Feats:
(Lvl-1) Fey Foundling: When you receive magical healing, you heal +2 points per die. +2 on saves vs death effects. Suffer +1 point damage from cold iron weapons (although you can wield them)
(Lvl-1) Toughness
(Lvl-3) Extra Revelation
(Lvl-5) Selective channel
(Lvl-7) Greater Mercy: Extra 1d6 LOH when mercy not used
Future feats: dodge, extra lay on hands
Traits:
Second Chance: re-roll save 1/day
Blessed Touch: +1 point of healing when using lay on hands, chann energy, or cure spell.
Human/Oracle/Paladin special abilities:
Base Speed: 30'-10'=20'
Skilled: 1 extra skill rank at every level.
ORACLE:
Mystery: Lore
Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
Revelations:
1st lvl Revelation: Sidestep secret
Extra revelation: Lore keeper
PALADIN
-Aura of Good
-Detect Evil
-Smite Evil (Su): 2/day swift action, Cha+ to hit, Pally lvl + damage, bypass DR, Cha+ to AC. If evil outsider, dragon, or undead then +damage is 2x Pally lvl on first attack.
-Lay on Hands: 9/day. At 2nd level, as swift action, heal 1d6 damage per 2 Pally lvls. 1/2 Pally lvl +Cha bonus times/per day.
-Divine Grace: At 2nd level, Cha bonus to saves.
-Channel Energy (Su): 9/day. At 4th level, channel energy as cleric –3 lvls. 3+Cha bonus times/day.
-Divine Health: Immune to disease.
-Aura of Courage: Immune to fear.
-Mercy: Sickened
-Divine Bond: Enhance weapon as a standard action for 1 minute/paladin level. +1 at 5th; +2 at 8th; +3 at 11th; +4 at 14th; +5 at 17th; +6 at 20th. axiomatic(+2), brilliant energy(+4), defending(+1), disruption(+2), flaming(+1), flaming burst(+2), holy(+2), keen (+1), merciful(+1), and speed(+3). 1/day at 5th; 2/day at 9th; 3/day at 13th; 4/day at 17th.
-Mercy: Fatigued
Bracers of Merciful Knight (+4 lvl for LOH, 1/day lesser restore added to LOH)(15,600)
POP 2nd
Ioun Stone for falcata proficiency
Trade sword for falcata
Celestial armor
Upgrade ring of protection
Sell winged boots and +2 plate and giant bane spear
Head:
Headband: +2 Headband of Charisma
Eyes:
Shoulders: +1 Cloak of Resistance
Neck: Phylactery of Positive Channel (+2d6 channel)
Chest:
Body:
Armor: +2 mithral chain coat (no armor check, +6 dex max) +2 full plate (not used)
Belt: +2 constitution belt
Wrists:
Hands:
Ring: +1 ring of protection
Ring:
Feet: winged boots (fly 3/day, up to 5 minutes each time)
Shield: +1 Darkwood Shield (no armor check penalty)
+1 Flaming Longsword
+1 comp longbow
10 +1 orcbane arrows
1 arrow orc slaying
1st lvl Pearl of Power
Dark Blue Rhomboid Ioun Stone (+1 perception/sense motive)
CLW wand (1d8+1, 50 charges)
Glory Medallion: Miniature sword emblazoned with a sunburst functions as a holy symbol of Iomedae. When channelingpositive energy, the bearer can treat one die roll of a 1 as a 6 when
determining the amount healed. In addition, once per day, the bearer can expend uses of his channel energy ability to dispel a darkness spell of lower than 9th level within a 30-foot-radius burst. One use of channel energy is consumed for every level of darkness spell dispelled this way. If the bearer doesn’t have enough uses of channel energy to match the level of the spell, the spell is not dispelled.
Nargrym’s Steelhand: grants its wearer a +4 enhancement bonus to Strength (treat this as a temporary ability bonus for the first 24 hours the hand is worn) and a +5 bonus to CMD against disarm attempts. In addition, the wearer can wield weapons of one size category larger than the wearer’s size without penalty and without altering the weapon’s designation as a light, one-handed, or two handed weapon. For example, a Medium creature wearing Nargrym’s steel hand could wield a Large longspear as a two-handed weapon without penalty. However, whenever the wearer of the hand is within line of sight of a creature with the giant subtype, he must succeed at DC 25 Will save or be compelled to attack the giant, as suggestion.
Hopeknife (hangs from chain around neck under his mail)
Backpack
Flint and tinder
6 torches
3 flasks oil
bedroll
trail rations
Engwarth was born with a lame right leg and was abandoned by his parents, left to die in the woods. He was found by an old hunter several days later still in good health, perhaps the fey intervened to keep him alive. The hunter took pity on him and carried him to the town of Trunau where he was raised at Sanctuary, the Temple of Iomedae.