WornCelestial Armor full armor/Dex/mods breakdown not captured yet
Fortitude+18
Reflex+14
Will+15
Initiative+9
Melee+18
Ranged+16
CMB+18
CMD34
Attacks & Melee
WeaponTo HitDamageCritNotes
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 Scimitarartifact · 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 swordfull 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).
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 Evil5 / 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 Hands11 / 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 Energy4 / 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 Justicecosts 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.
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.
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
Item
Qty
Wt
Notes
+2 Impact Holy Earth Breaker
1
14 lb
his 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 Scimitar
1
—
Artifact — 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 sword
1
2 lb
Greatsword
1
8 lb
+1 keen adamantine longsword
1
—
+1 flaming composite long bow (Str +5)
1
—
+2 Composite long bow +5 Str (Adaptive)
1
3 lb
Longbow, composite
1
3 lb
Longbow, composite flaming
1
3 lb
Arrows +3 (Frost)
6
—
Worn & Wondrous
Item
Qty
Wt
Notes
Celestial Armor
1
20 lb
worn armor
Amulet of natural armor +1
1
—
Belt of Physical Might +2 (Str and Con)
1
—
Boots of elvenkind
1
1 lb
Boots of Striding and Springing
1
—
Bracers of the Merciful Knight
1
—
Cap of the Free Thinker
1
—
Cloak of elvenkind
1
—
Cloak of the Manta Ray
1
1 lb
Headband of aerial agility +2 Cha
1
—
Headband of mental prowess (+2 Cha, Wis)
1
—
Phylactery of Positive Channeling
1
—
Handy Haversack
1
—
Figurines of Wondrous Power (Silver Raven)
1
1 lb
Boat, Folding
1
4 lb
Manual of Gainful Exercise +1
1
5 lb
Potions & Consumables
Item
Qty
Wt
Notes
Potion of Bull's Strength
8
—
Potion of Bear's Endurance
2
—
1 used
Potion of Barkskin +3
1
—
1/3 used
Potion of Haste
3
—
0/3 used
Potion of Restoration, Lesser
2
—
Potion of Cure Serious Wounds
1
—
Potion of Displacement
1
—
Potion of Enlarge Person
1
—
CURSED
Potion of Fly
1
—
Potion of Invisibility
1
—
Potion of Neutralize Poison
1
—
Potion of Remove Curse
1
—
used
Potion of Remove Disease
1
—
Potion of See Invisibility
1
—
Holy Water
10
—
Oil
5
—
5/5
Chalk
5
—
5/5
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
Aura of Justice — "Smite for all in group (costs 2 smite slots)"