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About Elise LeafyCombat Stat:
Init +3 (+2 Dex +1 competance) Fort +17 (+7 base, +3 CON, +5 CHA, +2 resistant) Ref +12(+3 base, +2 DEX, +5 CHA, +2 resistant) Will +15 (+7 base, +1 WIS, +5 CHA, +2 resistant) HP 94 (10+6*9+3*10CON) BAB +10 CMB +13 ( 10 BAB, 3 STR) CMD 25 (10 base, 10 BAB, 2 DEX, 3STR) Speed 20 ft (30ft w/o armor) Attack
Human Racial Feature:
Bonus Feat Skilled Traits:
Blade of mercy(Religion) :Take no penalty on dealing nonlethal damage w./ S weapon and gains +1 trait bonus on nonlethal damage w./ S weapon Unscathed(Magic): Any kind of energy resistance you gained increase by 2 points Fate’s Favored(Faith): +1 extra bonus on any Luck bonus Sound of Mind(Region): +2 trait bonus on saving throws against mind-affecting effects Oathbound Paladin 10 Class Features
Aura of Good (Ex) Detect Evil (Sp) Smite Evil (Su):As a swift action, the paladin chooses one target within sight to smite. Gains CHA modifier (+5) on attack rolls to the target and adds Paladin level (+10) on damage rolls to the target. If the target is evil outsider, dragon or undead, the 1st successful hit adds 2 times paladin level (+20) on damage rolls.Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Divine Grace (Su): Bonus equal to CHA modifier apply on saving throws Lay on Hand (Su): Heal 1d6 per 2 Paladin level (5d6), can use Cha modifier ½ Paladin level (10) times. Needs a free hand to use. Heal others takes standard action while heal myself takes swift action.
Aura of Courage (Su):Immune to fear. Allies within 10 feet gains +4 bonus on saving throws against fear effects. It doesn’t work if I am unconscious. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): Paladin can apply mercy effects when using Lay on Hand Mercy choosen:
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3rd lvl: Sicken 6th lvl: Fatigue 9th lvl: Replaced Channel Positive Energy (Su) :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. (5d6, DC20) Spells: Cha based, CL 7. Lvl 1 4 slots, Lvl 2 2 slots, Lvl 3 1 slot Oath Spells: 1st—resist energy; 2nd—detect thoughts; 3rd—invisibility purge; 4th—plane shift. Divine Bond: Bond with weapon. Activate as standard action, in the time of Paladin level minutes, the weapon lights up like torch and gains +1 enhancement bonus at 5th lvl (and 1 extra bonus every 3rd lvl after that). 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. Everyday, this ability can be used once at 5th lvl and 1 per 4 lvl after that. Anchoring Aura (Su): At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Vessel (Su): At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property's cost (see the armor special abilities and shield special abilities tables). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount. This ability replaces the mercy gained at 9th level. Feats:
Power Attack Fey Founding (human bonus) Greater Mercy Worldwound Walker Additional Traits Weapon Focus: Scimitar (The Refuge of Time boon) Improved Critical: Scimitar Skills:
Swim -1(+3 STR, +1 Rank, -5 ACP) Acrobatic -2(+2 DEX, +1 Rank, -5 ACP) Fly +1(+2DEX, +2 Rank, +2 Competence, -5ACP) Spellcraft +4(+1Rank, +3 Class) Kn(Noble) +6(+3 Rank, +3 Class) Kn(Religon) +4(+1 Rank, +3 Class) (+5 competence when using Ioun stone in Lodge) (+2 Circumstance w./ chronicle) Heal +13 (+1 Wis, +9 Rank, +3 Class) Profession (herbalist) +5 (+1 Wis, +1 Rank, +3 Class) Sense Motive +5(+1 Wis, +1Rank, +3 Class) Diplomacy +20(+5Cha,+10Rank, +3Class, +2 Competence) (+1 against hostile starting attitude; +2 to convince non-evil NPC not to perform evil actions) Equipments:
Armor and Shields:
Belt:
Body:
Chest:
Feet:
Headband:
Neck:
Shoulders:
Wrists:
Slotless Wondrous Items:
Pathfinder Pouch:
Potion of Mage Armor
Potion of Feather Step Potion of Touch of the Sea Potion of Unwelcome Halo Potion of Enlarge Person Oil of Magic Weapon Oil of Bless Weapon Scroll of Bless Weapon Scroll of Veil of Positive Energy Scroll of Restoration, Lesser Scroll of Flame Blade 2x Scroll of Delay Poison 5x Scroll of Endure Elements Scroll of Bestow Grace Scroll of Aura of Greater Courage Scroll of Blade of Bright Victory 3x Scroll of Bark Skin Scroll of Rrestoration (w./ 100gp material) Scroll of Circle against Evil Wand of CLW (21 Charges) Wand of Divine Favor (43 Charges) Wand of Bless Weapon (43 Charges) Backpack:
Alchemist's Fire
Defoliant 2x Vermin Repellent Kitumu's Ire Still Gut Smoked Goggles Swarmbane Clasp Tanglefoot Bag Soul Stimulant Paladin's kit (w./ 3 less torchs) 19x Candles Candlestick 4x Tinder Twig Whetstone Cork vest Roperunner 2x Grappling arrow (Crossbow bolt ver.) Pathfinder Chronicle (Religion, 50gp ver.) Fellowship Film Healer's kits Slippers of Scamperling XP: 29
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