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Old 12-31-2005, 05:00 AM
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Character Reposting


Sh'rarn

Aasimar Paladin of the Red Knight (rank: Page)
Lawful Good
Level 1
EXP: 0

HP- 12 (full hit die + Con bonus)

STR - 15 (+2)
CON - 15 (+2)
DEX - 12 (+1)
INT - 11 (0)
WIS - 13 (will have +2 on lvl 2) (+2)
CHA - 14 (+2 for Aasimar - 16) (+3)

Initiative - 1 (+1 DEX)
Base Attack Bonus - 1
Attack - +3 Melee, +2 Ranged

Damage: Longsword 1d8+2
Shortbow 1d6

Armour Class - 17 (+1 DEX, +4 Chain shirt, +2 Shield)
Flat-Footed - 16 (+4 Chain shirt, +2 Shield)
Touch - 11 (+1 DEX bonus)

Fortitude - +4 (+2 CON +2 Class)
Reflex - +1 (+1 DEX)
Will - +2 (+2 WIS)

Paladin special abilities: Aura of good, Detect Evil , Smite Evil 1/day

Skill points to position: (2+1)x4= 12
Concentration - 4 (+2 ranks +2 CON)
Diplomacy - 6 (+3 ranks +3 CHA)
Handle Animal - 4 (+1 rank +3 CHA)
Heal - 4 (+2 ranks +2 WIS)
Ride - 3 (+2 ranks +1 DEX)
Sense Motive - 4 (+2 ranks +2 WIS)

Feat: Mounted Combat
Class Gained Feats: Proficiency with ALL simple and martial weapons, ALL armour types and shields (except Tower Shields).

Gold: (6d4)x10= 180gp (before equipment purchase).
Weapons - Longsword (15gp), Light Mace (5gp), Shortbow (30gp), 40 arrows (2gp).
Armour - Chain Shirt Armour (100gp), Heavy Wooden Shield (7gp)
Other gear - Backpack (2gp), Bedroll (0.1gp), Flint and Steel(1gp), a week's Trail Rations (3.5gp), Hempen Rope (1gp), three waterskins(3gp), a Whetstone(0.02gp), Tent (10gp).
171.62 gp spent -> 0.38gp left OR 38sp.

Spell Ability- Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.