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Sir Holton

Epik's page

508 posts. Alias of wehrpig.

Full Name

Epik Aegeous




Paladin (Oathbound Paladin - Fiends) 8; AC 21, HP88/88, Fort +16, Ref +10, Will +13, Init +1, Greatsword +14(+9)/+9(2d6+7/19-20x2)

Tracked Resources:
Spells 2/3 1st, 1/3 2nd; 2/3 smite evils (+7/+8/+7); 7/17 LoH(4d6), 1/1 DB (+2)








Lawful Good








Slayer of Evil

Homepage URL

Character Sheet

Strength 18
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 24

About Epik

Epik Aegeous has dedicated his life to serving the church and destroying evil. He has foresworn all worldly material wealth and lives a life of austere discipline devoted to strengthing his faith. Epik perseveres over all challenges though iron will power and a single minded focus to serve his god or die trying. Epik's life has been a single continuous quest to vanquish the diabolic, demonic, undead and anarchic elements that corrupt the world.

8th Level Stat Block:

Human Paladin (Oath against Fiends) 8
LG Medium humanoid (human)
Init +1; Senses Perception +6
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 88 (8d10+32)
Fort +16, Ref +10, Will +13
Immune disease, fear
Speed 20 ft.
Melee +1 adamantine greatsword +14/+9 (2d6+7/19-20)
Ranged composite longbow +9/+4 (1d8+3/×3)
Special Attacks channel positive energy 8/day (DC 21, 4d6), smite evil
Spell-Like Abilities (CL 8th; concentration +15)
At will—detect evil
Paladin (Oath against Fiends) Spells Prepared (CL 5th; concentration +12):
2nd—bull's strength, bull's strength, bull's strength
1st—divine favor, divine favor, divine favor
Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 24
Base Atk +8; CMB +12; CMD 23
Feats Extra Lay on Hands, Extra Lay on Hands, Extra Lay on Hands, Power Attack, Weapon Focus (greatsword)
Skills Bluff +8, Diplomacy +16, Heal +4, Intimidate +11, Perception +6, Sense Motive +9
Languages Common
SQ anchoring aura, aura of courage, aura of good, divine bonds (weapon +2, 1/day), lay on hands, mercies (mercy [diseased], mercy [shaken])
Other Gear +1 full plate, +1 adamantine greatsword, composite longbow, belt of physical might (str & con +2), headband of alluring charisma +4
Special Abilities
Anchoring Aura (DC 21) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2) (8 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (17/day) (Su) You can heal 4d6 +8 damage, 17/day
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 4d6 (8/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +7 to hit, +8 to damage, +7 deflection bonus to AC when used.

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7th Level Stat Block:

Male human paladin 7

LG Medium humanoid (human)

Init +1; Senses Perception +3

Aura aura of courage, aura of good


AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 74 (7d10+18)
Fort +11, Ref +7, Will +9

Speed 20 ft.
Melee longsword +1 +12/+7 (1d8+4/19-20)
Ranged longbow (composite/strength rating+3) +8/+3 (1d8+3/x3)
Melee longsword +11/+6 (1d8+3/19-20)
Melee warhammer +10/+5 (1d8+3/x3)
Special Attacks Channel Positive Energy (4d6, DC 17), Smite Evil,
Class Spell-Like Abilities: detect evil ( at will)
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 19
Base Atk +7; CMB +10; CMD 21

Feats Extra Lay On Hands (3x), Power Attack, Weapon Focus (Longsword)

Skills Acrobatics -4, Acrobatics (Jump) -8, Appraise +0, Bluff +8, Climb -2, Craft (Untrained) +0, Diplomacy +13, Disguise +4, Escape Artist -4, Fly -4, Heal +4, Intimidate +8, Perception +3, Perform (Untrained) +4, Ride -4, Sense Motive +9, Stealth -4, Survival +0, Swim -2

Languages Common
SQ aura of courage, aura of good, bonus feat, celestial spirit, detect evil, mercy (diseased), divine health, lay on hands, mercy (shaken), skilled, weapon and armor proficiency,
Gear masterwork full plate; outfit (explorer's); arrow (x13); longsword +1; longsword; warhammer; Longbow (Composite/Strength Rating+3) ;


Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Bonus Feat Humans select one extra feat at 1st level.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 7 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 7.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 13 times per day. With one use of this ability, you can heal 3d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 3 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +7 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +14. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Tall, athletic, dark complexion, shoulder length blond hair, full beard, piercing blue eyes and heavily tattooed with religious insignia.


Dark, somber, pious, loyal, and utterly dedicated to the eradication of evil.

Level Progression:

Feat progression:
1.Weapon Focus (Long Sword), Extra LoH
3.Extra LoH
5.Extra LoH
7.Power Attack
9.Critical Focus
11.Strike Back

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