Pathfinder #64554-13
Paladin
LG Medium Humanoid (Human)
XP 5 Fame 8 Current PP 4
Initiative+2; Senses Perception -1
----------------------------------
Defense
----------------------------------
AC 21, touch 11, flat-footed 20 (+9 armor, +1 shield, +1 Dex)
HP 20 (2d10+4)
Fort+6, Ref+4, Will +4
----------------------------------
Offense
----------------------------------
Speed 20 ft.
Melee mwk. longsword +7 (1d8+4/19/x2) or
mwk. small cold-iron spiked shield +7 (1d4+2/x2) or
longsword +5 (1d8+4) and small spiked shield +5 (1d4+2)
Ranged longbow +4 (1d8/x3)
Special Offense: Two-Weapon Fighting
----------------------------------
Statistics
----------------------------------
Str 18, Dex 15, Con 13, Int 7, Wis 8, Cha 15
Base Attack +2; CMB +6; CMD 18
Feats Two-Weapon Fighting, Improved Shield Bash
Skills Acrobatics -3
Appraise -1
Bluff +2
Climb -1
Craft -1
Diplomacy +7 [2]
Disguise +2
Escape Artist -3
Fly -3
Heal -1
Intimidate +2
Perception -1
Perform +2
Ride -3
Sense Motive +4 [2]
Stealth -3
Survival -1
Swim -2
Traits Beneficent Touch, Indomitable Faith
Languages Common
SQ Aura of Good, Detect Evil, Smite Evil
Gear mwk. longsword, full plate, mwk. light cold-iron mwk. spiked steel shield, longbow, 20 arrows, wand of cure light wounds, 315 gold
Mission Purchases:
----------------------------------
Special Abilities
----------------------------------
Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
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 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 (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.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Chronicle Boons:
River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods's local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the "Land Rush" Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked "A". You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.