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Rhysalis Eina Character Sheet

Female Human Paladin 8/Knight of the Chalice 4 age 24
LG Medium Human
Senses Detect Evil, Listen +2, Spot +2, Sense Motive +24; +2 vs evil outsiders (Fiendslaying)
Init +1 (Dex)
Aura Good (moderate)
Languages Common, elvish


AC 26 (armor +10, deflection +2, Dex +1, shield +3), touch 13, flat-footed 15, no shield 23, Combat Expertise up to +5
hp 101, DR 1/– when wearing the shield
Fort +17, Ref +8, Will +10 (includes Divine Grace +4 and Will +1 Hero’s Feast); Will +2 vs evil outsiders (Fiendslaying)


Speed 20 ft. (full-plate is heavy)
Melee Illefern +2 blessed halberd +18/+13 (1d10+8/19-20/×3); trip: melee touch attack +18, opp. Str or Dex test +8 (Improved Trip) (Improved Crit, blessed: auto-confirm crits)
Melee Arcbrand Tsay +1 flaming undead bane necromancer nemesis longsword +18/+13 (1d8+5/17-20/×3); flaming +1d6, undead +2 (+2d6), necromancer school or Death domain +2 (+2d6) (Improved Crit)
Melee +1 morning star +17/+12 (1d8+5)
Melee ranseur +16/+11 (2d4+6/×3; 10 ft. reach); disarm +22 (two handed +4, ranseur +2)
Melee dagger +16/+11 (1d4+4/19-20); throw +13 (10 ft. range)
Ranged mwk mighty +3 composite longbow +13/+8 (1d8+3/×3)
Base Atk +12; Grapple +16
Atk Options
Smite Evil 2/day +4 (+8) vs. evil foes
Fiendslaying +2 (+2d6) vs. evil outsiders (also to Intimidate, Listen, Sense Motive, Spot)
Censure Demons 2/day (Will DC 18, range 30 ft.: 8HD = stunned 1 rd., less than 8HD = stunned and 2nd save or be sent back to its home plane)
Spell Bless Weapon auto-confirm crits vs. evil foes, good aligned for minutes
Spell Divine Favor +2 (+2) luck bonus for minutes
Spell Bull Strength +2 (+2) Str bonus for minutes
Special Actions Diplomacy, Turn Undead (7/day), Lay on Hands (32hp/day)
Combat Gear Illefern +2 blessed halberd, Arcbrand Tsay +1 flaming undead bane necromancer nemesis longsword, +1 morning star, full plate +2, heavy adamantine shield +1 (AC +3, DR 1/–) ring of protection +2, Goran’s Lawgiver (+2 Wis, +5 Bluff, +5 Diplomacy, +5 Sense Motive, +20 History of the Nethereal) gloves of angelic strength +2, cloak of charisma +2, 2 daggers, mwk mighty +3 composite longbow, amulet of transference (swap places 3/day, 60ft. range, line of sight, move action), wand of cure light wounds (11 charges), wand of protection from evil (34 charges), wand of bless (40 charges), thunderstone (2), caltrops, scroll of cure light wound (2), potion of enlarge person, potion of cure moderate wounds (2d8+3), potion of cure serious wounds (3d8+5), potion of tongues, potion of remove fear
Paladin Spells Prepared (CL 4, 1+1/0+1)
1st—Bless Weapon, Divine Favor (alternative: Lesser Restoration)
2nd—Bull’s Strength (alternative: Resist Energy)
Knight of the Chalice Spells Prepared (CL 4, 1+1/1+1)
1st—Bless Weapon, Divine Favor
2nd—Bull’s Strength, Undiscernable Alignment (cast every day!)
Spell-Like Abilities
At will – Detect Evil


Abilities Str 18 (gloves of angelic strength +2), Dex 12, Con 16, Int 13, Wis 14 (Goran’s Lawgiver +2), Cha 19 (cloak of charisma +2)
SQ Aura of Good, Divine Grace, Lay on Hands, Aura of Courage, Divine Health
Feats Negotiator, Skill Focus (diplomacy), Combat Expertise, Ancestral Weapon (bonus), Improved Critical (halberd, longsword)
Skills (2 per level + 1 human + 1 Int) × (12 levels + 3 at first level) + 6 bonus = 66 ranks, armor check penalty -5, mwk full plate)
Bluff +9 (Cha +4, Goran’s Lawgiver +5)
Diplomacy +32 (15 ranks, Cha +4, Knowledge (nobility and royalty) +2, Sense Motive +2, Negotiator +2, Skill Focus +3, Goran’s Lawgiver +5)
Knowledge (planes) +4 (3 ranks, Int +1)
Knowledge (religion) +8 (7 ranks, Int +1)
Knowledge (local: Cauldron) +11 (10 ranks, Int +1)
Knowledge (history) +2 (1 rank, Int +1); history of nethereal: +20 (Goran’s Lawgiver)
Knowledge (nobility and royalty) +8 (7 ranks, Int +1)
Ride +8 (7 ranks, Dex +1)
Sense Motive +24 (15 ranks, Wis +2, Negotiator +2, Goran’s Lawgiver +5)
Possessions 1 gp, 8 sp, crowbar (+2 Str), backpack, bag of holding type III (containing an elaborate box, which in turn contains a potion of a golden liquid, and a letter), caltrops (2), silk rope (50 ft.), lantern (hooded), oil (2), rations (1), star of valor (Diplomacy +3 vs. nobles in Cauldron), shield of Cauldron (Diplomacy +5 in Cauldron), flaming crest (20% discount in Cauldron), young red dragon skull (on loan), Sarleen’s smart dress, Alacast trophy staff (on loan).


Aura of Good (Ex) The power of a paladin’s aura of good is equal to her paladin level (level 5-10: strong).

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Faint Moderate Strong Overwhelming
Evil creature (HD)10 or lower 11-2526-5051 or higher
Undead (HD)2 or lower 3-89-2021 or higher
Evil outsider (HD)1 or lower 2-45-1011 or higher
Cleric of an evil deity (class levels)12-45-1011 or higher
Evil magic item or spell (caster level)2nd or lower 3rd-8th 9th-20th 21st or higher
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Smite Evil (Su) Twice a day she may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su) Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su) She is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects while she is conscious.

Turn Undead (Su) 60ft. range, 3 + Char bonus = 7/day, 10 rounds, turning damage 2d6+9 (Pal level - 3 + Cha), destroy undead with 2 HD.

d20+45-67-910-1213-1516- 1819-2122+
Max HD 3456789

Remove Disease (Sp) At 6th level, a paladin can produce a remove disease effect (touch) this also kills parasites, including green slime and others.

Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Fiendslaying (Ex) +2 competence bonus to attack evil outsiders, +2d6 to damage. Increases again at 6th level Knight of the Chalice.

Censure Demons (Su) Any demon within 30 ft. must make a Will save DC 10 + Knight of the Chalice level + Cha bonus or be censored. If HD equal or greater than twice the Knight of the Chalice level, stunned for 1 rd. Otherwise, make another Will save or be sent back to its home plane (like Dismissal). Only the weakest demon in range is affected. Once per day for every two class levels.

Disarm As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If the item you are attempting to disarm isn’t a melee weapon the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails. You provoke an attack of opportunity from the target you are trying to disarm. If the defender’s attack of opportunity deals any damage, your disarm attempt fails. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a -4 penalty on the roll. If you beat the defender, the defender is disarmed. The defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.

Unarmed Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe. An unarmed character can’t take attacks of opportunity. An unarmed strike from a Medium character deals 1d3 points of damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of damage, while a Large character’s unarmed strike deals 1d4 points of damage. All damage from unarmed strikes is non-lethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on). You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a -4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.

Tripping with a Weapon You can only trip an opponent who is one size category larger than you, the same size, or smaller. Make a melee touch attack against your target. If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Tripping a Mounted Opponent You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount. Prone: An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to AC against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

Diplomacy You can change the attitudes of others (non-player characters) with a successful Diplomacy check. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.

New Attitude (DC to achieve)
Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful
Hostile Less than 2020253550
Unfriendly Less than 55152540
Indifferent Less than 111530
Friendly Less than 1120
Helpful Less than 11
Attitude Means Possible Actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult
Indifferent Doesn’t much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid

For every two alignment steps away from LG reduce shift by one:

LG: Helpful NG: Helpful CG: Friendly
LN: Helpful N: Friendly CN: Friendly
LE: Friendly NE: Friendly CE: Indifferent

Diplomacy cannot be used in combat, except under unusual circumstances, such as duel or formal fight, and it may not be possible to use it before combat if the other side already considers a fight necessary; they don’t have to listen to you before attacking. The other side’s attitude will shift back to normal over time, unless effort is spent to maintain it. Fast talking can start the process, but there has got to be some substance.