Heaven
Heaven
Aasimar, 3rd-Level Paladin Medium Outsider (Native) Hit Dice: (3d10)+6 (31 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 19 ( +7 Masterwork Half-Plate, +2 Heavy Shield) touch 10, flatfooted 19 Base Attack/Grapple: +3/+7 Full Attack: Dagger +7 melee(1d4+4/19-20); Dagger (Thrown) +4 ranged(1d4+4/19-20);
Longbow +4 ranged(1d8/x3);
Masterwork Longsword +8 melee(1d8+4/19-20);
Attack: Dagger +7 melee(1d4+4/19-20); Dagger (Thrown) +4 ranged(1d4+4/19-20);
Longbow +4 ranged(1d8/x3);
Masterwork Longsword +8 melee(1d8+4/19-20);
Face/Reach: 5 ft./5 ft. Special Attacks/Qualities: All Automatic Proficiencies,
All Martial Weapon Proficiencies,
Aura of Courage (Su),
Aura of Good (Ex),
Detect Evil (Sp),
Divine Grace (Su),
Divine Health (Ex),
Lay on Hands (Su),
Paladin Smite Evil,
Resistance To Acid,
Resistance To Acid (Ex),
Resistance To Cold,
Resistance To Cold (Ex),
Resistance To Electricity,
Resistance To Electricity (Ex),
Smite Evil (Su),
Darkvision (60 ft.)Saves: Fort: +8, Ref: +5, Will: +7 Abilities: Str 18, Dex 13, Con 15, Int 15, Wis 16, Cha 17 Skills:
Appraise +2;
Balance -7;
Bluff +3;
Climb -4;
Concentration +3;
Craft (Untrained) +2;
Diplomacy +8;
Disguise +3;
Escape Artist -7;
Forgery +2;
Gather Information +3;
Heal +5;
Hide -4;
Intimidate +3;
Jump -10;
Knowledge (Religion) +6;
Listen +5;
Move Silently -7;
Ride +7;
Search +2;
Sense Motive +3;
Spot +5;
Survival +3;
Swim -12;
Use Rope +1;Feats: Exotic Weapon Proficiency (Sword (Bastard)), Power Attack Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 3 Alignment: Lawful Good Level Adjustment: +1 Languages: Celestial, Common
Possessions: Arrows (50); Backpack; Bedroll; Bit and Bridle; Chalk (1 piece); Dagger; Flint and Steel; Healer’s Kit; Horse (Light) - Sparkle; Ink (1 Oz. Vial); Inkpen; Longbow; Masterwork Half-Plate; Masterwork Longsword; Mirror (Small/Steel); Oil (1 Pt. Flask); Explorer’s Outfit; Parchment (Sheet); Potion of Cure Light Wounds; Rope (Silk/50 Ft.); Saddle (Military); Saddlebags; Shield, Heavy; Soap (Per Lb.); Tindertwig; Torch; Wand of Cure Light Wounds; Waterskin; Whetstone;
Innate Spell-Like Abilities:
daylight (1/day)
Class Spell-Like Abilities:
detect evil
Spells:
Paladin: Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:14+spell level), Spells Known:
