor wasn't the real thingas far as protection, but it did encumber you as much as real armorwould have, and you've grown used to moving in such suits withrelative grace. When you wear armor of any sort, reduce that suit'sarmor check penalty by 1, to a minimum check penalty of 0.Appears In: Ultimate CombatQuick Dirty TrickFeatYou can perpetrate a dirty trick and deliver an attack before youropponent is the wiser.Appears In: Character Traits Web Enhancement, Advanced Player'sGuide TraitsEyes and Ears of the CityTraitPrerequisites: Int 13, Combat Expertise, Improved Dirty Trick, baseattack bonus 6.Your religious training involved serving in the city watch of a large city,the primary duty of which was standing sentinel on a city wall. You gaina 1 trait bonus on Perception checks, and Perception is always aclass skill for you.Benefit: On your turn, you can perform a single dirty trick combatmaneuver (Advanced Players Guide 320) in place of one of yourmelee attacks. You must choose the melee attack with the highestbase attack bonus to make the dirty trick combat maneuver.Appears In: Legacy of Fire, Advanced Player's Guide Traits, UltimateCampaignNormal: A dirty trick combat maneuver is a standard action.Immunity to DiseaseAppears In: Ultimate CombatShield FocusUnknownYou are immune to diseases.FeatYou are skilled at deflecting blows with your shield.Prerequisites: Shield Proficiency, base attack bonus 1.Benefit: Increase the AC bonus granted by any shield you are using by1.Immunity to Fear (Ex)UnknownYou are immune to all fear effects.Aura of Courage 4 (10' radius) (Su) Class Ability (Paladin)At 3rd level, a paladin is immune to fear (magical or otherwise). Eachally within 10 feet of her gains a 4 morale bonus on saving throwsagainst fear effects. This ability functions only while the paladin isconscious, not if she is unconscious or dead.Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comPathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC , and are used under license.

Aleksi Mikhailovich Barstoi – Abilities & GearAura of Good (Ex)Class Ability (Paladin)The power of a paladin's aura of good (see the detect good spell) isequal to her paladin level.Bastion of Good (10 ft) (1/day) (Su) Class Ability (Paladin)At 1st level, a sacred shield can call upon the powers of good to defendher and her allies against evil. This ability functions as smite evil,except that the paladin gains no benefit on attack or damage rollsagainst her target. Instead, any attacks the target makes against allieswithin 10 feet of the paladin deal half damage. Attacks against thepaladin deal full damage, but the paladin gains a deflection bonus toher AC equal to her Charisma bonus (if any) against attacks made bythe target of the smite. This bonus increases by 1 for every fourpaladin levels (to a maximum of 6 at 20th level). As with smite evil, ifthe paladin targets a creature that is not evil, her bastion of good abilityis wasted with no effect. Feats, abilities, and the like that increase apaladin's number of uses of smite evil per day increase a sacredshield's uses of bastion of good per day. This ability replaces smiteevil.At 11th level, the radius of a sacred shield's bastion of good abilityincreases to 20 feet. This ability replaces the paladin's aura of justice.At 20th level, a sacred shield and her allies within 20 feet gainregeneration 10 against the target of her bastion of good ability(essentially regeneration that is overcome by any damage not causedby the target). This ability replaces the sacred shield's holy championability.Appears In: Ultimate CombatBravery 3 (Ex)Class Ability (Fighter)Starting at 2nd level, a fighter gains a 1 bonus on Will saves againstfear. This bonus increases by 1 for every four levels beyond 2nd.Detect Evil (At will) (Sp)Class Ability (Paladin)At will, a paladin can use detect evil, as the spell. A paladin can, as amove action, concentrate on a single item or individual within 60 feetand determine if it is evil, learning the strength of its aura as if havingstudied it for 3 rounds. While focusing on one individual or object, thepaladin does not detect evil in any other object or individual withinrange.Weapon Training (Close) 1 (Ex) Class Ability (Fighter)Starting at 5th level, a fighter can select one group of weapons, asnoted below. Whenever he attacks with a weapon from this group, hegains a 1 bonus on attack and damage rolls.Every four levels thereafter (9th, 13th, and 17th), a fighter becomesfurther trained in another group of weapons. He gains a 1 bonus onattack and damage rolls when using a weapon from this group. Inaddition, the bonuses granted by previous weapon groups increase by 1 each. For example, when a fighter reaches 9th level, he receives a 1 bonus on attack and damage rolls with one weapon group and a 2bonus on attack and damage rolls with the weapon group selected at5th level. Bonuses granted from overlapping groups do not stack. Takethe highest bonus granted for a weapon if it resides in two or moregroups.A fighter also adds this bonus to any combat maneuver checks madewith weapons from this group. This bonus also applies to the fighter'sCombat Maneuver Defense when defending against disarm and sunderattempts made against weapons from this group.Close: gauntlet, heavy shield, light shield, punching dagger, sap,spiked armor, spiked gauntlet, spiked shield, and unarmed strike.Weapon Training (Flails) 2 (Ex) Class Ability (Fighter)Starting at 5th level, a fighter can select one group of weapons, asnoted below. Whenever he attacks with a weapon from this group, hegains a 1 bonus on attack and damage rolls.Every four levels thereafter (9th, 13th, and 17th), a fighter becomesfurther trained in another group of weapons. He gains a 1 bonus onattack and damage rolls when using a weapon from this group. Inaddition, the bonuses granted by previous weapon groups increase by 1 each. For example, when a fighter reaches 9th level, he receives a 1 bonus on attack and damage rolls with one weapon group and a 2bonus on attack and damage rolls with the weapon group selected at5th level. Bonuses granted from overlapping groups do not stack. Takethe highest bonus granted for a weapon if it resides in two or moregroups.A fighter also adds this bonus to any combat maneuver checks madewith weapons from this group. This bonus also applies to the fighter'sCombat Maneuver Defense when defending against disarm and sunderattempts made against weapons from this group.Lay on Hands (1d6) (3/day) (Su) Class Ability (Paladin)Beginning at 2nd level, a paladin can heal wounds (her own or those ofothers) by touch. Each day she can use this ability a number of timesequal to 1/2 her paladin level plus her Charisma modifier. With one useof this ability, a paladin can heal 1d6 hit points of damage for every twopaladin 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 touse this ability.Alternatively, a paladin can use this healing power to deal damage toundead creatures, dealing 1d6 points of damage for every two levelsthe paladin possesses. Using lay on hands in this way requires asuccessful melee touch attack and doesn't provoke an attack ofopportunity. Undead do not receive a saving throw against thisdamage.Mercy (Fatigued) (Su)Class Ability (Paladin)Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain,and whip.Ghost touch ( 1 ghost touch heartseeker whip) Weapon PowerA ghost touch weapon deals damage normally against incorporealcreatures, regardless of its bonus. An incorporeal creature's 50%reduction in damage from corporeal sources does not apply to attacksmade against it with ghost touch weapons. The weapon can be pickedup and moved by an incorporeal creature at any time. A manifestingghost c

Climb 12 STR (4) 5 Diplomacy 2 CHA (2)-Disable Device-DEX (3)-Disguise 2 CHA (2)-Escape Artist 3 DEX (3)-Fly 16 DEX (3) 13 Handle Animal-CHA (2)-Heal 2 WIS (2)-Intimidate 2 CHA (2)-Knowledge (engineering) 19 INT (3) 13 Knowledge (nobility) 7 INT (3) 1 Knowledge (religion) 7 INT (3) 1 Linguistics-INT (3)-Perception 11 WIS (2) 5 .

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