Male Human Paladin
LG Medium Humanoid (Human)
Init +2; Senses Perception -1
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1 (+2 vs fear)
Spd 30 ft.
Melee Aldori dueling sword +5 (1d8+4/19-20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2) Nonlethal, provokes AoO
Ranged chakram +3 (1d8+3/20/x2) 30 ft and
. . Pilum +3 (1d8+3/20/x2) 20 ft and
. . Sling +3 (1d4+3/20/x2) 50
Special Attacks Smite Evil
Str 17, Dex 15, Con 13, Int 13, Wis 8, Cha 19
Base Atk +1; CMB +4; CMD 16
Feats Furious Focus, Power Attack
Traits Courageous, Magical Knack (sorcerer), Sword Scion
Skills Diplomacy 8, Handle Animal 8, Sense motive 3, Swim 4(2)
Languages Common, Halfling
Combat Gear Aldori dueling Sword, Chain shirt, Sling, Pouch of Sling Bullets, 10 Chakrams, 2 Pilums
Coin: Whatever I start with -120.1 for stuff so far. And we'll say a 10 gold budget for travel.
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (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 (Su)
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 (+4) 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 (+4) 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.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Courageous: +2 on saving throws against fear.
Magical Knack (Sorcerer): +2 CL as long as it doesn't raise CL over HD.
Sword Scion: Starts with free Aldori dueling sword, +1 to attack and on CMB with Aldori dueling swords and longswords.
Favored Class(Sorcerer) Bonuses
2 per level from Paly, +1 Skilled, +1 Int
Diplomacy = 8 (1 rank + 3 Trained +4 Ability)
Handle Animal = 8 (1 rank + 3 trained + 4 Ability)
Sense Motive = 3 (1 rank + 3 trained - 1 Ability)
Swim = 4 (2 in armor) (1 rank + 0 trained + 3 Ability)