Ruins of Undermountain

ALEXANDROS MENELDUR LEVEL 14

Male human paladin 14

LG Medium humanoid (human)

Init +6+2 Dex plus +4 Improved Initiative; Senses Perception +17

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)

  DEFENSE

AC 34, touch 15, flat-footed 32 (+12 armor, +3 deflection, +2 Dex, +2 natural, +5 shield)

hp 175 (14d10+7014d10 paladin, +56 Con, +14 Favored Class, +0 Toughness feat)

Fort +18+9 base, +3 Con, +6 Cha due to divine grace, Ref +12+4 base, +2 Dex, +6 Cha due to divine grace, Will +18+9 base, +3 Wis, +6 Cha due to divine grace

Immune charm, disease, fear; Resist fire 10

  OFFENSE

Speed 30 ft.30 ft. base, -10 ft. armor, +10 ft. boots of striding and springing

Melee

+2 holy bastard sword +21/+16/+11BAB plus +4 Str plus +2 enhancement plus +1 Weapon Focus (1d10+6+4 Str plus +2 enhancement/17-20) or

+1 dagger +19/+14/+9BAB plus +4 Str plus +1 enhancement (1d4+5+4 Str plus +1 enhancement/19-20)

Ranged

thrown +1 dagger +17BAB plus +2 Dex plus +1 enhancement (1d4+5+4 Str plus +1 enhancement/19-20; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.)

Special Attacks +1 trait bonus to confirm critical hits, channel positive energy (DC 2310 plus 1/2 paladin level plus Cha modifier, 7d6cleric level as paladin level), smite evil 5/day (+6Cha modifier attack and AC, +14paladin level damage)

Paladin Spell-Like Abilities (CL 14th; concentration +20)

At Will—detect evil

Paladin Spells Prepared (CL 11th; concentration +17)

4th—holy sword, restorationM

3rd—archon's aura, greater stunning barrier

2nd—eagle's splendor, effortless armor, litany of defense, holy shield

1st—bless weapon, divine favor, hero's defiance, know the enemy, magic weapon

M Requires costly material component to cast.

  STATISTICS

Str 1815 base, +0 race, +1 level, +2 belt of physical perfection, Dex 1513 base, +0 race, +0 level, +2 belt of physical perfection, Con 1615 base, +0 race, +1 level, +2 belt of physical perfection, Int 1313 base, +0 race, +0 level, Wis 1615 base, +0 race, +1 level, Cha 2216 base, +2 race, +0 level, +4 headband of alluring charisma

Base Atk +14/+9/+4; CMB +18+14 BAB, +0 size, +4 Str; CMD 3310 +14 BAB, +0 size, +4 Str, +2 Dex, +3 deflection, +0 dodge

Traits Anatomist, Inspired

Feats Armor Proficiency (all), Blind-Fight, Combat Reflexes, Defiant Luck, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Martial Weapon Proficiency (all), Shield Proficiency (all; except tower shield), Simple Weapon Proficiency (all), Weapon Focus (bastard sword) Choose 1 feats for which you meet the prerequisites.

Skills Acrobatics -20 ranks, +2 Dex, -4 armor (+3 when jumping), Appraise +10 ranks, +1 Int, Bluff +60 ranks, +6 Cha, Climb +00 ranks, +4 Str, -4 armor, Diplomacy +60 ranks, +6 Cha, Disguise +60 ranks, +6 Cha, Escape Artist -20 ranks, +2 Dex, -4 armor, Fly -20 ranks, +2 Dex, -4 armor, Heal +30 ranks, +3 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +87 ranks, +1 Int, Knowledge (dungeoneering) +87 ranks, +1 Int, Knowledge (history) +87 ranks, +1 Int, Knowledge (nobility) +117 ranks, +1 Int, +3 class skill, Knowledge (religion) +117 ranks, +1 Int, +3 class skill, Perception +1714 ranks, +3 Wis, Ride -20 ranks, +2 Dex, -4 armor, Sense Motive +30 ranks, +3 Wis, Spellcraft +117 ranks, +1 Int, +3 class skill, Stealth -20 ranks, +2 Dex, -4 armor, Survival +30 ranks, +3 Wis, Swim +00 ranks, +4 Str, -4 armor

Languages Abyssal, Common

SQ aura, code of conduct, divine bond (weapon +4+1 plus +1 per 3 levels beyond 5th, 31 plus 1 per 4 levels beyond 5th/day), lay on hands (9d61d6 per 2 paladin levels plus bracers of the merciful knight, 141/2 paladin plus Cha modifier plus bracers of the merciful knight/day), mercies (blinded, cursed, fatigued, staggered)

Combat Gear oil of grease, potion of cure moderate wounds (2), potion of displacement, potion of lesser restoration (2), potion of water breathing, acid (2), alchemist's fire (2), bottled lightning

Other Gear +3 mithral full plate, +3 heavy steel shield, +2 holy bastard sword, +1 dagger, amulet of natural armor +2, belt of physical perfection +2, boots of striding and springing, bracers of the merciful knight, handy haversack, headband of alluring charisma +4, ring of energy shroud (fire), ring of protection +3, alchemical glue (20 uses), antiplague, antitoxin, backpack, bandolier, bedroll, belt pouch, bloodblock, candles (5), canteen, chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), silver holy symbol of Torm (worth 25 gp), smelling salts, soap (50 uses), string (50 ft.), sunrods (5), tindertwigs (5), torches (5), trail rations (5), whetstone, 18,519 gp, 2 sp, 2 cp

  SPECIAL ABILITIES

Aura of Courage (Su) Immune to fear (magical or otherwise). Each ally within 10 ft. gains +4 morale bonus on saving throws against fear effects while the paladin is conscious.

Aura of Faith (Su) Any attack made against an enemy by you or an ally within 10 feet is treated as good-aligned for the purposes of overcoming damage reduction.

Aura of Justice (Su) As free action, expend two uses of smite evil to grant all non-evil allies within 10 feet the ability to smite evil using your bonuses. Allies must use ability by start of paladin's next turn and lasts for 1 minute.

Aura of Resolve (Su) Immune to charm spells and spell-like abilities. Each ally within 10 ft. gains +4 morale bonus on saving throws against charm effects while the paladin is conscious.

Blind-Fight Every time you miss in melee because of concealment you can reroll your miss chance once to see if you actually hit. Against an invisible attacker you don't lose your Dex bonus to AC, and the attacker does not get the +2 bonus for being invisible. Bonuses still apply for ranged attackers. Do not need to make Acrobatics skill checks to move at full speed while blinded.

Channel Positive Energy (Ex) As standard action, using 2 uses of lay on hands ability, not provoking attack of opportunity, 30-ft. burst centered on paladin affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively.

Code of Conduct Must be lawful good alignment and lose all class features except proficiencies if ever willingly commit evil act. Must respect legitimate authority, act with honor (no lying, no cheating, no poison, and so forth), help those in need, and punish those who harm or threaten innocents.

Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.

Defiant Luck 1/day—After you roll a natural 1 on a saving throw or a critical hit is confirmed against you, either reroll the saving throw or force the creature that confirmed the critical hit to reroll. Does not stack with other effects allowing rerolling a saving throw or attack roll.

Detect Evil (Sp) As move action, concentrate on one item or individual within 60 ft. and determine if evil and strength of aura as if studied for 3 rounds. While focusing, does not reveal any other evil in area.

Divine Bond (Sp) As standard action, call spirit to imbue one weapon with enhancement bonus for 1 minute per paladin level stacking with enhancement bonus on weapon (maximum +5). Weapon sheds light as torch. Ability does not stack with self. Can choose to add any of these properties consuming an amount of bonus equal to the property's base price modifier: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Duplicates do not stack. Weapon must be at least +1 before any other properties can be added. Properties decided when point is spent and cannot be changed without calling another spirit. Do not function if wielded by anyone else. Can only enhance one weapon at a time and using the ability again ends previous use.

Inspired (Ex) 1/day—As free action, roll twice and take better result on a skill or ability check.

Lay on Hands (Su) As standard action (swift action if used on self), touch and heal 1d6 hp of wounds per two paladin levels. Requires one free hand to use. Alternately, use power to deal damage to undead requiring a melee touch attack that does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Magic Item Descriptions

bracers of the merciful knight Lay on hands uses per day and healing provided calculated at four levels higher (factored in above). Once per day, lay on hands also provides lesser restoration.

holy special weapon ability Weapon is good-aligned and bypasses corresponding damage reduction. Deals 2d6 additional damage to all creatures of evil alignment. Bestows one negative level on any evil creature attempting to wield it for as long as weapon is wielded; negative level cannot be overcome in any way while weapon is wielded.

ring of energy shroud 1/day—As immediate action, negate the damage of an incoming acid, cold, electricity or fire energy effect for yourself (but not other creatures in area of effect), and transform it into an elemental aura spell effect around you of the same energy type as it negated lasting for 13 rounds. Ring also continually provides resist energy 10 against one type of energy.

Mercy (Su) Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage and against attacks from target. Automatically bypass any damage reduction the creature might possess. Smite remains in effect until the target is dead or rest and regain use of ability. If target is outsider with evil subtype, evil-aligned dragon, or undead, bonus to damage is 2 per paladin level on first successful attack. If the target is not evil, the smite is wasted with no effect.


Height 6'1"; Weight 170 lbs.; Hair Light Brown; Eyes Green; Skin Caucasian; Age 24; Religion Torm; Homeland Waterdeep; Favored Class Paladin; XP Earned 321,038 of 425,000

Defeated Enemies None

Catch Phrase "Fall before Torm's might!"

History Part of a group of brave adventurers who were ambushed by a caravan of undead creatures, they killed everyone but Alexandros and Troy escaped capture, survived for a few days and ran to find the source of cries for help, we show up and find an odd looking merchant fellow, and join the group in that room.

Pathfinder® Roleplaying Game | Forgotten Realms® Campaign Setting | Not Endorsed by Paizo Publishing or Wizards of the Coast
Ruins of Undermountain Campaign | Harm Incorporated — 2013-2020 | DM — Charles W. Plemons III
0 Games Played | Last Played xx/xx/xxxx | Created 01/05/2020 | Played by Preston Harmon