Zeke Marillo

Paladin Of Erastil, generally good guy, freaked out by werewolves

Description:

ZEKE MARILLO CR 2
Male Half-Elf Paladin 3
LG Medium Humanoid (Elf, Human)
Init 3; Senses Low-Light Vision; Perception +2
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DEFENSE
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AC 17, touch 13, flat-footed 14 (
4 armor, 3 Dex)
hp 32 (3d10
3)
Fort 7, Ref +7, Will +7
Immune sleep, fear, disease; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Cold Iron Sword, Aldori Dueling +7 (1d8
1/19-20/x2) and
Masterwork Sword, Aldori Dueling 8 (1d81/19-20/x2) and
Silver Sword, Aldori Dueling 7 (1d8/19-20/x2) and
Unarmed Strike +6 (1d3
1/20/x2)
Ranged Longbow 6 (1d8/20/x3) and
Longbow, Comp. (Str +0) +6 (1d8/20/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 0, 4 melee touch, 6 ranged touch):
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STATISTICS
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Str 12, Dex 17, Con 12, Int 13, Wis 10, Cha 17
Base Atk +3; CMB +4; CMD 17
Feats Combat Expertise +/-1, Exotic Weapon Proficiency: Sword, Aldori Dueling, Skill Focus: Diplomacy
(Adaptability), Weapon Finesse
Traits Bastard, Sword Scion
Skills Diplomacy +12, Handle Animal +8, Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics
+2, Perception +2, Ride +8, Sense Motive +4, Spellcraft +5 Modifiers Bastard
Languages Boggard, Common, Elven, Sylvan
SQ Aura of Courage (10’ radius) (Su), Aura of Good (Ex), Compass, Divine Grace (Su), Elf Blood, Lay on
Hands (1d6) (4/day) (Su), Mercy: Fatigued (Su), Smoked Goggles
Combat Gear Arrows (30), Cold Iron Sword, Aldori Dueling, Longbow, Longbow, Comp. (Str +0),
Masterwork Sword, Aldori Dueling, Mithral Chain Shirt, Silver Sword, Aldori Dueling; Other Gear Backpack
(4 @ 5.5 lbs), Compass, Flint and steel, On order, Smoked Goggles, Torch, Waterskin
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SPECIAL ABILITIES
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Aura of Courage (10’ radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bastard 1 CHA skills vs. Brevic Nobility, +1 Will save.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
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Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as
having 20% concealment.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
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9inch
Patron Saint Kalimar Macetail
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HORSE, LIGHT (COMBAT TRAINED) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 10, touch 10, flat-footed 9 (
1 Dex, 1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 0 ft.
Melee Hooves x2 (Horse) 3 x2 (1d43/20/x2) and
Unarmed Strike 3 (1d43/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk 1; CMB +5; CMD 16 (20 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel
[Trick]
Skills Acrobatics 4, Climb -3, Escape Artist -4, Fly -6, Perception +6, Ride -4, Stealth -8, Swim -3
Languages
SQ Combat Riding [Trick]
Other Gear Alchemist’s Fire Flask, Bedroll, Blanket, winter, Block and tackle, Caltrops (2), Crowbar, Feed
(per day) (500), Fishing net, 25 sq. ft., Tent, Medium
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
p2Run You run faster than normal.
Scent (Ex) Detect opponents within 15
feet by sense of smell.

Bio:

Zeke Marillo

Rise of the Ghost Spiders jayoffist