Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas

Splinder Camberlorn
Priggle Gembreath

TomTom Badgerclaw Raevynn Icewing
Sir Malachite of the Knights of the Emerald Chapel
Race Human
Class & Level Paladin 6/Hunter of the Dead 10/Raidant Knight of Aeos (Dusk) 1 
Alignment Lawful Good 
Current XP 145,998
XP for next 153,000


Hit Points 119
Base Move 30' (35' in armor and with Boots of Skating; 50' downhill)

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
  Strength 14 +2   Fortitude +14 +2    +4 +20
  Dexterity 10     Reflex +5      +4 +9
  Constitution 14  (12) +2   Will +5 +2    +8 +15
  Intelligence 12 +1               
  Wisdom 14 +2   Initiative     +4   +4
(+3)
Charisma 19 +4              


Explanation of "Other" above: Divine Grace; +4 to Will Saves from armor
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +2 on all saves vs. Undead


Armor Type: Crystal Half Plate +3, Large Shield +1                  Armor Penalties: -9 Check, max dex +0

AC =   10 +   Size + Dex + Arm + Shld + Other
28 = 10  +  0  +  0  +  10  +  3  +   5 

Explanation of "Other" Above: Ring of Deflection +5
Additional Armor Class Modifiers: Torc of Flashforward: +1 AC for 2 hours/day.


Attack Adjustments:
+17/+12/+7/+2 (BAB) 
+2 (melee weapons only: Str.)
+1 (longsword only: Weapon Focus)

Damage Adjustments:
+2 (melee or thrown: Str.) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Longsword +3, +5 vs. Evil ("Karthos")  17-20, x2    +23/+18/+13/+8
+25/+20/+15/+10 vs. Evil
1d10+5
1d10+7 vs.Evil)
Mighty Composite Longbow (max +2) 20, x3 110' +17/+12/+7/+2 1d8+2
Longsword +3, Flameblade
17-20, x2

+23/+18/+13/+8
1d8+5 (+1d6)



Special Abilities and Feats

(FEATS)
- Weapon Focus (Longsword):  +1 to hit with a longsword.
- Improved Critical (Longsword):  doubled critical hit range with a longsword
- Power Attack: Take a penalty on to-hit rolls to get a corresponding bonus to damage
- Improved Initiative: +4 on Initiative Rolls
- Divine Might: Add charisma bonus to damage for a number of rounds equal to same bonus. (uses a Turning attempt)
- Extra Smiting: One extra smiting attempt per day

(PALADIN ABILITIES)
- Detect Evil at will
- Divine Grace: Add charisma bonus to all saves
- Turn Undead: 12 times per day, as a 15th-level cleric; can turn (2d6+15+4) HD of undead per attempt
- Lay on Hands: 24 HP per day 
- Divine Health: Immune to all disease
- Aura of Courage: 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 (6) to damage
- Remove Disease  2 times/week

(HUNTER OF THE DEAD ABILITIES)
- Detect Undead at will
- Smite Undead: One swing per day, can add Cha. modifier (+4) to hit and level (+10) to damage
- Spurn Death's Touch: Wis modifier (+2) applies to all Saving Throws vs. undead
- Positive Energy Burst:  Does 10d6 damage to all undead within 100 feet, Reflex Save for half at DC 20.  Uses 2 Turning attempts.
- True Death: Undead slain by either melee attacks or spells can never rise again as undead.
- Extra Turning: Can turn undead 4 additional times per day (already factored in to above)
- Sealed Life: Cannot lose levels due to energy-draining effects

(RADIANT KNIGHT ABILITIES)
- Shining Blade: Can use a turning attempt as a free action to grant a weapon +1 to its critical range, for (CHA Bonus) rounds.


Skills (76 Total Points)    Max Ranks: 19/9.5

(skills in italics suffer a -9 check penalty from armor and shield)
(16+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4)= 80

Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
+1
 
y
INT
 
 
 
+1
 
 
 
Balance
+0
 
y
DEX
 
 
 
 
 
 
 
Bluff
+6
 
y
CHA
 
 
 
+4
 
+2
 
Climb
+2
 
y
STR
 
 
 
+2
 
 
 
Concentrate
+7
P
y
CON
5
5
 
+2
 
 
 
Craft
 
 
y
INT
 
 
 
 
 
 
 
Craft
 
 
y
INT
 
 
 
 
 
 
 
Craft
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+11
P
y
CHA
5
5
 
+4
 
+2
 
Disable Device
+0
 
y
DEX
 
 
 
 
 
 
 
Disguise
+4
 
y
CHA
 
 
 
+4
 
 
 
Escape Artist
+0
 
y
DEX
 
 
 
 
 
 
 
Forgery
+1
 
y
INT
 
 
 
+1
 
 
 
Gather Info
+6
(no)
y
CHA
4
2
 
+4
 
 
 
Handle Animal
+9
P
 
CHA
5
5
 
+4
 
 
 
Heal
+6
P
y
WIS
4
4
 
+2
 
 
 
Hide
+0
 
y
DEX
 
 
 
   
 
 
Innuendo
 
 
 
WIS
 
 
 
 
 
 
 
Intimidate
+18
(no)
y
CHA
8
4
 
+4
 
+10
 
Intuit Direction
+3
(no)
 
WIS
2
1
 
+2
 
 
 
Jump
+2
 
y
STR
 
 
 
+2
 
 
 
KS: Religion
+8
P
 
INT
7
7
 
+1
 
 
 
KS: Undead
+19
HotD
 
INT
18
18
 
+1
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+2
 
y
WIS
     
+2
 
 
 
Move Silently
+0
 
y
DEX
 
 
 
   
 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform (chant)
+5
(no)
y
CHA
2
1
 
+4
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+9
 
y
DEX
9
9
 
 
 
 
 
Scry
   
 
INT
 
 
 
 
 
 
 
Search
+15
HotD
y
INT
4 4
 
+1
 
+10
 
Sense Motive
+5
 
y
WIS
3
3
 
+2
 
 
 
Speak Lang.
 
 
 
     
 
 
 
 
 
Spellcraft
 
 
 
INT
 
 
 
 
 
 
 
Spot
+13
(no)
y
WIS
2
1
 
+2
 
+10
 
Swim
+17
 
y
STR
 
 
 
+2
 
+15
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+0
 
y
DEX
 
 
 
 
 
 
 
Wilderness Lore
+2
 
y
WIS
 
 
 
+2
 
 
 





Magic Items

Potion of water breathing

Potion of endurance

Potion of haste

Sunblade +3, +5 vs. Evil "Karthos": Acts as a bastard sword but wields as a longsword. Does double damage vs. undead/negative energy, x3 on a critical.  When swung around the head, emits actual sunlight, increasing 5 feet/round up to 60 feet.  Can Detect Evil, Undead and Secret Doors at will.  Can "Lay on Hilt" (39 pts/day).  Provides the Quick Draw feat, for itself only.  Can be healed by magic that only affects creatures.

Crystal half-plate armor +3: Also grants +4 to Will saves

Large shield +1 painted with sun-symbol of Aeos, of course.

Boots of Skating: movement rate  is increased by +15 (+30 when moving downhill)

Gauntlets of Aggression:  +8 to Intimidate checks

Necklace of Levitation: active  up to 40 minutes per day.  Activation word "buoyantas"

Third Eye Aware: +10 to Spot and Search checks

Torc of Flash Forward: +1 Insight Bonus to AC, usable 2 hours/day.  (This item is not normally worn.)

Cape of the Mountebank:  Dimension Door 1/day, with special effect of a puff of smoke.

Ring of Swimming: +15 to Swim checks

Ioun Stone of Persuasion: +2 to Bluff, Intimidate, Diplomacy.  +2 to Charisma checks involving personal interaction

Ring of Deflection +5: +5 Deflection Bonus to AC

Vest of Health +2: +2 Enhancement Bonus to CON

Mindlink Headband: Allows mental communication for about an hour with others wearing similar headbands.

Tree Token: Can be turned into a large tree.  Usable once.

Bag of Holding:  (Type I)

Medallion of Continual Flame

Dwarven Battle Gauntlets:  cast true strike (+20 insight bonus to next attack).  7 charges.

Longsword +3, Flame Blade (+1d6 fire damage per hit)

Chains of Light:  Chaotic or evil have DC 40 to escape, and suffer ill effects.  Built-in dimensional anchor.


Holy symbol of Aeos, silver
Holy symbol of Calphas, silver
Holy symbol of Galanna, wooden
Silk rope, 50'
Grappling hook
Alchemist's fire
Tindertwigs, 10
Sunrods, 5


Magic Item Slots

Headband/Hat/Helmet: Third Eye Aware
Lenses/Goggles:
Cloak/Cape/Mantle: Cape of the Mounteback
Jewelry:   Necklace of Levitation (alt: Torque of Combat Precognition.)
Armor: Crystal half-plate
Robe:
Vest/Shirt: Vest of Health +2
Bracers: 
Gloves/Gauntlets: Dwarven Battle Gauntlets (alt: Gauntlets of Aggression)
Rings: Ring of Swimming, Ring of Deflection +5
Belt:
Boots: Boots of Skating



Paladin Spells
 
Spell level: 1
Base 1
Bonus 1
Total 2
1st- Level Spells
Bless
Bless Water
Bless Weapon
Create Water
Cure Light Wound
Detect Poison
Detect Undead
Divine Favor
Divine Sacrifice
Endure Elements
Magic Weapon
Protection from Evil/...
Read Magic
Resistance
Virtue
Smite

Hunter of the Dead Spells
 
Spell level: 1 2 3 4
Base 2 2 2 1
Bonus 1 1

Total 3 3 2 1

 
1st- Level Spells 2nd- Level Spells 3rd- Level Spells 4th- Level Spells
Magic Weapon Cure Moderate Wounds  Cure Serious Wounds  Cure Critical Wounds 
Cure Light Wounds Continual Flame Prot. From Elements Death Ward 
Invisibility to Undead Darkvision  Searing Light Freedom of Movement
Remove Fear Bull's Strength Halt Undead