Dar'donal
{{Character Sheet
|Name=Dar'donal, Knight of Kossuth
|Str=18|Dex=10|Con=20|Int=8|Wis=14|Cha=20
|Classes=Paladin 14
|BAB=+14|BF=+9|BR=+4|BW=+4
|Initiative=+0
|Movement=Walk 20 ft in armor
|Size=Medium|Type=Humanoid
|Space=5 ft|Reach=5 ft
|HP=154
|AC=34 (+13 armor, +8 shield, +3 deflection)|ACt=22|ACff=26
|Fort=+19|Ref=+9|Will=+11
|Attacks=bastard sword: +25/+20/+15 1d10+11+2d6 holy, 19/x2.
|SA=Smite Evil 3/day (+5 to hit, +14+1d6 holy damage), Lay on Hands (Heal 140 points by touch 1/day), Silencing Strike (cause silence on smite, Will DC 22 negates), Immobilizing Strike (on smite, target is rooted for 1-rd/level, Will DC 22 neg., either this OR silencing strike)
|SQ=100% fortification, Aura of Courage, Divine Shield (DR 20/- and ER 20 (all) for 4 non-contiguous rounds per day), Discern Lies (Will DC 22 neg.), Aura of Menace (all hostiles within 50 ft Will DC 22 or take -2 to attacks, AC, and saves until they hit you for damage), Detect Illusions (as See Invisibility, ignore glamers, etc), Divine Intervention (grant rounds of Divine Shield to allies), DR 5/magic.
|Saves=Casts as 7th-level cleric.
4th-level: Holy Sword, Fire Shield
3rd-level: Magic Vestment, Protection from Energy, Cure Serious Wounds (3d8+21)
2nd-level: Bull's Strength, Bear's Endurance, Remove Paralysis, Flame of Faith (makes weapon Flaming Burst)
1st-level: Bless Weapon, Divine Favor, Lesser Restoration, Cure Light Wounds (1d8+5), Bless, Doom.
|Skills=Concentration +22
|Feats=Jotunbrud,Power Attack,True Believer,Improved Shield Block,Armored Fortification
|Possessions=Ring of Mind Shielding, Raiment of the Fire God (Relic), Bastard Sword, Tower Shield.
}}
Possessions
Raiment of the Fire God: This +2 adamantine heavy armor, when worn by a divine caster with the True Believer feat, becomes +5 adamantine heavy armor of moderate fortification and invulnerability.Feats
- Improved Shield Block: choose one opponent; you have a 40% chance to block 50% of the damage caused by physical attacks from that opponent.
- Jotunbrud: You are considered large for opposed checks wherein it gives you an advantage, such as trip checks, grapple checks, and bull rush checks. You are also like 7' tall.
Special Abilities
Tactics
==== Long-term Spells ====
These can be assumed to be cast when combat begins, and are factored into the stats above.
- Magic Vestment: grants +4 enhancement to his tower shield.
==== Short-term Spells ====
He casts these spells before any important fight, in the order listed below.
- Holy Sword: sword becomes +5 and holy. (Stats figured in above).
- Divine Favor: gain +2 to hit and damage. (Stats figured in above).