About EpikEpik
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
13th Level StATS:
Epik Human paladin (oath against fiends) 13 (Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +1; Senses Perception +13 Aura courage (10 ft.), justice (10 ft.) -------------------- Defense -------------------- AC 25, touch 14, flat-footed 24 (+11 armor, +3 deflection, +1 Dex) hp 150 (13d10+52) Fort +21, Ref +15, Will +18 Defensive Abilities fortification 25%; Immune disease, fear; Resist cold 10 -------------------- Offense -------------------- Speed 20 ft. (10 ft. in armor) Melee +1 adamantine greatsword +19/+14/+9 (2d6+7/19-20) Ranged composite longbow +14/+9/+4 (1d8/×3) Special Attacks channel positive energy 9/day (DC 23, 7d6), smite evil 5/day (+7 attack and AC, +13 damage) Paladin Spell-Like Abilities (CL 13th; concentration +20) . . At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 10th; concentration +17) . . 4th—holy sword . . 3rd—blade of bright victory[UM] (DC 20), good hope, magic circle against evil . . 2nd—holy javelin, communal protection from evil[UC], resist energy, resist energy . . 1st—bless, divine favor, divine favor, lesser restoration, lesser restoration -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 25 Base Atk +13; CMB +17; CMD 31 Feats Bleeding Critical, Critical Focus, Extra Lay on Hands, Extra Lay on Hands, Extra Lay on Hands, Furious Focus[APG], Power Attack, Weapon Focus (greatsword) Skills Acrobatics -5 (-13 to jump), Bluff +8, Diplomacy +20, Heal +4, Intimidate +13, Perception +13, Sense Motive +11 Languages Common SQ anchoring aura, divine bond (weapon +3, 3/day), holy vessel, lay on hands 19/day (6d6), mercies (diseased, paralyzed, shaken) Combat Gear potion of see invisibility, potion of shield of faith, potion of water breathing; Other Gear +2 light fortification full plate, +1 adamantine greatsword, composite longbow, belt of physical might +2 (Str, Con), boots of striding and springing, cloak of resistance +3, headband of alluring charisma +4, minor ring of cold resistance, ring of protection +3, 31,475 gp -------------------- Special Abilities -------------------- Anchoring Aura (DC 23) (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 Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min. Bleeding Critical Critical Hits deal 2d6 bleed damage. Critical Focus +4 to confirm critical hits. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +3, 13 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Fortification 25% You have a chance to negate critical hits on attacks. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. 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 spel Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (6d6 hit points, 19/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 7d6 (9/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Smite Evil (5/day) (Su) +7 to hit, +13 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
12th Level Stats:
Epik Human paladin (oath against fiends) 12 (Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +1; Senses Perception +12 Aura courage (10 ft.), justice (10 ft.) -------------------- Defense -------------------- AC 25, touch 14, flat-footed 24 (+11 armor, +3 deflection, +1 Dex) hp 141 (12d10+48) Fort +21, Ref +15, Will +18 Defensive Abilities fortification 25%; Immune disease, fear; Resist cold 10 -------------------- Offense -------------------- Speed 20 ft. (10 ft. in armor) Melee +1 adamantine greatsword +18/+13/+8 (2d6+7/19-20) Ranged composite longbow +13/+8/+3 (1d8/×3) Special Attacks channel positive energy 9/day (DC 23, 6d6), smite evil 4/day (+7 attack and AC, +12 damage) Paladin Spell-Like Abilities (CL 12th; concentration +19) . . At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 9th; concentration +16) . . 3rd—blade of bright victory[UM] (DC 20), good hope, magic circle against evil . . 2nd—holy javelin, communal protection from evil[UC], resist energy, resist energy . . 1st—divine favor, divine favor, lesser restoration, lesser restoration -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 25 Base Atk +12; CMB +16; CMD 30 Feats Critical Focus, Extra Lay on Hands, Extra Lay on Hands, Extra Lay on Hands, Furious Focus[APG], Power Attack, Weapon Focus (greatsword) Skills Acrobatics -5 (-13 to jump), Bluff +8, Diplomacy +19, Heal +4, Intimidate +13, Perception +12, Sense Motive +10 Languages Common SQ anchoring aura, divine bond (weapon +3, 2/day), holy vessel, lay on hands 19/day (6d6), mercies (diseased, paralyzed, shaken) Combat Gear potion of see invisibility, potion of shield of faith, potion of water breathing; Other Gear +2 light fortification full plate, +1 adamantine greatsword, composite longbow, belt of physical might +2 (Str, Con), boots of striding and springing, cloak of resistance +3, headband of alluring charisma +4, minor ring of cold resistance, ring of protection +3, 31,475 gp -------------------- Special Abilities -------------------- Anchoring Aura (DC 23) (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 Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min. Critical Focus +4 to confirm critical hits. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Fortification 25% You have a chance to negate critical hits on attacks. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. 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 spel Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (6d6 hit points, 19/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 6d6 (9/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Smite Evil (4/day) (Su) +7 to hit, +12 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
11th level stats:
Epik Human paladin (oath against fiends) 11 (Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +1; Senses Perception +11 Aura courage (10 ft.), justice (10 ft.) -------------------- Defense -------------------- AC 25, touch 14, flat-footed 24 (+11 armor, +3 deflection, +1 Dex) hp 129 (11d10+44) Fort +20, Ref +14, Will +17 Defensive Abilities fortification 25%; Immune disease, fear; Resist cold 10 -------------------- Offense -------------------- Speed 20 ft. (10 ft. in armor) Melee +1 adamantine greatsword +17/+12/+7 (2d6+7/19-20) Ranged composite longbow +12/+7/+2 (1d8/×3) Special Attacks channel positive energy 9/day (DC 22, 6d6), smite evil 4/day (+7 attack and AC, +11 damage) Paladin Spell-Like Abilities (CL 11th; concentration +18) . . At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 8th; concentration +15) . . 3rd—blade of bright victory[UM] (DC 20), good hope, magic circle against evil . . 2nd—communal protection from evil[UC], resist energy, resist energy . . 1st—divine favor, divine favor, lesser restoration, lesser restoration -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 24 Base Atk +11; CMB +15; CMD 29 Feats Critical Focus, Extra Lay on Hands, Extra Lay on Hands, Extra Lay on Hands, Furious Focus[APG], Power Attack, Weapon Focus (greatsword) Skills Acrobatics -5 (-13 to jump), Bluff +8, Diplomacy +18, Heal +4, Intimidate +13, Perception +11, Sense Motive +9 Languages Common SQ anchoring aura, divine bond (weapon +3, 2/day), holy vessel, lay on hands 18/day (5d6), mercies (diseased, shaken) Combat Gear potion of see invisibility, potion of shield of faith, potion of water breathing; Other Gear +2 light fortification full plate, +1 adamantine greatsword, composite longbow, belt of physical might +2 (Str, Con), boots of striding and springing, cloak of resistance +3, headband of alluring charisma +4, minor ring of cold resistance, ring of protection +3, 31,475 gp -------------------- Special Abilities -------------------- Anchoring Aura (DC 22) (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 Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min. Critical Focus +4 to confirm critical hits. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Fortification 25% You have a chance to negate critical hits on attacks. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. 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 spel Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (5d6 hit points, 18/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 6d6 (9/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Smite Evil (4/day) (Su) +7 to hit, +11 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
10th Level Stat Block:
Epik Human paladin (oath against fiends) 10 (Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +1; Senses Perception +10 -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 116 (10d10+40) Fort +17, Ref +11, Will +14 Immune disease, fear -------------------- Offense -------------------- Speed 20 ft. Melee +1 adamantine greatsword +16/+11 (2d6+7/19-20) Ranged composite longbow +11/+6 (1d8+3/×3) Special Attacks channel positive energy 9/day (DC 22, 5d6), smite evil Spell-Like Abilities (CL 10th; concentration +17) At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 7th; concentration +14): 3rd—good hope x2 2nd—communal protection from evil{super}UC{/super}, communal protection from evil{super}UC{/super}, resist energy 1st—divine favor, lesser restoration x3 -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 24 Base Atk +10; CMB +14; CMD 25 Feats Critical Focus, Extra Lay On Hands, Extra Lay On Hands, Extra Lay On Hands, Power Attack, Weapon Focus (greatsword) Skills Bluff +8, Diplomacy +17, Heal +4, Intimidate +12, Perception +10, Sense Motive +9 Languages Common SQ anchoring aura, aura of courage, aura of good, divine bond (weapon [2/day] 2/day), holy vessel, lay on hands, mercy (mercy [diseased], mercy [shaken]) Other Gear +1 full plate, +1 adamantine greatsword, composite longbow, belt of physical might +2 (Str, Con), headband of alluring charisma +4, 150 gp -------------------- Special Abilities -------------------- Anchoring Aura (DC 22) (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 Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear. Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Critical Focus +4 to confirm critical hits. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +2, 10 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. 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 spel Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (5d6, 18/day) (Su) You can heal 5d6 damage, 18/day Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 5d6 (9/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Smite Evil (4/day) (Su) +7 to hit, +10 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
9th Level Stat Block:
Epik Human paladin (oath against fiends) 9 (Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +1; Senses Perception +9 -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 102 (9d10+36) Fort +16, Ref +11, Will +13 Immune disease, fear -------------------- Offense -------------------- Speed 20 ft. Melee +1 adamantine greatsword +15/+10 (2d6+7/19-20) Ranged composite longbow +10/+5 (1d8+3/×3) Special Attacks channel positive energy 8/day (DC 21, 5d6), smite evil Spell-Like Abilities (CL 9th; concentration +16) At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 6th; concentration +13): 2nd—bull's strength, bull's strength, bull's strength 1st—divine favor, divine favor, divine favor, lesser restoration -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 24 Base Atk +9; CMB +13; CMD 24 Feats Critical Focus, Extra Lay On Hands, Extra Lay On Hands, Extra Lay On Hands, Power Attack, Weapon Focus (greatsword) Skills Bluff +8, Diplomacy +16, Heal +4, Intimidate +11, Perception +9, Sense Motive +9 Languages Common SQ anchoring aura, aura of courage, aura of good, divine bond (weapon [2/day] 2/day), holy vessel, lay on hands, mercy (mercy [diseased], mercy [shaken]) Other Gear +1 full plate, +1 adamantine greatsword, composite longbow, belt of physical might +2 (Str, Con), headband of alluring charisma +4, 150 gp -------------------- Special Abilities -------------------- Anchoring Aura (DC 21) (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 Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear. Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Critical Focus +4 to confirm critical hits. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. 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 spel Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (4d6, 17/day) (Su) You can heal 4d6 damage, 17/day Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 5d6 (8/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Smite Evil (3/day) (Su) +7 to hit, +9 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
8th Level Stat Block:
Epik Human Paladin (Oath against Fiends) 8 LG Medium humanoid (human) Init +1; Senses Perception +6 -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 88 (8d10+32) Fort +16, Ref +10, Will +13 Immune disease, fear -------------------- Offense -------------------- Speed 20 ft. Melee +1 adamantine greatsword +14/+9 (2d6+7/19-20) Ranged composite longbow +9/+4 (1d8+3/×3) Special Attacks channel positive energy 8/day (DC 21, 4d6), smite evil Spell-Like Abilities (CL 8th; concentration +15) At will—detect evil Paladin (Oath against Fiends) Spells Prepared (CL 5th; concentration +12): 2nd—bull's strength, bull's strength, bull's strength 1st—divine favor, divine favor, divine favor -------------------- Statistics -------------------- Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 24 Base Atk +8; CMB +12; CMD 23 Feats Extra Lay on Hands, Extra Lay on Hands, Extra Lay on Hands, Power Attack, Weapon Focus (greatsword) Skills Bluff +8, Diplomacy +16, Heal +4, Intimidate +11, Perception +6, Sense Motive +9 Languages Common SQ anchoring aura, aura of courage, aura of good, divine bonds (weapon +2, 1/day), lay on hands, mercies (mercy [diseased], mercy [shaken]) Other Gear +1 full plate, +1 adamantine greatsword, composite longbow, belt of physical might (str & con +2), headband of alluring charisma +4 -------------------- Special Abilities -------------------- Anchoring Aura (DC 21) (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 Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear. Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +2) (8 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (4d6) (17/day) (Su) You can heal 4d6 +8 damage, 17/day Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Paladin Channel Positive Energy 4d6 (8/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Smite Evil (3/day) (Su) +7 to hit, +8 to damage, +7 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
7th Level Stat Block:
Epik Male human paladin 7 LG Medium humanoid (human) Init +1; Senses Perception +3 Aura aura of courage, aura of good DEFENSE AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
OFFENSE
Feats Extra Lay On Hands (3x), Power Attack, Weapon Focus (Longsword) Skills Acrobatics -4, Acrobatics (Jump) -8, Appraise +0, Bluff +8, Climb -2, Craft (Untrained) +0, Diplomacy +13, Disguise +4, Escape Artist -4, Fly -4, Heal +4, Intimidate +8, Perception +3, Perform (Untrained) +4, Ride -4, Sense Motive +9, Stealth -4, Survival +0, Swim -2 Languages Common
SPECIAL ABILITIES Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead. Aura of Good (Ex) You project a strong good aura. Bonus Feat Humans select one extra feat at 1st level. Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 7 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability. Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range. Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 7. Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot. Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 13 times per day. With one use of this ability, you can heal 3d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage. Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 3 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +7 to all damage rolls made against the target of your 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 +14. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability. 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).
Background:
Eivol "Epik" Aegeous has dedicated his life to serving the church and destroying evil. He has forsworn all worldly material wealth and lives a life of austere discipline devoted to strengthening his faith. Epik perseveres over all challenges though iron will power and a single minded focus to serve his god or die trying. Epik's life has been a single continuous quest to vanquish the diabolic, demonic, undead and anarchic elements that corrupt the world. Epik is the epitome of militant religious zealotry. He is utterly devoted to the eradication of chaos and the thwarting of evil. Epik has pledged his life to the preservation of the rule of Law. Named Eivol by his missionary parents, after a prominent saint, he would later earn the moniker of Epik for his daring and fearless crusades against the rival gangs of his neighborhood. Epik would begin his training early as a street vigilante in the service of the clergy of his church - dedicated to punishing the pagan infidels of the frontier city that his parents hoped to convert.
Appearance:
Tall, athletic, dark complexion, shoulder length blond hair, full beard, piercing blue eyes and heavily tattooed with religious insignia. Epik is a physically powerful fighter whom possesses a large, muscled fame that is both athletic and durable. He possesses little formal education and generally frowns upon overthinking a problem. Epik sees the world as black and white where the forces of good and evil battle for supremacy and he is the arbiter of virtue. Epik has been trained as an officer in the military and is a natural leader of men.
Personality:
Dark, somber, pious, loyal, and utterly dedicated to the eradication of evil. Level Progression:
Feat progression:
Dice script:
[dice=Attack]1d20+16[/dice] [dice=Damage]2d6+7[/dice] [dice=Attack]1d20+10[/dice] [dice=Damage]2d6+7[/dice] [dice=Power Attack] 1d20 + 17 - 3 +7[/dice]
[dice=Power Attack] 1d20 + 12 - 3 +7[/dice]
[dice=Power Attack] 1d20 + 7 - 3 +7[/dice]
Round 4 Epik heals himself as a swift action. [dice=LoH]5d6+7[/dice] [dice=Power Attack] 1d20 + 17 + 1 + 7 - 3 [/dice]
[dice=Power Attack] 1d20 + 12 + 1 + 7 - 3 [/dice]
[dice=Power Attack] 1d20 + 7 + 1 + 7 - 3 [/dice]
Effects: smite evil, divine bond - holy, power attack [dice=Power Attack] 1d20 + 17 + 7 - 3 [/dice]
[dice=Power Attack] 1d20 + 12 + 7 - 3 [/dice]
[dice=Power Attack] 1d20 + 7 + 7 - 3 [/dice]
Smite, Bow:
[dice=Attack] 1d20 + 7 + 7[/dice]
[dice=Attack] 1d20 + 2 + 7[/dice]
Effects: smite evil, divine bond - holy, power attack. stoneskin, protection vs. evil Normal power attack without smite or bond [dice=Power Attack] 1d20 + 17 - 3 [/dice]
[dice=Power Attack] 1d20 + 12 - 3 [/dice]
[dice=Power Attack] 1d20 + 7 - 3 [/dice]
Normal attack - no power attack. [dice=LoH]5d6+7[/dice] [dice=Power Attack] 1d20 + 17 [/dice]
[dice=Power Attack] 1d20 + 12 [/dice]
[dice=Power Attack] 1d20 + 7 [/dice]
[dice=Attack, Bow]1d20+12+7[/dice]; smite evil
Epik heals himself and then power attacks the woman. Effects: divine bond - holy, power attack, haste [dice=LoH] 5d6 + 7 [/dice] [dice=Power Attack] 1d20 + 17 - 3 [/dice]
[dice=Power Attack] 1d20 + 17 - 3 [/dice]; haste
[dice=Power Attack] 1d20 + 12 - 3[/dice]
[dice=Power Attack] 1d20 + 7 - 3 [/dice]
[dice=Reflex]1d20+14[/dice] Epik smites evil on the blue duke, steps toward him, and power attacks. Effects: Prayer, Good Hope, Power Attack, Smite Evil. [dice=Power Attack] 1d20 + 18 - 3 +7+3[/dice]
[dice=Power Attack] 1d20 + 13 - 3 +7+3[/dice]
[dice=Power Attack] 1d20 + 8 - 3 +7+3[/dice]
[dice=Fort]1d20+20+2[/dice] Epik doesn't have any additional modifiers on his AC. Epik heals himself and then power attacks the devil from a prone position. [dice=LoH] 6d6 + 7 [/dice] Effects: Prone, Smite Evil (+7 AC), Fatigued, Prayer, Good Hope, Power Attack, +2 divine bond - holy. [dice=Power Attack] 1d20 + 18 - 3+3+2 -1 -4+7[/dice]
[dice=Power Attack] 1d20 + 13 - 3+3+2 -1 -4+7[/dice]
[dice=Power Attack] 1d20 + 8 - 3+3+2 -1-4+7[/dice]
Epik drops his sword, draws his bow, smites Thirifane and fires an arrow at her. Effects: Smite Evil (+7 AC), Fatigued, Good Hope, +2 divine bond - holy. [dice=Attack, Bow]1d20+13+7+2-1[/dice]; smite evil
Epik fires at Thirifane's last position before she disappeared. Effects: Smite Evil (+7 AC), Fatigued, Good Hope, +2 divine bond - holy. [dice=Attack, Bow]1d20+13+7+2-1[/dice]; smite evil
[dice=Attack, Bow]1d20+8+7+2-1[/dice]; smite evil
[dice=Attack, Bow]1d20+3+7+2-1[/dice]; smite evil
[dice=Power Attack] 1d20 + 19 [/dice]
[dice=Power Attack] 1d20 + 9 [/dice]
[dice=Power Attack] 1d20 + 4 [/dice]
13th Level power attack and smite [dice=Power Attack] 1d20 + 19 -4+7[/dice]
[dice=Power Attack] 1d20 + 9 -4+7[/dice]
[dice=Power Attack] 1d20 + 4 -4+7[/dice]
Epik drops his sword, draws his bow and fires once on the beholder. [dice=Attack, Bow]1d20+14+7[/dice]; smite evil
Loot:
Epik will actually claim the +2 full plate of light fortification off of the loot list and will then pay to have it upgraded to +3. He will sell his current +1 full plate. He will also claim the following:
From the loot spreadsheet it looks like the total value is ~238K gp. Our claimed items remove about 54K gp of value. The split per person is then (238-54)/6 = ~30K gp per person. +1 keen frost shortsword
5x Split: 21,270 gp
script:
[dice=Fort]1d20+21[/dice] [dice=Fort]1d20+21[/dice] Epik heals himself and attacks the agent. [dice=LoH] 6d6 + 7 [/dice] [dice=Attack] 1d20 + 19 [/dice]
[dice=Attack] 1d20 + 9 [/dice]
[dice=Attack] 1d20 + 4 [/dice]
[dice=Attack, Bow]1d20+15+7[/dice]; smite evil
Gritting his teeth, Epik attacks the dragon with righteous fury. [dice=Fort]1d20+20[/dice]; smoke [dice=Attack] 1d20 + 19 + 7 + 4 [/dice]
[dice=Haste Attack] 1d20 + 19 + 7 + 4 [/dice]
[dice=Attack] 1d20 + 9 + 7 + 4 [/dice]
[dice=Attack] 1d20 + 4 + 7 + 4 [/dice]
|