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PCs for Watermark's Temple of Mysteries
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<blockquote data-quote="Watermark12" data-source="post: 1998051" data-attributes="member: 28140"><p><strong>Jarten Lightbearer</strong></p><p></p><p>Human Paladin 4 (Lawful Good) </p><p></p><p>Strength 14 (+2) </p><p>Dexterity 8 (–1) </p><p>Constitution 12 (+1) </p><p>Intelligence 10 (+0) </p><p>Wisdom 13 (+1) </p><p>Charisma 16 (+3) </p><p></p><p>AC: 20 (touch 9, flat-footed 20) </p><p>hp : 32 </p><p>Initiative: +3 </p><p>Speed: 20 feet </p><p></p><p>Saves </p><p>Fortitude +8 </p><p>Reflex +3 </p><p>Will +5 </p><p></p><p>Attacks </p><p>Base Attack +4 </p><p>Grapple +6 </p><p></p><p>Weapon Attack Bonus Damage Critical </p><p>Masterwork silvered +8 1d8+2 19–20/×2 </p><p>longsword </p><p>Throwing axe +3 1d6+2 ×2 </p><p></p><p>Armor: +1 full plate, heavy shield </p><p></p><p>Special Abilities </p><p>Detect Evil: Usable at will. </p><p>Smite Evil: 1/day, +3 on attack rolls and +4 damage (plus regular </p><p>bonuses) on one attack against evil foe. </p><p>Lay on Hands: Heal a total of 12 points of damage per day. </p><p>Aura of Courage: Immune to fear, allies within 10 feet gain +4 </p><p>morale bonus on saves against fear. </p><p>Turning: Turn undead as 1st-level cleric, six times per day. </p><p></p><p>Feats </p><p>Power Attack: Take penalty on attack rolls up to base attack </p><p>bonus, add to damage. </p><p>Weapon Focus (longsword): +1 on attack rolls with longsword. </p><p>Channel Divine Vengeance*: Spend a turning attempt, gain a </p><p>ranged touch attack with a 100-foot range that inflicts 1d6+6 </p><p>points of positive energy damage (lawful good creatures take half </p><p>damage). </p><p>* Feat from the Book of Hallowed Might II </p><p></p><p>Skills </p><p>Diplomacy +10 </p><p>Knowledge (religion) +7 </p><p>Sense Motive +8 </p><p></p><p>Possessions </p><p>Masterwork silvered longsword </p><p>Throwing axes (3) </p><p>+1 full plate armor </p><p>Heavy shield </p><p>Candle of truth: Those in its light must make a Will save (DC 13) or </p><p>tell the truth. The candle has a total of one hour of use left. </p><p>Potion of cure moderate wounds (cure 2d8+4 points of damage) </p><p>Potion of cure light wounds (cure 1d8+3 points of damage) </p><p>Potion of levitate (imbiber can float up and down for four minutes) </p><p>Backpack </p><p>300 gp amulet </p><p>100 gp gem </p><p>25 gp </p><p>Food (1 day) </p><p>Water (2 days) </p><p></p><p>Spells </p><p>Cast one 1st-level spell per day, save DC 14 </p><p>1st Level </p><p>Bless Weapon:Weapon treated as magic and good against evil </p><p>creatures’ damage resistance, automatically confirms critical hits </p><p>against evil creatures</p></blockquote><p></p>
[QUOTE="Watermark12, post: 1998051, member: 28140"] [b]Jarten Lightbearer[/b] Human Paladin 4 (Lawful Good) Strength 14 (+2) Dexterity 8 (–1) Constitution 12 (+1) Intelligence 10 (+0) Wisdom 13 (+1) Charisma 16 (+3) AC: 20 (touch 9, flat-footed 20) hp : 32 Initiative: +3 Speed: 20 feet Saves Fortitude +8 Reflex +3 Will +5 Attacks Base Attack +4 Grapple +6 Weapon Attack Bonus Damage Critical Masterwork silvered +8 1d8+2 19–20/×2 longsword Throwing axe +3 1d6+2 ×2 Armor: +1 full plate, heavy shield Special Abilities Detect Evil: Usable at will. Smite Evil: 1/day, +3 on attack rolls and +4 damage (plus regular bonuses) on one attack against evil foe. Lay on Hands: Heal a total of 12 points of damage per day. Aura of Courage: Immune to fear, allies within 10 feet gain +4 morale bonus on saves against fear. Turning: Turn undead as 1st-level cleric, six times per day. Feats Power Attack: Take penalty on attack rolls up to base attack bonus, add to damage. Weapon Focus (longsword): +1 on attack rolls with longsword. Channel Divine Vengeance*: Spend a turning attempt, gain a ranged touch attack with a 100-foot range that inflicts 1d6+6 points of positive energy damage (lawful good creatures take half damage). * Feat from the Book of Hallowed Might II Skills Diplomacy +10 Knowledge (religion) +7 Sense Motive +8 Possessions Masterwork silvered longsword Throwing axes (3) +1 full plate armor Heavy shield Candle of truth: Those in its light must make a Will save (DC 13) or tell the truth. The candle has a total of one hour of use left. Potion of cure moderate wounds (cure 2d8+4 points of damage) Potion of cure light wounds (cure 1d8+3 points of damage) Potion of levitate (imbiber can float up and down for four minutes) Backpack 300 gp amulet 100 gp gem 25 gp Food (1 day) Water (2 days) Spells Cast one 1st-level spell per day, save DC 14 1st Level Bless Weapon:Weapon treated as magic and good against evil creatures’ damage resistance, automatically confirms critical hits against evil creatures [/QUOTE]
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