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Snotgirl
10-21-2011, 07:05 PM
Name: Alicia Wynton
Race: Human
Age: 24
Class: Paladin
Level: 2
Alignment: Lawful Good
Character Description: (Pictures are allowed. Please no anime)
Height: 5'9
Weight: 137 lbs
Eyes: Emerald
Hair: Black
Handed: Right

Hit Points: 19
Armour Class: 3
THAC0: 19

INT : 10
STR : 16 (none/+1/170 m. press / 8 open doors / 7% bend bars)
WIS :14
DEX :9
CON :13 (85% sys shock / 90% rez survival)
CHA : 17

Saving Throws
Paralyzation, poison, or death magic: 12.
Rods, staves, or wands: 14.
Petrification or polymorph: 13.
Breath weapon: 15.
Spell effects: 15.


+2 Saving Throws: A paladin receives a +2 bonus to all saving throws.

Aura of Protection 10’: A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a –1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.

Circle of Power 10’: A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)

Cure Disease: A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).

Detect Evil 60’: A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.

Disease Immunity: A paladin is immune to all forms of disease. (Note that certain magical afflictions — lycanthropy and mummy rot — are curses and not diseases.)

Lay on Hands: A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.

Turn Undead & Fiends: A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower — for example, at 3rd level he has the turning power of a 1st-level cleric. Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually). A “T” on the turn table means that the attempt is an automatic success, and a “D” means that the undead or fiend is destroyed rather than turned. A successful turn or dispel affects 2d6 undead or fiends, with the lowest HD affected first.

War Horse: A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.

Priest Spells: A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. The acquisition and casting of these spells abide by the rules given for priests. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from priest scrolls nor can he use priest items unless they are allowed

Spells: none(?)

Armour: This is an ornamented back-and-breastplate with fluted pauldrons, decorative besagews, and furyondian styled gauntlets. Chainmail, wrapped in leather straps to keep it close to the body, protect the arms and neck, and hangs loosely over the upper thighs.


Weapons: Two-handed sword (1d10+1), short sword (1d6+1).
A.C: 3



Miscellaneous Items:

-Bedrool
-sack of gold
-Flint and tinder
-Lots of Beef Jerky
-A few bottles of fine liquor
-Polishing vial, for her sword.

Skills/Powers/Abilities: ?

Personality:(optional)

Background: Her father had once been a Paladin, so she wanted to follow in his footsteps.

John
01-12-2012, 11:21 PM
Roll 1d10 please for hit points.

Snotgirl
01-20-2012, 12:58 AM
hitpoints roll
[dice0]

John
01-20-2012, 01:05 AM
So...

Change level to 2
Hit Points to 19
THAC0 to 19

And I believe that will about do it

Snotgirl
01-20-2012, 02:51 AM
Suhhweet.

John
01-20-2012, 02:52 AM
Want me to change the title of this thread for you?