Basic InformationEdit

      Race: Halfling
     Class: Oath of Charity Hospitaler Paladin
     Level: 6
Experience: 15,000 XP (23,000 TNL)
 Alignment: Lawful Good
 Languages: Common, Halfling, Middle Landellian
     Deity: Amenthia
First Seen: URL to introduction appearance at DWI
  Location: URL-new-post.html to current game
Background: Open or Closed


  • Please indicate Racial and Level Adjustments
STR: 10 | +0 (-02 pts) -2 Racial
DEX: 20 | +5 (-10 pts) +2 Racial, +2 Magic
CON: 12 | +1 (-02 pts)
INT: 10 | +0 (-00 pts)
WIS: 07 | -2 (+04 pts)
CHA: 21 | +5 (-10 pts) +2 Racial, +1 Level, +2 Magic

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Max-2)       HP:  54 = [6d10 + CON (6)] (Paladin)
              AC:  22 = [10 + DEX (5) + Armor (5) + Shield (0) + Natural (0)
                          + Size (1) + Deflect (1) + Misc (0)]
        AC Touch:  17 = [10 + DEX (5) + Size (1) + Deflect (1) + Misc (0)]
   AC Flatfooted:  17 = [10 + Armor (5) + Shield (0) + Natural (0)
                          + Size (1) + Deflect (1) + Misc (0)]
            INIT:  +5 = [DEX (5) + Misc (0)]
             BAB:  +6/+1 = [Paladin (6)]
             CMB:  +5 = [BAB (6) + STR (0) + Size (-1)]
             CMD:  20 = [10 + BAB (6) + STR (0) + DEX (5) + Size (-1)]
       Fortitude:  +12 = [Paladin (5) + CON (1) + Racial (1) + Class (4)
                   + Magic (1)]
          Reflex:  +13 = [Paladin (2) + DEX (5) + Racial (1) + Class (4)
                   + Magic (1)]
            Will:  +9 = [Paladin (5) + WIS (-2) + Racial (1) + Class (4)
                   + Magic (1)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00
     Resistances:  Immune to Fear & Disease

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
    +1 Longbow: Attack: +13/+8 = [BAB (6/1) + Ability (5) + Size (1)
                + Magic (1)], Damage: 1d6+1, Crit: 20/x3, Range: 100 Feet
                Ammo: Common 40 (P) +0 Range, Blunt 20 (B) +0 Range, 
                Flight 20 (P) +20 Range. Special: +1 to Hit & Dmg When w/i 30 
                Feet of Target.
     Hvy. Mace: Attack: +7/+2 = [BAB (6/1) + Ability (0) + Size (1)]
                Damage: 1d6, Crit: 20/x2
Dagger (Melee): Attack: +7/+2 = [BAB (6/1) + Ability (0) + Size (1)]
                Damage: 1d3, Crit: 19-20/x2
Dagger (Ranged): Attack: +12/+7 = [BAB (6/1) + Ability (5) + Size (1)]
                Damage: 1d3, Crit: 19-20/x2, Range: 10 Feet

Armor StatisticsEdit

+1 Mithral Chain Shirt: Armor Bonus: +5; Max Dex Bonus +6;
         Armor Check Penalty: 0; Arc. Spell Failure: 10%;
         Weight: 6.25 lb.

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Charisma), -2 (Strength)
              Small: Halflings gain a +1 size bonus to their AC, a +1 size
                     bonus to attack rolls, a -1 penalty to their CMB and CMD,
                     and a +4 size bonus on stealth checks.
      Fleet of Foot: This Halfling has a base move speed of 30 feet.
           Fearless: Halflings recieve a +2 racial bonus on all saving throws
                     against Fear. This bonus stacks with the bonus granted
                     by Halfling Luck.
      Halfling Luck: Halflings recieve a +1 racial bonus on all saving throws.
        Keen Senses: Halflings recieve a +2 racial bonus on Perception Checks.
 Weapon Familiarity: Halflings are proficient with Slings and treat any weapon 
                     with the word "Halfling" in it's name as a Martial weapon.
      Favored Class: +2.0 Hit Points are added to the Paladin's Lay on Hands
       (Paladin)     ability (whether using it to harm or heal).
                     +2 Skill Ranks added to the Total number of Skill Ranks.

Class FeaturesEdit


Armor/Weapons: Paladins are proficient with Simple and Martial Weapons, with
               all types of Armor, and with Shields.
 Aura of Good (Ex): The power of the Paladin's Aura of Good, is equal to the 
               Paladin's level.
  Detect EVil (Sp): The Paladin can use "Detect Evil" as per the spell as a 
               spell-like ability, at will. This ability requires a 
               move-action and has a range of 60 feet. The Paladin can learn 
               the strength of it's Aura if they study the Aura for 3 rounds. 
               While focusing on one target, the Paladin cannot detect evil in 
               any other target for the duration of the ability.
   Smite Evil (Su) (1/day, +5 to Hit, +6 Dmg): as a swift action, the Paladin 
               can choose 1 target to smite. If this target is Evil, the 
               Paladin can add her Charisma Bonus to her attack rolls, and her 
               Paladin level to her damage rolls made against the target. If 
               the target of the Smite Evil attempt is an Outsider with the 
               Evil subtype, then the bonus damage on the first successful 
               attack increases to 2 damage per paladin class level. 
               Regardless of the target, Smite Evil attacks automatically 
               bypass any Damage Reduction the target might have.
               In addition, while Smite Evil is in effect, the Paladin gains a
               deflection bonus to their AC equal to their Charisma modifier
               against attacks made by the target of the smite.

               The Smite Evil effect remains in place until the target is dead
               or until the next time the Paladin rests and regains their uses
               of this ability. At 7th Level and every 6 levels there after
               the Hospitaler Paladin can utilize an additional use of
               Smite Evil per day.
 Divine Grace (Su): A Paladin gains a bonus equal to their Charisma bonus on 
               all Saving Throws.
Lay on Hands (Su) (Charitable Hands) (8/day, 3d6+2 HP): A Paladin can heal 
               wounds (their own or those of others) by touch. Each day they 
               can use this ability a number of times equal to 1/2 their 
               Paladin Level + their Charisma Modifier. When a Paladin uses 
               this ability they heal 1d6 Hit Points for every 2 Paladin 
               Levels. Using this ability requires a standard action, unless 
               the Paladin targets themself in which case it is a swift 
               action. Despite the name of the ability the Paladin only needs 
               one free hand to use the ability.

               An Oath of Charity Paladin heals 50% less hit points when
               using Lay on Hands on themselves and 50% more hit points when
               using Lay on Hands on others. Using Lay on Hands on Undead
               deals the normal amount of damage. Using Lay on Hands to deal
               damage to Undead requires a successful melee touch attack that
               does not provoke an attack of opportunity.
Aura of Courage (Su): A Paladin is immune to Fear (magical or otherwise).
               Additionally, each ally within 10 feet of the Paladin gains
               a +4 Morale Bonus on Saving Throws vs. Fear. This ability
               only functions while the Paladin is conscious.
Divine Health (Ex): A Paladin is immune to all Diseases (Magical and 
               Supernatural included).
   Mercy (Su): Starting at 3rd Level and every 3 levels after that a Paladin
               can select 1 Mercy. Each Mercy adds an effect to the Paladin's
               Lay on Hands ability. Whenever the Paladin uses the Lay on Hands
               ability to remove damage, the target also recieves the effects
               of all Mercies possessed by the Paladin.
               Normal Operations Mercies: Fatigue, and Sickness
       Spells: Beginning at 4th Level a Paladin gains the ability to Cast
               a number of Divine Spells each day which are drawn from the
               Paladin spell list. To prepare or cast a spell a Paladin
               must have a Charisma Score equal to 10 + the Spell Level.
               The difficulty class for saving throws made against the
               Paladin's spells are 10 + the Spell Level + the Paladin's
               Charisma Modifier.

               Like other spellcasters a Paladin can only cast a certain
               number of spells of each spell level per day. In addition
               she gains a number of bonus spells each day based
               on her charisma score.

               A Paladin must spend 1 hour each day in quiet meditation in
               order to regain their spells. A Paladin may prepare and cast
               any spell on the Paladin spell list provided that she can
               cast spells of that level. However, she must choose
               which spells to prepare during her daily meditations. A
               Paladin's Caster Level is equal to her Paladin Level -3.
Channel Positive Energy (Su) (8/day, 2d6 HP): A Hospitalier Paladin has the 
               ability to Channel Positive Energy as if they were a Cleric of 
               3 levels lower than their Paladin Level. However using this 
               ability does not expend uses of their Lay on Hands ability. 
               Instead they can use this ability a number of times per day 
               equal to 3 + their Charisma Modifier.
Charitable Mercy (Su) A Paladin who has taken an Oath of Charity can select
               their Mercies anew each morning when they do their daily


Point Blank Shot (Level 1): You gain a +1 on Attack and Damage Rolls with
          ranged weapons at ranges of up to 30 feet.
Precise Shot (Level 3): You can shot or throw ranged weapons at an opponent
          engaged in melee combat without taking the -4 penalty on your
          attack roll.
Rapid Shot (Level 5): When making a full-attack action with a ranged weapon,
          you can fire one additional time this round. All of your attack rolls
          take a -2 penalty when using Rapid Shot.


Capable — Perception (General): +1 Trait Bonus on Perception Checks. Perception 
        is a permanent class skill.
Dangerously Curious (Magic): +1 Trait Bonus on Use Magic Device Checks.
        Use Magic Device is a permanent class skill.


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 14 = [Base (2) + INT (0)*6; FC (2), Misc (0)] (Paladin)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +5     0       0       5     -0   +0
Appraise                 0     0       0       0          +0
Bluff                   +5     0       0       5          +0
Climb                    0     0       0       0     -0   +0
Craft (       )          0     0 *     0       0          +0
Diplomacy               +5     0 *     0       5          +0
Disable Device                 0       0       0     -0   +0
Disguise                +5     0       0       5          +0
Escape Artist           +5     0       0       5     -0   +0
Fly                     +5     0       0       5     -0   +0
Handle Animal                  0 *     0       0          +0
Heal                    -2     0 *     0      -2          +0
Intimidate              +5     0       0       5          +0
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)    +4     1       3       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)    +4     1       3       0          +0
Linguistics                    0       0       0          +0
Perception             +10     6       3      -2          +2 Race, +1 Trait
Perform    (       )    +5     0       0       5          +0
Profession (       )           0 *     0       0          +0
Ride                    +5     0 *     0       5     -0   +0
Sense Motive            -2     0 *     0      -2          +0
Sleight of Hand                0       0       0     -0   +0
Spellcraft                     0 *     0       0          +0
Stealth                 +5     0       0       5     -0   +0
Survival                -2     0       0      -2          +0
Swim                     0     0       0       0     -0   +0
Use Magic Device       +15     6       3       5          +1 Trait

* = untrained class skill

Spells Per Day & Difficulty ClassesEdit

Level     — SPD / Bonus / Save DC
1st       — 1   /   2   /   16

Spell Lists (Prepared)Edit

Level 1
* Bless
* Divine Favor
* Hero's Defiance


Equipment                                       Cost         Weight
Explorer's Outfit                                 ——           ——  lb
+2 Belt of Dexterity                            4000    gp   1.00  lb
+2 Headband of Charisma                         4000    gp   1.00  lb
+1 Cloak of Resistance                          1000    gp   1.00  lb
+1 Ring of Protection                           2000    gp     ——  lb
+1 Mithral Chain Shirt                          2100    gp   6.25  lb
Heavy Mace (Melee)                                12    gp   4.00  lb
Dagger (Melee & Ranged)                            2    gp   0.50  lb
+1 Longbow (Ranged)                             2375    gp   1.50  lb
  Common Arrows (40)                               2    gp   3.00  lb
  Blunt Arrows (20)                                2    gp   1.50  lb
  Flight Arrows (20)                               2    gp   1.50  lb
Sack                                             0.1    gp   0.125 lb
  Wand of Cure Light Wounds (33 Charges)         495    gp      0  lb
  Holy Symbol, Wooden                              1    gp      0  lb
  Halfling Trail Rations (4 Days)                  8    gp      2  lb 
                                                ==========  =========
                                       Totals: 15,999.1 gp  23.375 lb

            Light    Medium      Heavy    Max  Lift  Push/Drag  
Max Weight: 0-24.75  24.76-49.5  49.5-75  75   150   375

Consumed or Destroyed Items    
 (none yet)                       0 gp
                Total Consumed:   0 gp


PP:   0                              Initial Character Money: +16,000.0 gp
GP:   0                            earned on first adventure:      +0.0 gp
SP:   9                                                        ===========
CP:   0                                      Career Earnings: +16,000.0 gp
                                           Carried Inventory: -15,999.1 gp
                                 consumed or destroyed items:      -0.0 gp
Gems/Jewelry/Other:                    living accommodations:      -0.0 gp
0000                                                           ===========
                                                     Coinage:       0.9 gp


      Size: Small
    Gender: Female
       Age: 28
    Height: 3 ft.
    Weight: 31 lb.
Hair Color: Brown
 Eye Color: Black accented with purple eye shadow
Skin Color: Fair, appears to have spent plenty of time indoors.


Despite being extremely tiny, Lyrra has the perfect proportion of a larger human. She can often be found wearing a shirt of exquisite chain armor. and a headdress with what appear to be tiny wings. She also wears a sash covered by a golden belt. These accoutrements are all designed to increase her abilities both in and outside of combat. She can often be found carrying an Elven Crafted Bow and Arrows designed for a Halfling of her size. Despite this the Bow would be what is considered by other races, a Longbow despite its small size.

When not geared for combat Lyrra dresses in simple clothing, often just standard clothing for an adventurer. She is not one who relishes in standing out when it comes to her appearance. Preferring simple clothing and mannerisms. That said she can be extremely vocal at times.


Lyrra is a gentle and caring individual who loves helping those less fortunate than herself. That said she has an extremly strong sense of morality and justice. She will not hesitate to tell someone that she thinks they are doing something wrong and that they should stop. She also is not hesitant in upholding the laws of the nation she is residing in to the best of her ability. That said if a countries Laws put the lives of the helpless or innocent in danger she will always side with the helpless and innocent over the laws of the country, assuming that she dicerns that the helpless and innocent in question are truly good people. However, if the Laws are being used in a just manner and are punishing the wicked she will always uphold those laws.

Being an individual whose goals in life coincide with maintaining life, Lyrra prefers not to use deadly force unless absolutely necessary. As such she will prefer to use her Blunted Arrows in combat unless the target has been determined to be truly evil, in which case she will switch over to either her flight arrows or her standard arrows so that she is a more efficient combatant.

When it comes to her friends, she is not afraid to speak her mind. She will gladly inform them of what is or isn't right and wrong. She makes it her business to inform her friends what she will and will not be a party to so that she does not violate her code of ethics. This way she will be able to maintain her powers as a hospitaler.


At a young age (approximately 10 years), Lyrra's family was in the town of Otteria when the town was besieged by Orc's. The Humans of the town fought valiantly to protect their town and were eventually successful in driving the Orc's back. But not without heavy cost. Many lives were lost in the town of Otteria. After the battle the nearby city of Tritower sent Clerics to help care for the wounded. Among these Clerics was a Venerated of Amenthia. During his stay in Otteria, Lyrra fell in with his teachings, having been horrified by what she saw that day on the battlefield. She desperately wanted to learn how to prevent such battles in the future.

Saying good bye to her family in a heartbreaking farewell, Lyrra decided to travel with Brother Hadrian to the Temple of Amenthia where she would undergo training to become a follower of the Goddess. While there she underwent battle training with the city guard of Tritower as well, since it was clear to Brother Hadrian that she was destined to display the teachings of Amenthia on the field of battle despite the fact that she really did not wish to fight anyone.

She spent approximately 8 years training in the arts of healing and archery. After which she decided it was time that she put what she had learned to practical use. She bade her farewells to the Brothers and Sisters of the Temple of Amenthia in Tritower, as well as those whom she called friends in Tritowers City Watch. She then decided to travel the world.

Lyrra has been traveling the regions around the Landadel Baronies for the better part of the past ten years. This has allowed her to make friends, as well as a few enemies. Though the enemies she has made are few and far between. Her general approach to life is one that upholds the laws of whatever nation she finds herself in, as such she is rarely on the recieving end of legal problems. However she always puts the wellbeing of the downtrodden above the wellbeing of the rich and powerful, especially in wartime situations.

Lyrra's Code of Conduct & OathEdit

Lyrra's Code of Conduct
I will serve Amenthia in all that I do.
I will honor all life, regardless of race, or nationality.
I will love and honor my parents.
I will strive to be honest in my every day life.
I am loyal to my ideals and friends.
I practice honest toil.
My word is as good as my bond.
I will be courteous to all that I meet.
I am at all times a gentlewoman.
I am a patriot in times of peace as well as war.
I will remain clean of mind as well as body.
I will always bear the reputation of a good and law-abiding citizen.
By precept of example I must preserve the high standards to which I have pledged

Lyrra's Oath
At all times I will strive to be charitable to those who are in need of
financial, medical, and spiritual assistance.

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
                +1 (FC Bonus if Chosen) = 00 (New Total)
Level 2 to Level 3 Next, and so on . . .


  • Approval (Date) (Judge 1) level 1
  • Approval (Date) (Judge 2) level 1

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