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— The Dragon Slayer —

Tharen

Orf  ·  Paladin 13  ·  Medium  ·  LG  ·  40 ft
Tharen — an Orf paladin wielding a runed warhammer
Hit Points
132
of 132  ·  13 HD · d10 + Con
26
Touch 14
Flat-foot 21
Worn Celestial Armor
full armor/Dex/mods breakdown not captured yet
Fortitude +18
Reflex +14
Will +15
Initiative +9
Melee +18
Ranged +16
CMB +18
CMD 34

Attacks & Melee

Weapon To Hit Damage Crit Notes
Three-attack rows only roll the top two. Tharen's full attacks are 3-deep (e.g. +21/+16/+11) but the roller here only tracks a primary + one iterative. Each row's subtitle shows the full sequence — add the 3rd swing by hand. Rows marked "add by hand" also have a second damage-dice term (Vital Strike/Smite bonus dice, or flaming's +1d6 fire) the roller can't add automatically — same deal, add it to the rolled total yourself.
⚒ +2 Impact Holy Earth Breaker Power Attack on · Weapon Focus (Earth breaker) · holy (+2d6 vs evil, not added below) · full attack +21/+16/+11
++21/+16
dmg3d6+21
×
bludgeoning, magic. 3rd swing (+11) not wired up — add by hand. vs. evil foes, add +2d6 holy damage by hand too (not reflected in the numbers above — the holy property was bought separately from what's shown here).
✦ +2 Flaming Holy Scimitar artifact · full attack +20/+15/+10 (computed, not yet confirmed against FG)
++20/+15
dmg1d6+7
××2
slashing, crit 18–20/×2. 3rd swing (+10) not wired up — add by hand. Plus 1d6 fire and, vs. evil foes, 2d6 good (holy) — neither multiplied on a crit, add both by hand.
+3 agile short sword full attack +21/+16/+11
++21/+16
dmg1d6+14
×
3rd swing (+11) not wired up — add by hand.
Greatsword
++18/+13
dmg2d6+7
×
slashing
Longbow, composite ranged · range 110 ft · ammo 20
++18/+13
dmg1d8+5
×
piercing
Longbow, composite flaming ranged · range 110 ft
++17/+12
dmg1d8+6
×
piercing +1d6 fire — fire die not wired up, add by hand.
Vital Strike single attack, Holy Earth Breaker
++21
dmg3d6+21
×
bludgeoning, magic. Vital Strike's extra +3d6 not wired up — add by hand (full: 3d6+21+3d6). vs. evil foes, add +2d6 holy too (full vs. evil: 3d6+21+3d6+2d6).
Vital Strike Enlarged as above, Enlarge Person active
++21
dmg4d6+21
×
bludgeoning, magic. Extra +4d6 not wired up — add by hand (full: 4d6+21+4d6). vs. evil foes, add +2d6 holy too (full vs. evil: 4d6+21+4d6+2d6).
✦ Vital Smite Vital Strike + Smite Evil combo, single attack
++26
dmg3d6+34
×
bludgeoning, magic. Extra +3d6 smite dice not wired up — add by hand.
✦ Vital Smite Enlarged as above, Enlarge Person active
++26
dmg4d6+34
×
bludgeoning, magic. Extra +4d6 smite dice not wired up — add by hand.
Smite Evil 5 / day
Swift action: add Cha bonus to attack, level bonus to damage, and deflection bonus to AC vs. an evil creature. Aura of Justice lets him share a smite with the whole group at the cost of 2 smite uses.
Source conflict: the class-abilities panel says 3×/day (2 used), the spells panel says 5/day. Shown here as 5/day with 2 marked spent — worth confirming which is right.
Lay on Hands 11 / day
Standard action (swift on himself): touch to heal, or harm an undead foe. Hero's Defiance lets him spend one as an immediate action to heal himself for the usual amount plus 1d6 when reduced to 0 hp.
Channel Positive Energy 4 / day
Standard action: 30-ft burst, heals living creatures / damages undead. Amount scales with paladin level (Channel Energy class feature). Exact die not captured on the sheet.
Aura of Justice costs 2 smite slots
"Smite for all in group" — as given on the sheet. Shares a Smite Evil with allies within the aura at the cost of 2 of his own smite uses.
Conditions tick what's active
Shaken Sickened Fatigued Nauseated Paralyzed Flat-Footed Prone Grappled Entangled

Ability Scores

STR
21
+5
DEX
16
+3
CON
16
+3
INT
12
+1
WIS
10
+0
CHA
20
+5

Feats

  • Alertness (bonus feat) — +2 on Perception and Sense Motive checks.
  • Critical Focus — +4 on the roll to confirm a critical hit.
  • Furious Focus (sheet note: "no penalty on power attack") — no penalty on the first attack of a full-attack action when Power Attack is active.
  • Improved Critical — doubles the threat range of a chosen weapon (likely the Earth Breaker, given Weapon Focus — not explicitly specified on the sheet).
  • Improved Initiative — +4 on Initiative checks. Also granted racially (see Class & Racial) — shown twice on the source sheet, transcribed as-is.
  • Lunge (new) — +5 ft reach on a melee attack, at a −2 AC penalty until your next turn.
  • Power Attack — trade attack bonus for bonus damage on melee attacks; scales with BAB, doubled for two-handed weapons.
  • Vital Strike — on a standard attack (not a full attack), roll extra weapon damage dice as if landing an additional hit.
  • Weapon Focus (Earth breaker) — +1 on attack rolls with the earthbreaker.

Class & Racial

  • Aura of Good / Courage / Resolve / Justice — passive auras whose strength scales with paladin level; Aura of Courage grants immunity to fear (and an aura vs. it), Aura of Resolve grants immunity to charm.
  • Detect Evil (3x) — at will, per the paladin detect-evil ability.
  • Divine Grace — add Cha bonus to all saving throws.
  • Divine Health — immune to disease, including supernatural and magical disease.
  • Lay on Hands (2x) — see Page 1 resource card.
  • Mercy (3x: Ensorcelled, Cursed, Targeted, Poisoned) — Lay on Hands also removes the listed conditions.
  • Channel Energy / Channel Positive Energy — see Page 1 resource card.
  • Divine Bond — temporarily grants his weapon an enhancement bonus or special ability (sheet shows "Bow +3" prepared as one option).
  • Smite Evil — see Page 1 resource card.
  • Blessing (minor) (2x) — minor blessing granted by his sacred oath (specific blessing not captured on the sheet).
  • Fervor (3d6) — swift action, channel energy to grant a nearby ally an extra move or standard action, or heal them.
  • Spontaneous Casting / Spells — paladin spellcasting, CL 6. See the Spells page.
  • Bonus Feat (3x) — extra combat feats from his sacred oath / class progression.
  • Deity's Favored Weapon: Scimitar — proficiency with (and possible bonus effects for) his deity's favored weapon. Deity not confirmed on the sheet; he doesn't wield a scimitar.
  • Proficiency — Armor: all, shields (except tower shields). Weapon: simple, martial.
  • Racial Traits (Orf):
    • Cat's Luck — 1/day reroll a failed Reflex save.
    • Ease of Faith — Diplomacy is a class skill; +2 Diplomacy vs. those sharing his faith.
    • Natural Born Leader — allies within 30 ft get +1 on saves vs. fear; +2 on Leadership score if taken.
    • Reactionary — +2 racial bonus on Initiative checks.
    • Skill Training (Disguise, Survival) — those become class skills.
    • Static Bonus Feat (Improved Initiative) — gains Improved Initiative as a bonus feat.
    • Stonecunning — +2 Perception near unusual stonework, automatic check within 10 ft of it.

Gear & Equipment Level 13 · no gp costs were visible on the source inventory screenshot, so the Cost column is dropped rather than guessed

Weapons

ItemQtyWtNotes
+2 Impact Holy Earth Breaker114 lbhis main weapon — see Page 1 attacks. Renamed from "+2 Impact Earth Breaker": holy was added by paying outright for the enchantment, separately from the scimitar below.
+2 Flaming Holy Scimitar1Artifact — turned out to be one after it was already on the sheet. No gp value, can't be bought/sold or disenchanted under normal rules. See Page 1 attacks.
+3 agile short sword12 lb
Greatsword18 lb
+1 keen adamantine longsword1
+1 flaming composite long bow (Str +5)1
+2 Composite long bow +5 Str (Adaptive)13 lb
Longbow, composite13 lb
Longbow, composite flaming13 lb
Arrows +3 (Frost)6

Worn & Wondrous

ItemQtyWtNotes
Celestial Armor120 lbworn armor
Amulet of natural armor +11
Belt of Physical Might +2 (Str and Con)1
Boots of elvenkind11 lb
Boots of Striding and Springing1
Bracers of the Merciful Knight1
Cap of the Free Thinker1
Cloak of elvenkind1
Cloak of the Manta Ray11 lb
Headband of aerial agility +2 Cha1
Headband of mental prowess (+2 Cha, Wis)1
Phylactery of Positive Channeling1
Handy Haversack1
Figurines of Wondrous Power (Silver Raven)11 lb
Boat, Folding14 lb
Manual of Gainful Exercise +115 lb

Potions & Consumables

ItemQtyWtNotes
Potion of Bull's Strength8
Potion of Bear's Endurance21 used
Potion of Barkskin +311/3 used
Potion of Haste30/3 used
Potion of Restoration, Lesser2
Potion of Cure Serious Wounds1
Potion of Displacement1
Potion of Enlarge Person1CURSED
Potion of Fly1
Potion of Invisibility1
Potion of Neutralize Poison1
Potion of Remove Curse1used
Potion of Remove Disease1
Potion of See Invisibility1
Holy Water10
Oil55/5
Chalk55/5
List cut off here — the source screenshot ended at Potion of See Invisibility.

Bio

Nothing written up here yet — add Tharen's history, how an Orf ended up carrying an earthbreaker for the Kintargo rebellion, his deity, and the rest of the "Dragon Slayer" story whenever you're ready. Deliberately left blank rather than invented.

Notes

— Fantasy Grounds · Pathfinder 1e · Hell's Rebels · rough draft —

Spells Paladin, CL 6

Transcribed exactly as Fantasy Grounds grouped them, including the "Level 0" bucket mixing real spells with class features and SLAs (Aura of Justice, Smite Evil, Lay on Hands, etc.) — that's how the source sheet displayed it, not a labeling error introduced here. Litany of Righteousness appears at two different levels in the source; kept as shown rather than deduplicated.

Level 0 — Cast: 0/6, Prepared: 1/6

Level 1 — Cast: 0/4, Prepared: 4/5

Level 2 — Cast: 0/2, Prepared: 2/3

Level 3 — Cast: 0/2, Prepared: 2/3

Level 4 — Cast: 0/0, Prepared: 0/1