Female Human (Keleshite) Bard (Dawnflower Dervish) 1/Paladin 8
LG Medium humanoid (human)
Init +4;
Senses Perception +5
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Defense
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AC 26, touch 15, flat-footed 22 (+9 armor, +4 Dex, +2 natural, +1 deflection)
hp 74 (8d10+1d8+17)
Fort +14,
Ref +15,
Will +15
Immune charm, disease, fear
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Offense
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Speed 30 ft.
Melee +2 scimitar +14/+9 (1d6+6/15-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage, channel positive energy 5/day (DC 20, 4d6), smite evil
Spell-Like Abilities (CL 9th; concentration +15)
. . At will—
detect evil
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +7):
1st (3/day)—
expeditious retreat, grease
0 (at will)—
light, open/close (DC 16), prestidigitation, read magic
Paladin Spells Prepared (CL 5th; concentration +11):
2nd—
litany of defense (2), righteous vigor (DC 18)
1st—
bless weapon, divine favor, lesser restoration
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Statistics
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Str 10,
Dex 18,
Con 12,
Int 13,
Wis 10,
Cha 22
Base Atk +8;
CMB +12;
CMD 23
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dervish Dance, Improved Critical (scimitar), Piranha Strike, Weapon Finesse
Traits ambassador, sacred touch
Skills Acrobatics +10, Climb +4, Diplomacy +20, Handle Animal +10, Heal +12, Knowledge (religion) +10, Perception +5, Perform (dance) +12, Perform (sing) +13, Stealth +7
Languages Celestial, Common, Kelish
SQ aura of courage, aura of good, aura of resolve, battle dance, divine bonds (weapon +2, 1/day), lay on hands, mercies (mercy [diseased], mercy [fatigued])
Combat Gear dawnflower sash;
Other Gear +3 mithral agile breastplate, +2 scimitar, amulet of natural armor +2, belt of incredible dexterity +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 2,785 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
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.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but thes
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dawnflower sash This long strip of red Qadiran fabric is wrapped around the wearer's waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.
If Sarenrae is the wearer's patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to -1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.
Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
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 Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (10/day) (Su) You can heal 4d6 damage, 10/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 (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (5/day) (DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (3/day) (Su) +6 to hit, +8 to damage, +6 deflection bonus to AC when used.