Sir Benjin Shire

Paladin of Fharlanghn

Description:

Basic Information

Sir Benjin Shire

Sex: Male Age: 35 yrs old
Height: 5’10" Weight: 200 lbs.
Skin: Fair Eyes\Hair: Blue/Dirty Red
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Statistics

Basic Statistics

Level 13 XP 87,425 Level Up: 91,000
Languages Common, Alignment Lawful Good Initiative +3
2 fighter 5 paladin 1 hospitialer 5 cavalier
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Abilities

STR 20 (+5) DEX 17 (+3) CON 20 (+5)
INT 17 (+3) WIS 19 (+4) CHA 23 (+6)
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Battle Statistics

HP: 185 AC:24 (10+8+3+3 ) BAB 13
Fortitude 13+6 Reflex 2+6 Will 5+6
Melee 18 Ranged 16 Grapple 17
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Abilities

Features
FEATS

  • Power Attack (minus attack roll add to attack damage)
  • Weapon Focus (Sword) (+1 to attack roll)
  • Mounted Combat (Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.))
  • Ride-By Attack (When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.)
  • Spirited Charge (When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).)
  • Trample (When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets (see Overrun, page 157).)
  • Cavalry Charger
    The Cavalry Charger feat enables the use of three tactical maneuvers.
    Unhorse: To use this maneuver, you must be mounted and charge a mounted foe. If your charge attack hits, you may make a free bull rush attempt. If the bull rush attempt succeeds, you move your foe normally, but his mount remains where it was.
    Leaping Charge: To use this maneuver, you must be mounted and charge a foe at least one size category smaller than your mount. Make a Ride check at the conclusion of the move portion of the charge action. Prior to making the roll, determine the DC of the check: either DC 10 for a chance to deal 2 extra points of damage or DC 20 for a chance to deal 4 extra points of damage. If you fail this Ride check, you miss your target (no attack roll) and if you fail this Ride check by 5 or more, you miss your target and fall off your mount, landing in a square adjacent to the mount’s space.
    Fell Trample: You can make mounted overrun attempts against more than one foe, resolving each attempt according to the rules on page 157 and 158 of the Player’s Handbook. Your mount gets a hoof attack against each foe you successfully overrun.
  • Sacred Vitality (As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.)
  • Divine Might (As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.)
  • Divine Shield (As a standard action, spend one of your turn/ rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield’s bonus to Armor Class and lasts for a number of rounds equal to half your character level.)
  • Divine Vigor (As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.)
  • Weapon Focus (Lance) (+1 to AR)
  • Extra Turning (Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.)
  • Awesome Smite
    This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -1). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
    Demolishing Smite: Your smite attack punches through your enemy’s defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/— or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target’s damage reduction when making a demolishing smite.
    Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender’s Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
    Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a nonmagical weapon.
  • Sacred Healing(You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).)

CLASS ABILITIES

  • Aura of good
  • Detect evil
  • Smite evil 2/day (+6 to AR +5 to Dmg against evil creatures)
  • Divine grace (+Cha Bonus to Saving throws)
  • Paladin Lay on hands (36 points of health) 4/36
  • Aura of courage (immune to fear allies within 10ft gain +4 against fear)
  • Divine health (immunity to all diseases)
  • Turn undead (13/day same as cleric but 3 levels lower)
  • Paladin Special mount
  • Hospitaler Lay on Hands (add hospitaler level to lay on hands)
  • Hospitaler Special mount (add hospitaler level to special mount)
  • Cavalier Special mount (add cavalier levels to special mount)
  • Mounted weapon bonus (lance) +2 (to AR)
  • Ride bonus +6
  • Courtly knowledge (Add cavalier level to Knowledge N&R)
  • Deadly charge 2/day ( If succesful charge, deals quadruple damage with a lance. This ability does not stack with the benefit of the Spirited Charge feat.)
  • Mounted weapon bonus (sword) +1 (to AR)
  • Burst of speed (a cavalier can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.)

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Skills

SKILL Total Ranks Ability Modifiers
Climb 6 1 STR 5
Craft (weapons) 10 5 INT 3 2
Concentration 6 1 CON 5
Diplomacy 16 10 CHA 6
Handle Animal 12 6 CHA 6
Heal 11 5 WIS 4 2
Intimidate 12 6 CHA 6
Jump 6 1 STR 5
Knowledge: N&R 17 10 INT 3 4
Knowledge: Religion 14 11 INT 3
Profession: Dragoon 10 6 WIS 4
Ride 20 11 DEX 3 6
Sense Motive 10 6 WIS 4
Swim 6 1 STR 5
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Arsenal

Holy Keen Scimitar

Mod: 2 Damage Die: 1d6 Crit: 15-20 x2
Range: Close Damage Type: Slashing
+2d6 of holy damage against evil alignment creatures

+1 Charging Heavy Lance

Mod: 3 Damage Die: 1d8 Crit: x3
Range: 10 ft Damage Type: Piercing
2d6+1 on charge attacks

Masterwork Composite Shortbow

Mod: – Damage Die: 1d6 Crit: x3
Range: 70 ft Damage Type: Piercing
Ammo x20 Arrows

Equipment

Gear

Heward"s Handy Haversack, Everfull Mug, Everlasting Rations, Magic bedroll, Everlasting Feedback, winter blanket, everburning torches (3), Noble Outfit, Holy Symbol, Holy Text, Shovel, Crowbar, Hammer, earplugs, Banner of Shire, hand mill, percolator, coffee beans 5lbs, mess kit, fishing rod, pavilion tent, rope 50ft, map case, flint and steel, signet ring, tindertwig, holy water, healer’s kit, masterwork artisan’s tools, military saddle, saddlebags of holding 1,

1000gp
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Clothing & Armor

  • Full Plate Armor of Spell Resistance (AC 8) (DEX 1) (ACP -6) (SR 13)
  • +1 Heavy Steel Shield (AC 3)(ACP -1)
  • +1 Ring of Protection
  • +2 Cloak of Charisma
  • Traveling Outfit

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SPELLS

Per day LvL 1 = 1
Paladin Level One Spells
Axiomatic Water Transmutation
Blaze of Light Evocation
Bless Enchantment
Bless Water Transmutation
Bless Weapon Transmutation
Bless Weapon, Swift Transmutation
Blessed Aim Divination
Clear Mind Abjuration
Create Water Conjuration
Cure Light Wounds Conjuration
Deafening Clang Transmutation
Detect Incarnum Divination
Detect Manifest Zone Divination
Detect Poison Divination
Detect Undead Divination
Detect Vestige Divination
Detect Weaponry Divination
Devastating Smite Transmutation
Divine Favor Evocation
Divine Sacrifice Evocation
Endure Elements Abjuration
Energized Shield, Lesser Abjuration
Exorcism Abjuration
Faith Healing Conjuration
Find Temple Divination
Golden Barding Conjuration
Grave Strike Divination
Holy Spurs Transmutation
Knight Unburdened Transmutation
Know Greatest Enemy Divination
Lantern Light Evocation
Lionheart Abjuration
Magic Weapon Transmutation
Moment of Clarity Abjuration
One Mind, Lesser Divination
Peacebond Transmutation
Protection from Chaos Abjuration
Protection from Evil Abjuration
Protection from Incarnum Abjuration
Protection from Possession Abjuration
Protection from Winged Flyers Abjuration
Protective Interposition Conjuration
Read Magic Divination
Resist Planar Alignment Abjuration
Resistance Abjuration
Restoration, Lesser Conjuration
Resurgence Abjuration
Rhino’s Rush Transmutation
Second Wind Transmutation
Sense Heretic Divination
Silverbeard Transmutation
Silvered Weapon Transmutation
Soul of Order Transmutation
Sticky Saddle Transmutation
Strategic Charge Abjuration
Summon Holy Symbol Conjuration
Traveler’s Mount Transmutation
Virtue Transmutation
Vision of Glory Divination
Warning Shout Transmutation


Special Mount

1/day 2hours/level

heavy warhorse
Size/Type: Large Magical Beast
Hit Dice: 110
Initiative: 1
Speed: 50 ft. (10 squares)
Armor Class: 22 (–1 size, +1 Dex, +12 natural), touch 18, flat-footed 21
Base Attack/Grapple: +4/
12
Attack: Hoof 7 melee (1d65)
Full Attack: 2 hooves 6 melee (1d65) and bite 1 melee (1d43)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 21, Dex 13, Con 17, Int 8, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run, Empathic link, improved evasion, share spells, share saving throws, Improved speed, Command creatures of its kind

Bio:

power attack minus BAB (12) plus damage
weapon focus +1 AR to sword
mounted combat: ride check to negate hit
ride by attack: charge action move attack and move
spirited charge: charge action double damage with melee or triple with lance
trample: overrun action target not avoid +4 AR to hoof attack
Cavalry charger – unhorse – free bull rush attempt on mounted targets
Cavalry charger – leaping charge – ride check to deal 2 or 4 more points of damage
cavalry charger – fell trample – overrun against multiple foes
Scared vitality: lose 1 TUD gain immunity to ability damage, ability drain and energy drain 1min
Divine might: lose 1 TUD gain CHA bonus to damage
Divine Shield: lose 1 TUD gain CHA bonus to AC
Divine Vigor: lose 1 TUD gain +10ft speed and +2 temp HP/lvl
weapons focus +1 AR to lance
extra turning: +4 TUD
awesome smite – demolishing smite – ignore damage reduction up to twice CHA bonus
awesome smite – overwhelming smite – attack knocks foe prone (STR check)
awesome smite – seeking smite – ignore any miss chance for your foe
sacred healing – lose 1 TUD gain fast healing 3 to all living creatures within 60ft

Sir Benjin Shire

The Second Generation DnD_508