Keyhana Kader | Character Sheet | Pathfinder 1e | Statblocks & Sheets | World Anvil

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Keyhana Kader LG
Character Name Alignment
Paladin Level 6
Character Level
Human Medium
Race Size
Female 23
Gender Age
6ft 188
Height Weight
Blonde Blue
Hair Eyes
Dorcha
Player
The Golden Crow Dashia
Deity Homeland
- 1300
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
23 +6 N/A +6
Dex
Dexterity
15 +2 N/A +2
Con
Constitution
18 +4 N/A +4
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
20 +5 N/A +5
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
84
0
0
Initiative
Dex
Modifier
+2
+2
+0
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+10
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
12
Flat Footed
20
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +14 +5 CON +4 +0 +5 +0
Reflex +9 +2 DEX +2 +0 +5 +0
Will +14 +5 WIS +4 +0 +5 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +5 +6 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +5 +6 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
20
0
0
0
0
Languages

Common
Celestial
Elven
Undercommon

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
2
0
0
0
0
0
0
0
0
0
Per Day
2
0
0
0
0
0
0
0
0
0
DC
0
0
0
0
0
0
0
0
0
Spell List

Hero’s Defiance
https://www.d20pfsrd.com/magic/all-spells/h/hero-s-defiance

Knight’s Calling
https://www.d20pfsrd.com/magic/all-spells/k/knight-s-calling

Bed of Iron
https://www.d20pfsrd.com/magic/all-spells/b/bed-of-iron

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +2 +0 +0
  Bluff +5 (CHA)  +5 +0 +0
  Climb +6 (STR)  +6 +0 +0
Diplomacy +15 (CHA)  +5 +6 +4
Disable Device* +13 (DEX)  +4 +6 +3
  Disguise +5 (CHA)  +5 +0 +0
  Escape Artist +2 (DEX)  +2 +0 +0
  Fly +2 (DEX)  +2 +0 +0
Heal +8 (WIS)  +4 +1 +3
Intimidate +15 (CHA)  +5 +6 +4
  Knowledge: Arcana +3 (INT)  +3 +0 +0
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +3 (INT)  +3 +0 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
Knowledge: Religion +9 (INT)  +3 +3 +3
Perception +18 (WIS)  +4 +6 +8
Ride +6 (DEX)  +2 +1 +3
Sense Motive +13 (WIS)  +4 +6 +3
Spellcraft* +7 (INT)  +3 +1 +3
  Stealth +2 (DEX)  +2 +0 +0
  Survival +4 (WIS)  +4 +0 +0
  Swim +6 (STR)  +6 +0 +0
  Use Magic Device* +6 (CHA)  +5 +1 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
Handle Animal* +9 (CHA)  +5 +1 +3
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
Knowledge: Nobility +8 (INT)  +3 +2 +3
Profession: Guard +8 (WIS)  +4 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Weapon Focus: Bec de Corbin
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Outflank (Teamwork feat): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Traits

Princess: (Intimidation) You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.

Wisdom in the Flesh (Disable Device): Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.-- Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.

WEAPONS
Name AB Critical Type Range Ammo Dmg
+1 Bec de Corbin +14/9 x3 Blunt/Pierce Contact None 1d10+10
Spiked Gauntlet +12/7 x2 Pierce Contact None 1d4+6
Scimitar +12/7 {18-20}x2 Slach Contact None 1d6+6
Heavy Mace +12/7 x2 Blunt Contact None 1d8+6
Dagger +12/7 {19-20}x2 Pierce Contact None 1d4+6
Shortbow +8/3 x3 Pierce 60ft None 1d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
+1 Fullplate +10Heavy-535%50lbsNone
Heavy Steel Shield+2Shield-215%7lbsNone
Arms & Equipment

404g
Handy Haversack
+1 Bec de Corbin
Masterwork Bec de Corbin
Quickrunners Shirt
Eyes of the Eagle
Spiked Gauntlet
Heavy Mace
Dagger
Scimitar
Shortbow (MW arrow x20)
Lamellar (steel) Armor
Heavy Steel Shield
Explorers outfit
Thieves Tools
Artisan's Tools
Backpack
Bedroll
Belt pouch
Candles (10)
Cheap holy text
Flint and Steel
Iron pot
Mess kit
Rope
Soap
Perfume (10 doses +2 Circumstance Bonus to Diplomacy)
Spell component pouch
Torches (10)
Trail rations (5 days)
Waterskin (2)
Wooden Holy Symbol
Iron Holy Symbol
Cure wounds potion x1

Class Features

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace(Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin 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. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su):At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. (3d6 at 5)

Divine Bond - Archon Bond: As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Mercy (6th): Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).

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Created by

Crosim.

System

Pathfinder 1e

Statblock Type

Character Sheet

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