Sapphire Esterbrook

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Eberron Rise of the Lord of Blades

Sapphire Esterbrook: Character in the Eberron: Lord of Blades campaign.

(OOC Thread)

Please note: This formatting is copied wholesale from John_C's Character in the same game. All credit to him, except for cockups which are mine and mine alone.

Character[edit]

  • Sapphire Esterbrook, Champion of the Silver Flame
  • Lawful Good Human Paladin 15
  • Experience:

File:Http://img257.imageshack.us/img257/5826/1204369219417si9.jpg

Abilities[edit]

Ability Score Modifier
Strength 14 +2
Dexterity 10 +0
Constitution 14 +2
Intelligence 12 +1
Wisdom 13 +1
Charisma 20 +5

Combat[edit]

  • Action Points: 12 (3d6, choose best)
  • Hit Points: 115,
  • Initiative: +0
  • Speed: 30 ft (run x4),
  • AC: 28 (+13 armor, +5 Shield), touch 10, flat-footed 25,
  • Fort +16, Ref +10, Will +13,


Melee[edit]

Base Attack Bonus: +15/10/5, Grapple +17,

  • Tira's Tear (Flaming Holy Evil Outsider Bane Longsword) +20/15/10, one-handed, 1d8 + 5 + 1d6 (19/20 X2)
    • Vs. Evil: 1d8 +5 + 3d6,
    • Vs. Evil Outsiders : 1d8 +5 +5d6
  • Heavy Lance + 2 +20/15/10, 1d8+5 (20/X3)

Ranged[edit]

Skills[edit]

Skill Ranks Ability Modifier Misc Total
Concentration 6 Con +2 0 +8
Diplomacy 19 Cha +3 0 +22
Handle Animal 9 Chr +3 0 +12
Heal) 11 Int +2 0 +13
Knowledge(Nobility) 4 Int +2 +0 6
Knowledge(Religion) 9 Int +2 0 +11
Ride 17 Dex +0 +0 +17
Sense Motive) 3 Wis +3 +0 +6

Languages: Common, Draconic, Infernal

Feats[edit]

Class Features[edit]

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

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 with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning 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 while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

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 Wisdom 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 Wisdom modifier.

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: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The 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 Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. 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 meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Spells[edit]


Equipment[edit]

GEAR:

Tira's Tear, Heavy Lance +2, Bracers of Armour +5, Large dragonhide steel shield +3, Mithral Full Plate +5, Silver Holy Symbol (Emblazoned on shield), Helm of Comprehend Languages and Read Magic, Amulet of Personality +4, Ring of Protection +2, Robe of Useful Items (Dagger x2, Mirror x2, 50 ft. Rope x2, Bullseye Lantern x2, 10 ft. Pole x2, Sack x2, Silver Coffer (x2), 10 Gems (100gp each), iron door, ladder, Minor scroll of Resist Energy (1) Summon Monster II (1) and Nature's Ally (1), rowboat, mule and saddle bags, portable ram, open pit) Ring of Sustenance, Silk Rope, Signet ring, Boots of Elvenkind, Blanket, Backpack, Bedroll, Military Saddle

Socrates[edit]

  • Advanced Heavy Warhorse

Size/Type: Large Magical Beast
90 HP
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 31 (14 + 10 Natural + 7 Mithral Chainmail Barding Base Attack/Grapple: +3/+13
Attack: +8 (1d6+6 Hoof)
Full Attack: +8/+8 (1d6+6, s hooves), +3 (1d4+2, Bite)
Special Qualities: Low Light Vision, Scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Command Horses, Spell Resistance (20)
Saves: Fort +4, Ref +5, Will +0
Abilities: STR 22, DEX 13, CON 17, INT 9, WIS 13, CHA 6
Skills: Jump +12, Listen +5, Spot +4,
Feats: Endurance, Run