Aura of Good, Detect Evil, Smite Evil, Warrior of Holy Light
Common, Varisian, Elven
About Malcolm Cavendish
MALCOLM CAVENDISH CR 1
Male Human (Varisian) Paladin (Warrior of the Holy Light) 2
LG Medium Humanoid (Human)
Init +1; Senses Perception +0
AC 17, touch 12, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 21 (1d10+4) Current HP: 21/21
Fort +5, Ref +3, Will +5
Spd 20 ft.
Melee Light Shield Bash +6 (1d3+4/20/x2)
Bastard Sword +6 (1d10+4/19-20/x2)
Unarmed Strike +6 (1d3+4/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Str 18 (+4), Dex 13 (+1), Con 10 (+0) Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Base Atk +2; CMB +6; CMD 17
Feats Exotic Weapon Proficiency: Sword, Bastard, Toughness +3
Traits Armor Expert, Killer
Skills Acrobatics -3, Climb +1, Diplomacy +7, Escape Artist -3, Fly -3, Heal +3, Knowledge (Nobility) +5, Ride +2, Stealth -2, Swim +0
Languages Common, Elven, Varisian
SQ Aura of Good (Ex)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather, Scale Mail, Sword, Bastard, Shield, Light Steel; Other Gear Backpack (6 @ 9.6 lbs), Bedroll, Flint and steel, Explorer's Outfit, Pouch, belt (1 @ 0 lbs), Rope, silk (50 ft.), Sunrod (3)
Armor Expert -1 Armor check penalty.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used. Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Killer: Add crit modified to damage on crit.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) (Standard/Swift Self-3X/Day-1d6) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Malcom was born into a Varisian merchant family in the town of Magnimar in Varisia. His parents business was always moderately successful even though they chose to live in a small port town due to the caravans and ships that frequent the location. As a result, Malcolm was known and came to be known by most people in and around Magnimar.
As he grew to adulthood, Malcolm was equally touched by a desire for something beyond the weapon training and environment that dominated his youth. His family had always worshiped Abadar, as did many merchants. He was singled out at worship by the head priest in Magnimar due to his recognition of something extraordinarily devout about Malcolm. As a result, the priest took him under his wing for mentoring that expanded his theological approaches to life.
Malcolm was a quick study of the teachings of Abadar, and the priest saw in him the makings of a great warrior and enforcer of the law on behalf of the deity. The hopes of the protection of the faith in Magnimar would rest partially upon the shoulders of the young Paladin through his faith. Malcolm had received the calling, and now can feel the deity at his shoulder as he takes on his role as a Warrior of Holy Light for Abadar.