Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.
Furious Focus (Combat): Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Extra Lay On Hands: You can use your lay on hands ability more often.
Prerequisite: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).
Resistance(s): acid, cold, electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
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).
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 (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.
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): 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.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Fused Eidolon: A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
MW Chain Shirt
Pathfinder's Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.
Dungeoneering Kit: This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a hooded lantern with 5 f lasks of oil, 2 sacks, 2 torches, and 4 tindertwigs.
Wand of Cure Light Wounds (CL1, 50charges)
Wynnie was noble born, only daughter of the Nuestra family. From her birth, her Aasimar blood was plainly obvious to any who looked. Believed to be destined for greatness, her father ensured she would not want for anything growing up. She received the best education, delicious food, fine clothes, everything.
But for Wynnie, this was a dreary existence, her days filled with her father's pampering. She had little say in how her life was to be, and when she attempted to explain it, her father refused to listen, sayng he knew best. And so it continued.
Eventually one day she was visited by a strange creature, calling out to her in a quite voice from the shadows of her room. An imp. She had read about such creatures in her studies but never expected to actually meet one. The creature offered her a different path, one in which she could fill the void. Hesitant at first, she was tempted by the creature. So it became a new instructor for her, teaching her magics and rituals, how to summon creatures from beyond. Whenever her resolve to learn would start to weaken, the creature would remind her what her father would do if she was discovered, and she kept it secret once again.
For two years this creature taught her in secret, until one day the inevitable happend. Her father discovered what she had been doing, finding the summoning ritual she had set up. The two argued, with Wynnie finally running from her father. The imp followed, out of sight, guiding her to a new destination. Wynnie's father sent some of his people to track her down, and while running across a bridge, the imp didn't account for Wynnie jumping into the river, being swept downstream. The imp tried to follow, but his plans were further complicated by being discovered at this time and having to make it's own escape.
Wynnie managed to make it ashore downstream, in the Warrens. Wandering this foreign area of town, knowing she couldn't go home, she eventually found herself near an old temple of Iomedae. She had attended worship with her parents, and understood the basic tenets. But this was different somehow.
Entering the church, the only person inside was an old man, obviously the priest by his attire. He had a rotund belly, long white hair balding on top, and one eye covered by a patch. But in all a friendly disposition. He limped towards the young girl who had entered, asking what he could do for her. Wynnie refused to answer, and the priest let it drop. He proceeded to feed her and told her she could stay the night in the church, fixing up a small room for an acolyte.
That night a pair of thieves attempted to break into the church. Wynnie, scared for her life, watched as they rummaged through the building. Not sure what to do, considering the only skill she knew to defend herself that which the imp taught her, she watched as the priest came out and confronted them directly. The two thieves attempted to attack the old man, who brushed aside their attacks with his cain before giving each a hard thump. Then he surprised her again by telling each to come back in the morning and he would feed them, and tend to their lumps. The two left the structure, and surprisingly did return in the morning where the priest did just as he said.
For the next few days the priest let Wynnie stay with him, but under the instructions she would have to help him around the church, a comical task as she had never cleaned a thing in her life. Since she refused to give her name, he went through dozens, seeing if any would betray the truth. Wynnie began to join the priest in prayers as well, knowing many of the prayers from her studies. But now, she started to understand the meanings behind them.
After two weeks, Wynnie started to feel comfortable with this new lifestyle. She wasn't used to the demands placed on her still, but it was becoming easier. Sadly it was not to last. The priest had finally figured out who Wynnie was. He explained to her she needed to go home, to reconcile with her family. It took most of the day, but she finally agreed to go see them the next day.
That night, in the middle of the church, she prayed. The imp had taught her rituals for summoning, but she had a thought. If she could change the symbols, she could contact a different realm. She decided to try it out that night, for she knew she would not be given the chance when she returned home. She didn't know what she was trying to do, only that she had to see if she could.
The ritual in place, she began the summoning. As the magical energies started to gather, she could feel the portal open. But the summoning was not complete, and she knew she had botched it. The being she summoned was going to die without a physical shell to occupy. So she did the only thing she could think of. She offered herself to the being. The pain at first was intense, her small body not designed to handle such power. But it only lasted a moment, and the fusion was complete.
The priest, awaken by her screaming, came out to see what happened. The shock on his face was clear, seeing Wynnie possessed by an angelic personage. The voice of the being rang in Wynnie's head, demanding to know what had transpire for it to be summoned so. Wynnie could only offer apology, and explained what had happened. Thining she would be met with anger from either the priest or the angel, she was instead met with amazement. To accomplish such a task would normally require an incredible amount of skill. To do so and survive was truly a feat.
For the rest of the night, the angel helped Wynnie learn more about itself, trapped as it was in her body at present. It's name was Falvazar, an angel from Heaven. Intrigued by this young planetouched girl, he managed to teach her how to dismiss the binding and allow himself to return to Heaven. But a link was still formed between them. Through this, he made her an agreement. He would offer his power to her, if she would agree to become his student. She readily agreed.
The next day her father returned home from yet another day searching the city for his daughter. What he found amazed him. Wynnie stood in his study, his father's ancestral greatsword in hand. She had shorn her long hair short and was dressed in the robes of an Iomadaen acolyte. At her feet lay an imp, cut in half. She was ready for this conversation this time. She knew where her destiny now lay, and she was determined to meet it head-on, with or without his blessing. The two talked for the rest of the day, and he finally relented. Wynnie was to join the City Watch, to hone her skills and find a new life protecting the weak and innocent.