Kristoff Level 4 DORF Paladin
Grand Crusader of the temple to
Icon Relationships
-1 The Diabolist
+1 The Emperor |
Backgrounds
+2 Entertainer |
Attributes
Defenses
|
Attacks
|
TalentsJack of Spells
Choose another spell-casting character class.
You can choose one spell from the spell list of that class, of your own level or lower, as an extra spell you know how to cast. You can even improve the spell you’ve jacked by taking its feats upto your tier, if it has any. This spell is a bonus spell, not included in your bard class count. You can’t jack spells that come from class talents. Cleric = Combat Boon Myth Kenner
You cannot take this talent if you have taken the Loremaster talent.
Choose two of the following three bonuses:
Battle Skald
You cannot take this talent if you have taken the Spellsinger talent.
Increase the number of battle cries you know by one. The bonus battle cry can be from your highest possible level. |
Features
Feats
Items
|
HP: (8 + CON mod) x 6 Ability Bonus +2 Strength or Charisma (different from racial bonus) Initiative Dex mod + Level Armor Class (heavy armor) 16 + middle mod of Con/Dex/Wis + Level Armor Class (shield and heavy armor) 17 + middle mod of Con/Dex/Wis + Level Physical Defense 10 + middle mod of Str/Con/Dex + Level Mental Defense 12 + middle mod of Int/Wis/Cha + Level Hit Points (8 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Icon Relationships 3 points Talents 3 (see level progression chart) Feats 1 per Level Divine Domain Special: You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level. Choose one of the domains listed in the cleric’s class talent list. You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day. If the domain you choose is designed to help cleric spells and attacks, reinterpret the talent to help your paladin powers. You can use the domain’s feats if you wish; reinterpret them similarly if necessary Domain: War OR Leadership Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn. Adventurer Feat: The attack no longer has to be a melee attack, close and ranged attacks also work. Champion Feat: The bonus now applies against all enemies you attack; you no longer have to single out one foe if you use a spell that attacks multiple enemies. Epic Feat: Allies now also get a damage bonus against such enemies equal to double your Charisma modifier. Invocation of War: Increase the escalation die by 1. Bastion You gain +1 AC. In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. The damage you lose can come from temporary hit points, but isn’t affected by damage resistance and other tricks to avoid the damage. Adventurer Feat: Increase your total number of recoveries by 1. Champion Feat: Once per day, you can use Bastion twice in the same battle. Epic Feat: When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage. Cleric Training Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.) Adventurer Feat: You can use your Charisma as the attack ability for cleric spells you can cast. Champion Feat: You can now cast the cleric class feature heal spell (page 95) twice per day. Epic Feat: Choose two cleric spells instead of one.