![]()
About Eámanë HelyanwëHP 247 [17d10+142]
Racial Traits:
Low-Light Vision Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses Elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Traits:
Warrior of Old You gain a +2 trait bonus on initiative checks.
Faith of Purity You gain a +1 trait bonus to all Will saves and a +1 bonus on all saving throws against outsiders with the evil subtype. Skills:
Diplomacy 24 = 17 Ranks + 11 CHA + 3 CS
Handle Animal 30 = 5 Ranks + 22 CHA + 3 CS Heal 10 = 6 Ranks + 1 WIS + 3 CS Knowledge (nobility) 10 = 4 Ranks + 3 INT + 3 CS Knowledge (religion) 10 = 4 Ranks + 3 INT + 3 CS Linguistics 9 = 6 Ranks + 3 INT Perception 20 = 17 Ranks + 1 WIS + 2 Racial Ride 11 = 5 Ranks + 3 DEX + 3 CS Sense Motive 21 = 17 Ranks + 1 WIS + 3 CS Spellcraft 10 = 4 Ranks + 3 INT + 3 CS Attacks:
+3 Flaming Holy Cold Iron Longsword
+25/+20/+15/+10 | 1d8 + 8, +1d6 Fire, +2d6 Holy +2 Seeking Composite Longbow
Mithril Shortsword
Masterwork Morningstar
Class Features:
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. Smite Evil 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 Charisma 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 At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands 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 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 At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy 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. Fatigued
Channel Positive Energy When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Divine Bond Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). 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 the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Aura of Resolve At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Aura of Justice At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. Aura of Faith At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. Aura of Righteousness At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Mythic Abilities:
Hard to Kill Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Mythic Flaw Elemental Vulnerability: Fire Select either acid, cold, electricity, or fire. You take double the normal amount of damage whenever you take damage of the selected type. You can never benefit from resistance or immunity to that element and your mythic saves ability does not apply to any saving throw against a spell or effect that deals damage of the selected type. Amazing Initiative At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects
Recuperation 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day. Mythic Saves At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the reduced effect instead (if one is given by the spell or effect). If the
Force of Will At 7th tier, you can exert your will to cause events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll any d20 roll you have made, or force any nonmythic creature to reroll any d20 roll. You can use this ability after the results are revealed, but the roller must take the results of the second roll, even if it is worse. Unstoppable At 8th tier, you can expend one use of mythic power to negate any condition currently aff licting you, except dead, dying, f lat-footed, or unconscious. All other conditions and effects remain, even those caused by the same spell or effect that caused the negated
Absorb Blow You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for
Sudden Block You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC
Call Arrows As an immediate action you can cause all ranged attacks targeted at allies within 30 feet to redirect to you (even if you’re out of the attack’s range). This causes the attack rolls to be made against your Armor Class. This effect persists until the end of your next turn, automatically retargeting any ranged attacks away from allies and onto you. Sweeping Strike Whenever you make a full-attack action, you can decide to make only one attack roll and apply the results of that roll to all enemies within your reach. Roll damage only once, and apply it to all foes hit by the attack. If the attack is a critical threat, choose only one enemy to target with the critical threat. You must be
Cage Enemy You can prevent an enemy from escaping your reach. Any creature attempting to move out of you melee reach provokes attacks of opportunity, even when making a 5-foot step. If the attack of opportunity hits and deals damage, the creature does not move out of your reach and its action is wasted. Creatures taking the full withdraw action do not provoke an attack of opportunity from you due to this ability (although they still might for other reasons, depending on their
Epic DR You gain DR 5/epic. You must be 3rd tier before selecting this ability. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR is increases by 5, to a maximum of DR 15/epic. Snatch Spell You can attempt to snatch any ray or spell that produces a projectile that passes through your space, targets your space, or targets a square adjacent to you. As an immediate action, you can expend one use of mythic power to make a Reflex save against the
Epic DR You gain DR 5/epic. You must be 3rd tier before selecting this ability. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR is increases by 5, to a maximum of DR 15/epic. Unmovable Add your guardian tier to your CMD whenever an enemy attempts a bull rush, pull, reposition, or trip combat maneuver against you. If the maneuver succeeds, you can expend one use of mythic power as an immediate action to cause it to fail instead. Spells:
Spells per Day
0 Level - 6 1st Level - 5 2nd Level - 4 3rd Level - 3 Feats:
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.
Deadly Aim As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Greater Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Vital Strike (Mythic) Whenever you use Vital Strike, you deal
Toughness (Mythic) Toughness provides you twice as many hit
Power Attack (Mythic) When you use Power Attack, you gain a +3
Rapid Shot (Mythic) You do not take the –2 penalty on attack rolls when using Rapid Shot. In addition, you may instead make two additional attacks with Rapid Shot instead of one, but this causes all of your attacks to take a –2 penalty. Gear:
+4 Ghost Touch Mithril Full Plate of the Champion
+3 Heavy Steel Shield of Fortification (Moderate) +3 Flaming Holy Cold Iron Longsword Belt of Physical Might +4 (STR and CON) Headband of Alluring Charisma +6 Ring of Protection +4 Amulet of Natural Armor +4 Ring of Evasion Cloak of Resistance +4 Bracers of Archery (Greater) Winged Boots +2 Seeking Composite Longbow (+5 STR) Mithril Dagger Masterwork Morningstar 5,732 gp Background:
Eámanë Helyanwë was born with a destiny intertwined with the divine. She was raised in a traditional elven upbringing and lived her life sheltered from the interactions of the younger races. When she came of age she left her elven haven with illusions of granduer in the outside world. What she found was a land wrought with strife. She didn't find the story book stories she had read while growing up as a child. She came across oppression, poverty and chaos as monsters and bandits plagued the lands. She was young and impressionable elven maiden with a kindred spirit. It was when she met an order of knights who served Iomedae that she felt she had found a way to help the less fortunate.
Her service was initiated as an acting squire to a chapter captain until she had proved her dedication, understanding, and familiarity with the ways of the order. She began a length of service that was dedicated to collecting and donating alms to the impoverished, tending to the sickened and diseased, and fighting against government corruption. Her work earned her promotion within the ranks of the Inheritor's chosen and was soon assigned to Mendev and the Worldwound to take part in the crusades against the creatures of the Abyss. Her kindred spirit was forged with a zealous flame to create a woman dedicated to her goddess. She dedicated over fifty years of service to Iomedae before she decided to end her crusade within the Worldwound. She had seen many men and women of every creed and upbringing die. Many were brave and honorable, many more less so, but she had seen enough of the pain and chaos from the constant wars with the Abyss. She resigned her post and requested a leave of absence to return to her roots. She took to wandering and sought out corruption and evil, the oppressed and impoverished, and the sick and weak. As an older and experienced paladin, she had seen her fair share of evil and was a veteran of many battles. |