Drayton+at+20th

Drayton Slade's Sheet

 * Race** - 1/2 Ehlessian Draconian
 * Class -** Fighter/Paladin
 * Level** - 2/16 (=18)
 * Prestige Class -** Protector of the Veils (still to come)
 * Heroic Path -** [|Ironborn]
 * Alignment** - LG

Str - 32 (+11)** (+6 Amulet)
 * __Abilities and Modifiers__
 * Dex - 18 (+4)** (+6 Gloves)
 * Con - 26 (+8)** (+6 Belt)
 * Int - 18 (+4)** (+6 Circlet)
 * Wis - 15 (+2)** (+5 Book)
 * Cha - 26 (+8)** (+6 Cloak)


 * HP =** 360 (d12 + 8 x level)


 * AC =** **42** with and **22** without armor (Armor +10) (+10 Shield) (+4 Draconian)(+4 IB) (DR 4/-)

- Melee +19/+14 - Ranged +10/+5
 * __Base Attack Bonus__ +18/+13/+8/+3

Initiative +4

Speed =30**

Will +7**
 * __Saves__**
 * Fort +24** (+4 IB)
 * Reflex +9


 * __Feats__**
 * -(1 bonus, 2 fighter, 4 10th)
 * - Power Attack
 * - Cleave
 * - Great Cleave
 * - Endurance
 * - Die Hard
 * - Mounted Combat
 * - Improved Critical

__**Special Abilities**__ (all including racial and class)
 * D - Immune Cold
 * D - Immune Lightening
 * D - Breath Weapon - Line of Lightening (6d8) or Cone of Cold (6d6)
 * D - Incredible Resilience (up HD)
 * IB - +4 Fort
 * IB - +4 AC
 * IB - Improved Healing (1/2 level per hour)
 * IB - DR 3/-
 * IB - Elemental Resistance 9 (Fire)
 * IB - Indefatigable
 * P - Aura of Good
 * P - Detect Evil
 * P - Smite Evil 4xday
 * P - Divine Grace
 * P - Lay on Hands
 * P - Aura of Courage
 * P - Divine Health
 * P - Turn Undead
 * P - Special Mount
 * P - Remove Disease 5xweek


 * __Skills__**
 * Appraise +
 * Balance +
 * Bluff +7
 * Climb +
 * Concentration +
 * Craft +
 * Craft +
 * Decipher Script +
 * Diplomacy +10
 * Disable Device +
 * Disguise +
 * Escape Artist +
 * Forgery +
 * Gather Information +
 * Handle Animal +
 * Heal +
 * Hide +
 * Intimidate +10
 * Knowledge, Local +10
 * Knowledge, +
 * Knowledge, +
 * Knowledge, +
 * Listen, +
 * Move Silently +
 * Perform +
 * Profession, +
 * Ride +5
 * Search +
 * Sense Motive, +
 * Sleight of Hand, +
 * Spellcraft, +
 * Spot, +
 * Survival +
 * Swim +
 * Tumble +
 * Use Magic Device +
 * Use Rope +


 * __Languages__**
 * B - Common (Sylverna)
 * B - Draconic
 * - Elven
 * - Fey
 * - Dwarven
 * - Celestial


 * __Items__**


 * **__In Back Pack__** -
 * Metal Polish
 * 255,500
 * **__On Person__** -
 * **__Usually Wearing__** -
 * **+6 Cloak of Charisma -**
 * This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score. Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb.
 * Tunic -
 * Emerald green or burnt red with symbol of Havenland
 * Black leather riding boots, gloves, belts
 * **__Armor__** -
 * **+10 Mithril Full Plate of Speed** -
 * As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor and weighs 25 pounds.Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price 126,500 gp.
 * **+10 Shield of Arrow Deflection -**
 * A shield with this ability protects the wielder from ranged attacks. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected. Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price 100,000 +2 bonus.
 * **__Weapons__ -**
 * **+10 Mercurial Great Sword -** 3d8 crit x4
 * A mercurial sword has a hollow blade and a basin of mercury stored in its hilt. When swung, the mercury flows into the hollow inside of the blade. As mercury is extremely dense, this increases the weight of the blade during the swing, causing it to hit with more impact than a conventional sword. 218,000 GP
 * **Items -**
 * **Rations -** 7 days
 * **Rings of Energy Resistance - Acid and Fire 30 -**
 * This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance. Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
 * **+6 Amulet of Health -**
 * This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **+6 Belt of Giant Strength -**
 * This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6. Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);Weight 1 lb.
 * **+6 Gloves of Dexterity -**
 * These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective. Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **+6 Headband of Intellect -**
 * This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points. Moderate transmutation; CL 8th; Craft Wondrous Item, fox’s cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **Helm of Brilliance** -
 * This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows:
 * Diamond: Prismatic spray (save DC 20)
 * Ruby: Wall of fire
 * Fire opal: Fireball (10d6, Reflex DC 20 half )
 * Opal: Daylight
 * The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated. It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it. If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed. Strong varied; CL 13th; Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Price 125,000 gp;Weight 3 lb.
 * At Home **-**
 * **+5 Tome of Understanding**: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
 * **+6 Amulet of Health -**
 * This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **+6 Belt of Giant Strength -**
 * This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6. Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);Weight 1 lb.
 * **+6 Gloves of Dexterity -**
 * These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective. Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **+6 Headband of Intellect -**
 * This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points. Moderate transmutation; CL 8th; Craft Wondrous Item, fox’s cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
 * **Helm of Brilliance** -
 * This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows:
 * Diamond: Prismatic spray (save DC 20)
 * Ruby: Wall of fire
 * Fire opal: Fireball (10d6, Reflex DC 20 half )
 * Opal: Daylight
 * The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated. It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it. If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed. Strong varied; CL 13th; Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Price 125,000 gp;Weight 3 lb.
 * At Home **-**
 * **+5 Tome of Understanding**: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
 * **+5 Tome of Understanding**: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

__Spells Known/Daily Spells__

Domain / School - Arcane Spell Failure **-

__Level 0 - 3__**

__Level 1 - 2__

__Level 2__ -2

__Level 3__ -1

__Level 4__ -

__Level 5__ -

__Level 6__ -

__Level 7__ -

__Level 8__ -

__Level 9__ -

__Animal Companion's Stats__
Name - Silver Lady Race - Heavy Warhorse

__Abilities and Modifiers__ Str - (+) Dex - (+) Con - (+) Int - (+) Wis - (+) Cha - (+)

HP = (HD)

AC + (+ Dex, + Natural)

__Base Attack Bonus__ + - Melee + - Ranged +

Weapons - Damage -

Initiative +

Speed =

__Saves__ Fort + Reflex + Will +

__Feats__

__Special Abilities__

__Skills__

__Languages__

__Items__