SLAs
* 1x Corruption Resistance Against Evil (Cast)
* 1x Protection From Evil (Cast)
Paladin Spells
Lvl 1: 1x Bless (cast), 1x Endure Elements (cast), Protection from Evil
Lvl 2: 2x Veil of Heaven
Legendary Item Spells
* Inquisitor Spell List
Lvl 2: 1x See Invisibility (24hr duration, cast)
Lvl 3: 1x Dimensional Anchor
Mythic Spells
(1) Endure Elements: The target changes to one creature touched per level. Affected creatures gain cold resistance 5 and fire resistance 5. They’re not slowed by snow, and ignore penalties on Perception checks and ranged weapon attacks from hail, rain, sleet, and snow. They treat wind as one category weaker”
(2) “Bless: The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell’s duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.“
(3) Protection from Evil: The bonuses to AC and on saves increase to +4. Any evil creature attempting to possess or exercise mental control over the target must attempt a Will save against this spell. If it fails, the creature takes 1d6 points of damage per 2 caster levels (maximum 5d6) from mental feedback. An evil creature that uses spell resistance to bypass the spell’s protection against contact must successfully save or take this damage once each round it attacks the protected target.
Dwarven Aasimar, Traits, Stats:
Dwarven Aasimar
* “Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race... Non-human aasimars have the same statistics as human aasimars with the exception of size.”
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
* Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait
* Scion of Dwarfs: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (dwarf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for a dwarf without using the Disguise skill, provides weapon familiarity and access to dwarf only feats. This alters the native subtype and replaces skilled
* Skilled: +2 Perception, +2 Diplomacy
Traits
* Touched by Divinity: You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level
- 1/day protection from evil
* Secret Knowledge: +2 knowledge planes and class skill
Feats
* Note to self: Core, Dwarf, Hierophant Related
Lvl 1: Power Attack
Lvl 3: Weapon Focus
Lvl 5: Darting Viper
Lvl 6: Healer’s Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).)
Lvl 7: Vital Strike
Lvl 9: Selective Channel
Lvl 11: Bless Equipment
Lvl 13: Skill Unlock Heal
Lvl 15: Alignment Channel
Lvl 17: Channel Smite
Lvl 19:
Equipment
* Weapons: Legendary Item: +1 Evil Outsider Bane Cold Iron Dorn Dergar (upgradeable), +1 returning throwing axe
* Armor: Spiked Plate Armor +3 (Staunton Vhane’s Armor)
* Cloak: Resistance +1
* Belt: Str +2
* Amulet: Natural Armor +1
* Wrist: Sleeves of many garments
* Silver Holy Symbol
* Fighter’s Kit
* Surgeon Tools
* Healer’s Kit (4/10)
* Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.
* Righteous Medal of Valor: This medal looks like a demonic skull, the top of which has been pierced by four red-hilted swords. It is awarded to a hero who delivers a death blow to a demon whose CR is at least 1 higher than the hero’s character level. This medal is associated with Strength and grants a +2 sacred bonus to CMD.
* Fullplate Armor +1
* 180 gold
Consumables
* antitoxin
* potion of cure light wounds x4
* potion of invisibilty
* wand of cure moderate wounds (9 charges)
* potion of cure moderate wounds
Wanted Items
* Healing:
- Saliharion (+Cha to heal and identify monster weaknesses)
* Chest: Vest of Surgery (Unlimited healer’s kit, 1/day heal 1d4 ability damage)
* Hands: Healer’s Gloves (+5 heal)
* Weapon Enchantments: Holy, Glamered
* Armor Enchantments: Comfort, Glamered
* Ring: Protection, Sustenance
* Wrist: Bracers of Merciful Knight
* Belt, Head, Shoulders: Str, Cha, Resistance
Hospitaler Paladin:
Smite Evil
* This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
* 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.)
Aura of Good
* The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil
* 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.
Aura of Courage
* At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Divine Health
* At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Lay on Hands
* Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, 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.
* Lv 3 Mercy Fatigued
* Lvl 6 Mercy: Enfeebled
* Lvl 9 Mercy: Restorative
Divine Bond:
* Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
Tier 1
* Hard to Kill (Ex)
- Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
* Mythic Power (Su)
- Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
*,Surge (Su)
- You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
* Inspired Spell
- You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
* Ability: Legendary Item
* Feat: Mythic Spell Lore
Tier 2
* Amazing Initiative (Ex)
- At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
* Ability: Extra Feat Mythic Vital Strike
* Stat: +2 Cha
Ability Plan:
Tier 1: Legendary Item
Tier 2: Extra Feat
Tier 3: Legendary Item, Enduring Blessing 1
Tier 4: Life Current 1
Tier 5: Life Current 2
Tier 6: Enduring Blessing
Tier 7: Legendary Item
Tier 8: Life Current 3
Tier 9: Life Current 4
Tier 10: ?
Tier 1: Upgradeable "This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item’s current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it’s completed, the bonded creature transmutes the item’s base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation."
Tier 2: Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.
The Cloudbreaker Clan has fought in the Mendevian Crusades since AR4650. It began innocently enough, with Kudrin Cloudbreaker joining the crusade as an armorer. The crusaders needed his skill, and they were willing to pay for it. Given the disreputable dwarf’s debts in most lands, this was one of the few places he could work without his creditors finding him. Ironically, throughout the witch hunts he remained safe, given that few doubted his professed piety in Torag.
When he left the world wound, he brought back with him enough gold to settle his debts. And he brought back tales of fabricated glory and crusaders with rich pockets. When he sobered up, he was shocked to learn that more than a few dwarves had bought in to his ale-ridden tales and were demanding to follow him back to Kenabres!
Try as he might be couldn’t weasel his way out of the plan, and soon found himself leading the Cloudbreaker expedition. Among these dwarves were Olden and Helga Cloudbreaker. Healers by trade, they were devout worshipers. They had been moved to join the crusade not out of gold, but out of a sense of duty to their fellow dwarves. It wasn’t until they reached Kenabres that it became clear that Helga was pregnant, and by then it was far too late to turn back.
Dadna was born, to her parent’s delight, with the cleric of Bolka who delivered her declaring him to be an Aasimar. They declared her birth a miracle, and proof of the righteousness of their choice. Growing up in the Gate District, Dadna was “destined” to be a Cleric and to marry a wealthy dwarf to improve her clan’s standing. In this, she was an abject disappointment. To begin with, she declared that any dwarf who wanted to marry her had to be strong enough to defeat her in hand to hand combat, for she would not marry a weakling. Many a suitor left her clan-home in shame with many a bruise. Eventually, they stopped coming all together, either in fear of losing or out of refusal to fight a woman. Her clan was mortified. Even worse, the clerics declared her a lost cause, saying that she was all looks, brawn and temper, without an ounce of wisdom. Out of fear of losing face, her clan elders paid enough gold to have her admitted into a Paladin order, under the idea that her faults could at least be put to use. And it is there that she has prospered.
Paladin of Bolka:
Edicts: Encourage those seeking love, seek the beauty in others, support others’ relationships
Anathema: Betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner