*ACP applies to these skills
Non-Standard Skill Bonuses
+1 to Knowledge (Nobility)
+2 to Knowledge (Religion)
Languages Common
Special Abilities:
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SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Reactionary: +2 trait bonus to initiative checks.
Child of the Temple: +1 to Knowledge (Nobility) & Knowledge (Religion) and Knowledge (Religion) is always a class skill.
Undead Crusader: You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with two types of armor (medium and light), and with shields (except tower shields).
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 2/day: 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 Cha 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.
Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (2d6) (4/4): 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.
Shared Precision: At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Sickened): 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. (The target is no longer sickened.)
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.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. 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.
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Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 52.25 lb.
Headband of Charisma
Belt of Dexterity
Ring of Protection
Bracers of Falcon's Eye
Undead Bane Composite Longbow (verrryyy far off, I imagine)
Spells/Powers:
1st level (DC13): 1/day Sun Metal
Lay On Hands (2d6): 5/day
Smite Evil (+2 to attack; +4 to damage (x2 against undead, evil dragons, and evil outsiders) : 2/day
Background:
As a child, Malera never knew her parents as they died to a horrible plague spreading throughout her town. Thus, she was sent to the local orphanage where she was constantly bullied for being rather weak and extremely passive. She would always acquiesce to her bully's demands and would rather run and hide than stand and fight. One day, she couldn't take any more of the pain that she'd endure from the kids and did what she did best: run away. She gathered all of the supplies she could and began a trek across the desert, desperately hoping she'd find another town in which she could live. However, her hopes were dashed as she quickly lost track of where she was, and with no civilization in sight, she quickly ran out of water and food and was on the brink of death in the blazing sun.
A wandering priest of the Dawnflower found her in the middle of the desert, a man named Pudir Alamsa. He was returning to his hometown and temple after a long trek and ran into Malera's half-dead body. He quickly healed her, fed her and gave her water and brought her back to his temple of Sarenrae. Ever since then, Malera looked up to this man as a father figure, and they quickly grew rather close. He always said that she was a miracle gifted to him by Sarenrae herself, and he knew she was destined for great things. Wanting to live up to his expectation, Malera dedicated her life to Sarenrae's teachings and trained under the temple's guidance in being a warrior of the Dawnflower. While Malera is pure-hearted, a majority of her motivation for her training was that she always wanted to win the approval of Pudir, her new father figure, and wanted to believe she was more than just the weakling child she once was.
As the years went by and her training intensified, she decided to trek out with Pudir, wanting to put her skills to the test with him in cleansing a nearby temple which had fallen to some undead. They managed to quickly dispatch a majority of the cretins together, but she was caught off-guard and almost killed by a hidden ghoul. However, Pudir stepped in on-time to protect her, but ended up sacrificing his own life to do so. The undead threat was gone, but Malera remembered sobbing over his dying body as he bid her to continue her journey towards the light of Sarenrae, and that he truly always believed in her.
After this encounter, Malera began to train even harder to avenge the death of her father-figure and gained an new-found hatred of all undead. She studied hard on ways to take them down, and spent a lot of time cleansing places of the monsters.
It was at this point in time when Wati announced they would allow adventuring parties to explore the Necropolis that she immediately knew her purpose had led her here for this. She quickly traveled to Wati and joined with a party that would have her, but after becoming quick friends and bonding with them, they all ended up dying, leaving her the only survivor once more. After this, she knew she wanted to continue her mission of removing the undead threat in the Necropolis and exploring these ancient tombs, but after failing to protect her previous party, she's even more determined to protect her new companions, even if self-doubt is starting to plague her.
Appearance and Personality:
Malera is a beautiful native Osiriani woman of the young age of 23. She has bronze skin that has seen the sun many days of her life, and long, flowing brown hair and brown eyes. She likes to wear the minimal amount of clothing needed, but may embellish herself from time to time when she needs to look good.
A stout believer in the Dawnflower and her tenants, Malera strives for perfection each day, although she can be quite clumsy sometimes. While her intentions are pure, she may sometimes come off as over-zealous, but in the end, she cares most for her companions and will protect them no matter what. While Malera is mostly upbeat and positive, there are some moments where she questions her choices in life and whether or not she is really up to the task of being a paladin of Sarenrae. At the moment, she wants to prove to herself and her Goddess that she has what it takes to be the light in the darkness, even if some self-doubt eats at her. She has begun to hate the undead with a searing passion as well, and will move to eliminate its existence one by one.