A Quest for the Stars

Character Sheet - Alistair Adams



Alistair Adams

Human Paladin 7

Lawful Good Medium humanoid (human)

Initiative +1; Senses; Perception +2 Aura courage (10 ft.)

DEFENSE

AC 25, touch 12, flat-footed 24 (+1 Dex, +9 armor, +4 shield, +1 deflection)

HP 74 (7d10+21)

Fort +12 Ref +7 Will +11 Defensive Abilities divine grace +3

Immunities disease, fear

OFFENSE

Speed 30 ft. (20 ft. in banded mail)

Melee Fiendbane heavy mace +10/+5 (1d8+3 bludgeoning plus 2d6 vs evil outsiders)

Special Attacks smite evil 3/day (+3 to attack rolls and AC vs evil target, +7 to damage)

Spell-Like Abilities (CL 7th; concentration +10)

At-will - detect evil

Paladin Spells Prepared (CL 4th; concentration +7)

2nd - shield other

1st - challenge evil (DC 14), grace

STATISTICS

Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

Base Atk 7 CMB +9 CMD 21

Feats Endurance, Mounted Combat, Power Attack*, Protector’s Strike, Shield Focus

Skills 28 skill points (-7 armor penalty to relevant checks whenever wearing armor)

Acrobatics -6

Appraise +1

Bluff +3

Climb -5

Craft +1

Diplomacy +3

Disable Device -6

Disguise +3

Escape Artist -6

Fly -6

Handle Animal +7 (1 rank, 3 ability, 3 class skill)

Heal +8 (3 rank, 2 ability, 3 class skill)

Intimidate +3

Knowledge (arcana) +1

Knowledge (dungeoneering) +1

Knowledge (engineering) +1

Knowledge (geography) +1

Knowledge (history) +1

Knowledge (local) +1

Knowledge (martial) +1

Knowledge (nature) +1

Knowledge (nobility) +7 (3 rank, 1 ability, 3 class skill)

Knowledge (planes) +1

Knowledge (psionics) +1

Knowledge (religion) +8 (4 rank, 1 ability, 3 class skill)

Linguistics +1

Perception +2

Perform

Profession (cook) +12 (7 rank, 2 ability, 3 class skill)

Ride +3 (6 rank, 1 ability, 3 class skill, -7 armor penalty)

Sense Motive +9 (4 rank, 2 ability, 3 class skill)

Sleight of Hand -6

Spellcraft +1

Stealth -6

Survival +2

Swim -5

Use Magic Device +3

Languages Common, Celestial

Special Qualities aura of good, channel positive energy (DC 16, 4d6, 6/day), divine bond (mount), lay on hands (3d6, 6/day), mercies (deceived, diseased)

Combat Gear banded mail +2, cloak of resistance +1, fiendbane heavy mace +1, headband of alluring charisma +2, heavy steel shield +1, ring of protection +1, silver holy symbol

Other paladin’s kit, 2682 gp

TACTICS

Alistair is the party tank and prioritizes defense if his party members are more than capable of taking down the enemy than he is. He casts challenge evil on the strongest-looking enemy and provides a distraction while the rest of his party gets to work.

OTHER INFO

Race Human

Size Medium

Deity Hammer of Justice (Lawful Neutral deity)

Gender M

Birthday 1st of Injigo, 1640 (1/1/1640; 19 years old)

Sign Capricorn

Height 5’7”

Weight 162 lbs

Hair Blonde

Eyes Blue

XP 23,000/34,000

Human Traits

Ability Score Bonus: Alistair gains a +2 bonus to an ability score of his choice. (Ability chosen: Constitution)

Skilled: Alistair gains an additional skill point at each level.

Bonus Feat: Alistair gains a bonus feat at 1st level.

Paladin Class Features

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, all armor types, and shields (except tower shields).

Aura of Good (Ex): The power of Alistair's aura is equal to his paladin level (see detect good for details).

Detect Evil (Sp): Alistair can use the detect evil spell at will. As a move action, he can focus on on a single object or individual to determine if it's evil, and learn the strength of its aura as if he studied it for 3 rounds. However, using detect evil this way does not allow him to detect other sources of evil during the spell's duration.

Smite Evil 3/day (Su): As a swift action, Alistair can smite an enemy. If the enemy is evil, he gains a bonus to attack rolls equal to his Charisma modifier and a bonus to damage rolls equal to his paladin level whenever he attacks the target of the smite, and he can bypass the smite target's damage reduction. He also gains a deflection bonus to his AC equal to his Charisma bonus.

The effects of smite last until the target is slain or Alistair rests.

Divine Grace (Su): At 2nd level, Alistair adds his Charisma bonus to all of his saving throws.

Lay On Hands +3d6, 6/day (Su): Alistair can heal wounds by touch. As a swift action, he can apply this ability to himself, and as a standard action, he can apply it to others. In either case, a single use of this ability heals 1d6 points of damage per two paladin levels he possesses.

Alternatively, Alistair can use this ability to damage undead with a melee touch attack and does not provoke an attack of opportunity. Undead receive no saving throw against this damage. Alistair can use this ability a number of times equal to half of his paladin level plus his Charisma modifier.

Aura of Courage (Su): Starting at 3rd level, as long as Alistair is conscious, he is immune to all forms of fear. In addition, all allies within 10 feet of him gain a +4 morale bonus on saving throws against fear effects.

Divine Health (Ex): Alistair is immune to all diseases, magical or otherwise.

Mercy (Su): At 3rd level and every three levels thereafter, a paladin can choose one mercy. Mercies are additional effects that occur whenever the paladin applies his lay on hands ability.

Deceived: This mercy allows the victim a new saving throw to disbelieve any ongoing illusions that have occurred within the last minute.

Diseased: This mercy allows Alistair's lay on hands to also be treated as the remove disease spell, using his level as his caster level.

Channel Positive Energy +4d6 (Su): At 4th level, a paladin can channel positive energy just like a cleric. All allies within 30 feet of the paladin have their hit points restored by 1d6, plus an additional 1d6 for every two paladin levels beyond the first. Alternatively, Alistair can use this ability against undead, who must roll a Will saving throw (DC 10 + 1/2 paladin level + Charisma modifier) to take half damage. This ability spends two uses of the lay on hands ability.

Spells: Starting at 4th level, Alistair can cast divine spells. His caster level is equal to his paladin level -3.

Divine Bond (Sp): At 5th level, Alistair formed a divine bond with the Hammer of Justice. This bond took the form of a divine steed, whom Alistair named Chestnut. Chestnut is treated as an animal companion, and Alistair's effective druid level is equal to his paladin level. As Alistair levels up, Chestnut can also grow stronger.

Chestnut

N Large Animal

Initiative +1; Senses low-light vision, scent Perception +7

DEFENSE

AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural)

HP 51 (6d8+24)

Fort +8 Ref +7 Will +3

OFFENSE

Speed 50 ft. (10 squares)

Melee Bite +8 (1d4+5), 2 hooves +6 (1d6+5)

STATISTICS

Str 20 (+5), Dex 15 (+2), Con 18 (+4), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)

Base Atk +4 CMB +10 CMD 22 (26 vs trip)

Feats Endurance, Multiattack, Run

Skills 6 skill points

Acrobatics +7 (+2 rank, +2 ability, +3 class skill)

Appraise -2

Bluff -2

Climb +5

Craft -2

Diplomacy -2

Disable Device +2

Disguise -2

Escape Artist +2

Fly +2

Handle Animal -2

Heal +1

Intimidate -2

Knowledge (arcana) -2

Knowledge (dungeoneering) -2

Knowledge (engineering) -2

Knowledge (geography) -2

Knowledge (history) -2

Knowledge (local) -2

Knowledge (martial) -2

Knowledge (nature) -2

Knowledge (nobility) -2

Knowledge (planes) -2

Knowledge (psionics) -2

Knowledge (religion) -2

Linguistics -2

Perception +7 (+3 rank, +1 ability, +3 class skill)

Perform -2

Profession +1

Ride +2

Sense Motive +1

Sleight of Hand +2

Spellcraft -2

Stealth -2

Survival +1

Swim +9 (+1 rank, +5 ability, +3 class skill)

Use Magic Device -2

Languages Common, Celestial (cannot speak)

Special Qualities combat trained, low-light vision, scent

TACTICS

Chestnut is Alistair’s trusty steed and valiantly charges into battle with him when the boy needs him. While he can’t speak, he displays uncanny signs of intelligence.

Combat Trained: Chestnut knows the tricks attack, come, defend, down, guard, and heel, in addition to the tricks he knows from his bond with Alistair.

Low-light Vision (Ex): Chestnut can see twice as far as a human during dim illumination, such as nightfall.

Scent (Ex): Chestnut carries a strong sense of smell, and can discern the general location of strong scents (or invisible enemies).

Link (Ex): The bond between Chestnut and Alistair grants the latter a +4 bonus to Handle Animal checks regarding Chestnut.

Share Spells (Ex): Whenever Alistair casts a spell that only targets himself, he can choose to grant it on Chestnut instead.

Evasion (Ex): Whenever Chestnut is subjected to an attack that normally allows a Reflex saving throw for half damage, he instead takes no damage if the saving throw is a success.

Ability Score Increase: Chestnut gains a +1 increase to one ability score. (Ability chosen: Constitution)

Devotion (Ex): Chestnut gains a +4 morale bonus on Will saves vs enchantments.

Tricks

By rolling a Handle Animal check and beating the DC, Alistair can command Chestnut to do a variety of moves, called tricks, as a free action with a +4 bonus to the roll.

Attack: Commands the animal to attack.

Come: The animal moves to the master's location, even when it normally wouldn't.

Defend: Commands the animal to defend its master.

Down: Commands the animal to stand down.

Guard: The animal stays in place and keeps others from approaching.

Heel: The animal follows its master closely, even when it normally wouldn't.

Protect: The animal stands beside a designated target and prepares to attack any non-ally that gets close.

Get Help: When the command is given, the animal seeks a designated creature and brings them back to the master.

Quiet Watch: The animal keeps watch over an area. If alerted of danger, the animal quietly warns its master.


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