Classes/Levels |
human paladin 6, Init +2; Senses Perception +2, Aura courage (10 ft.), AC 22 w/ shield (19w/o), touch 12, flat-footed 20 (17) (+7 armor, +3 shield, +2 Dex), hp 62 (6d10+18), Fort +10, Ref +7, Will +10, Immune disease, fear |
About Myrick of Muir
myrick
Male human paladin 6
LG Medium humanoid (human)
Init +2; Senses Perception +2
Aura courage (10 ft.)
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 62 (6d10+18)
Fort +10, Ref +7, Will +10
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +9/+4 (1d10+4/19-20) or
cestus +8/+3 (1d4+2/19-20)
dagger+8/+3 (1d4+2/19-20)
Ranged mwk composite longbow +7/+2 (1d8+2/×3)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +6)
1st—fallback strategy, veil of heaven[ARG] (DC 14)
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Statistics
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Str 15, Dex 14, Con 14, Int 10, Wis 14, Cha 16
Base Atk +6; CMB +8; CMD 20
Feats Blind-fight, Exotic Weapon Proficiency (bastard sword), Power Attack, Quick Draw
Traits armor expert, sacred touch
Skills Acrobatics +3 (-1 to jump), Climb +3, Diplomacy +7, Disable Device +1, Handle Animal +7, Heal +10, Knowledge (nobility) +4, Knowledge (religion) +5, Profession (engineer) +6, Ride +4, Sense Motive +6, Spellcraft +4, Swim +1
Languages Common, Draconic
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (3d6), mercies (diseased, sickened)
Combat Gear potion of cure light wounds (3), alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), caltrops, healer's kit, smelling salts[APG], soothe syrup[APG] (2); Other Gear +1 agile breastplate[APG], +1 spiked heavy paueliel quick draw and throwing shield, +1 bastard sword, cestus[APG], mwk composite longbow (+3 Str), muleback cords[APG], adamantine wire saw[UE], bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), ink (2), inkpen (2), journal[UE] (2), measuring cord (10 ft.) (2), mess kit[UE], mirror, paper (10), piton (10), pot, powder[APG] (2), scroll case, soap, thieves' tools, torch (10), trail rations (5), waterskin, 87 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blind-Fight Re-roll misses because of concealment, other benefits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 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 (3d6 hit points, 6/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 (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
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Oath of Vengeance
While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven’s most definitive and implacable judgment.
Channel Wrath (Su)
When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.
This ability replaces channel positive energy.
Powerful Justice (Su)
At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin’s bonus to damage, not her smite’s attack bonus or ability to bypass DR.
This ability replaces aura of justice.
Code of Conduct: Never let lesser evils distract you from your pursuit of just vengeance.
Oath Spells
1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order’s wrath.