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Name
Race Character portrait goes here
Class
Level
Alignment
Current XP
XP for next 10,000
Hit Points
Move

Ability Score Adj.   Save Base Ability Feat Other TOTAL
Strength +3   Fortitude -1 +6
Dexterity +2   Reflex +2 +7
Constitution -1   Will +2 +7
Intelligence 0              
Wisdom +2   Initiative   +2 +2
Charisma +4              


Additional Saving Throw Modifiers:


Armor Type: Shield Type:                  Armor Check Penalties:

AC =  10 +  Size + Dex + Arm + Shield + Other
18 =  10  +    +  2  +    +    +  

Explanation of "Other" Above: (none)
Additional Armor Class Modifiers: +1 if using defending lowngsword to raise AC instead of damage


Attack Adjustments:
Base: +3
Melee: +6 
Ranged: +5

Damage Adjustments:
+3 (melee or thrown) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
+1 defending longsword  19-20, x2    +7 1d8+4 (1d8+3 if the sword is used to increase AC instead)
MW Shortsword 19-20, x2 +7 1d6+3
dagger 19-20, x2 10' +6 (+5 thrown) 1d4+3



Special Abilities and Feats

(FEATS)
- Mounted Combat: Ride check negates hit to mount (1/round)
- Ride-By Attack: Charging on a mount, attacking, and moving again does not provoke an attack of opportunity (Cecil has yet to use either feat.)

(PALADIN ABILITIES)
- Detect Evil at will
- Divine Grace: Add charisma bonus to all saves
- Turn Undead: 7 times per day, as a 1st-level cleric; can turn (2d6+1+4) HD of undead per attempt
- Lay on Hands: 12 HP per day 
- Divine Health: Immune to all disease
- Aura of Courage: Immune to fear, All allies within 10' get +4 on saves vs. Fear effects
- Smite Evil: One swing per day, can add Cha. modifier (+4) to hit and level (3) to damage
- Remove Disease  1 time/week

(AASIMAR ABILITIES)
- Light 1/day
- Darkvision: 60'
- Acid, cold and fire resistance: 5
- Preferred Class: Paladin
- +2 to Listen and Spot
- +2 to Wis and Cha
- Level adjustment: 1


Skills (12 Total Points)    Max Ranks: 8/4

(skills in italics suffer a -3 check penalty from armor and shield)
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
n/a
 
CHA
 
 
 
 
 
 
 
Appraise
0
 
y
INT
 
 
 
0
 
 
 
Balance
-1
 
y
DEX
 
 
 
+2
 
 
 
Bluff
+4
 
y
CHA
 
 
 
+4
 
 
 
Climb
0
 
y
STR
 
 
 
+3
 
 
 
Concentrate
-1
P
y
CON
 
 
 
-1
 
 
 
Craft
0
 
y
INT
 
 
 
0
 
 
 
Craft
0
 
y
INT
 
 
 
0
 
 
 
Craft
0
 
y
INT
 
 
 
0
 
 
 
Decipher Script
 
n/a
 
INT
 
 
 
 
 
 
 
Diplomacy
+9
P
y
CHA
5
5
 
+4
 
 
 
Disable Device
+0
 
y
DEX
 
 
 
0
 
 
 
Disguise
+4
 
y
CHA
 
 
 
+4
 
 
 
Escape Artist
-1
 
y
DEX
 
 
 
+2
 
 
 
Forgery
0
 
y
INT
 
 
 
0
 
 
 
Gather Info
+4
 
y
CHA
 
 
 
+4
 
 
 
Handle Animal
+7
P
 
CHA
3
3
 
+4
 
 
 
Heal
+2
P
y
WIS
 
 
 
+2
 
 
 
Hide
-1
 
y
DEX
 
 
 
+2
 
 
 
Innuendo
 
 
 
WIS
 
 
 
 
 
 
 
Intimidate
+4
 
y
CHA
 
 
 
+4
 
 
 
Intuit Direction
 
 
 
WIS
 
 
 
 
 
 
 
Jump
0
 
y
STR
 
 
 
+3
 
 
 
KS: Religion
+1
P
 
INT
1
1
 
0
 
 
 
KS:  
0
(no)
 
INT
 
 
 
0
 
 
 
KS: 
 
 
 
INT
 
 
 
 
 
 
 
KS: 
 
 
 
INT
 
 
 
 
 
 
 
Listen
+4
 
y
WIS
     
+2
+2
 
 
Move Silently
-1
 
y
DEX
 
 
 
+2
 
 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+4
 
y
CHA
 
 
 
+4
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
n/a
 
INT
 
 
 
 
 
 
 
Ride
+5
 
y
DEX
3
3
 
+2
 
 
 
Scry
 
n/a
 
INT
 
 
 
 
 
 
 
Search
0
 
y
INT
   
 
0
 
 
 
Sense Motive
+2
 
y
WIS
 
 
 
+2
 
 
 
Speak Lang.
 
 
 
     
 
 
 
 
 
Spellcraft
 
 
 
INT
 
 
 
 
 
 
 
Spot
+4
 
y
WIS
 
 
 
+2
+2
 
 
Swim
+3
 
y
STR
 
 
 
+3
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+2
 
y
DEX
 
 
 
+2
 
 
 
Wilderness Lore
+2
 
y
WIS
 
 
 
+2
 
 
 

(8+2+2=12)


Magic Items

+1 defending longsword - Wielder chooses each round whether to apply the +1 to damage or AC


Magic Item Slots

Headband/Hat/Helmet:
Lenses/Goggles:
Cloak/Cape/Mantle:
Jewelry:
Armor:
Robe:
Vest/Shirt:
Bracers: 
Gloves/Gauntlets:
Rings:
Belt:
Boots: