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About Lady Ziera WyvernroseLady Ziera Wyvernrose
Footman/Maid
Magic gear: Ioun Torch, Headband of Alluring Charisma[+2], Sleeves of Many Garments
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su)
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)
Lay On Hands (Su)
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 (Su)
Divine Health (Ex)
Mercy (Su)
Channel Positive Energy (Su)
Spells
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Divine Bond (Sp)
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. The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6. In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures. A Medium paladin can select an elkPPC:WO, giant seahorsePPC:WO, giraffePPC:WO, yakPZO1140 or zebraPZO1140 as a bonded mount. A Small paladin can select an antelopePPC:WO, capybaraPZO1140, eohippusPZO1140, giant weaselPPC:WO, ramPPC:WO, reindeerPZO1140, stagPPC:WO, or wolfdogPZO1140 as a bonded mount. The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount. Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11. Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Animal Companion Feats and Archetypes
The archetypes are listed here followed by the feats. History/Background:
During this time she experienced a variety of lovers seeking to find whether her true love was around. Unfortunately, she didn’t have any real connection. She did manage to get a maid/footman named Festia Tappo, which she hired from one of her lovers. Festia, however, has become a valuable asset to her. So much Ziera has given her a variety of things to help her out. Secretly she wants to train her to become something more than a footman/maid and into more of a second. Still, she enjoys her company. Eventually Zeira tired of her small Manor at Ridonport she left it with Festia and sending her parents a note that she left Ridonport to seek adventure. During this time she Adventured with a group styling themselves as the Melodic Minstrels, which everyone in the group played an instrument, danced or sang. This group was led by an Inquisitor of Shelyn named Bartrum. Here her and Bartrum managed to wrinkle her resolve and the two Shelynites began to argue over doctrine. In the end, the two parted ways, Zeira heading off to find a different group while Bartrum and the Melodic Minstrels did their own. Zeira regrets how she ended her relationship with not only The Minstrels’ but especially Bartrum as Shelynites are never suppose to sew hate for one another. She wrestles with this constantly as she meditates on the world of her goddess and when she seeks solace in the melodic prayers. Still, the young woman has traveled far heading through Andoran, and heading north to see what is in store for her she has made her way into the small frontier of Falcons’ Hollow. Her and Fiesta both exotic wonder what is next in there journey. |