Lay on Hands 18/day, 9d6 healing.
Channel Energy 12/day, 6d6 healing, exclude 9 targets
Healers Hands 13/day, 14 healing, +13 if beating DC 30 Heal Check
Smite Evil 3/day.
Weapon Bond 3/day(can use Lay on Hands charge to activate when out of uses)
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Defense
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AC 29 10+1(Dex)+12(Armor)+5(Shield)+1(Deflection), ACP = -6
hp 130 = 10(Class)+1d10(Class)*13+3(Con)*14
Fort 24 , Ref 18 , Will 20
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Offense
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Speed 30 ft MELEE +4 Adamantine Longsword +20/+15/+10 1d10+9(17-20/x2) Weapon Bond Active(Example +1 Holy): MELEE +5 Holy Adamantine Longsword +21/+16/+11 1d10+9+2d6(17-20/x2) Smiting MELEE +4 Adamantine Longsword +29/+24/+19 1d10+23(17-20/x2) Weapon Bond Active Smiting(Example Haste)MELEE +4 Adamantine Longsword +30/+30/+25/+20 1d10+23(17-20/x2)
12 rounds per day: + Nanite Strike: Poison—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 points of Constitution damage and 1d2 points of Strength damage; cure 2 saves).
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Statistics
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Str 16, Dex 14, Con 16, Int 12, Wis 8, Cha 28
Base Atk +14; CMB +17; CMD 29
Languages: Common + ?
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Special Abilities
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Healing:
Lay on Hands 18/day, 9d6 healing.
Channel Energy 12/day, 6d6 healing, exclude 9 targets
Healers Hands 13/day, 14 healing, +13 if beating DC 30 Heal Check
1/day Nanite Resurgence (Ex), when reduced to 25% HP, get benefit of resurgent transformation.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Belt - Belt of Physical Perfection +2
Head - nothing
Body - nothing
Headband - Headband of Alluring Charisma +6
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - Cloak of Resistance +3
Feet - Boots of Striding and Springing
Wrists - Bracers of the Merciful Knight
Hand - nothing
Ring - Ring of Protection +1
Ring - nothing
Slotless - nothing
140k
16k Belt of Physical Perfection +2
36k Headband of Alluring Charisma +6
15,6k Bracers of the Merciful Knight
35k +4 Adamantine Weapon
9k +3 armor
9k +3 shield
9k Cloak of Resistance +3
2k Ring of Protection +1
5,5k Boots of Striding and Springing
1.5k Full Plate
138.6k
=====Traits=====
Campaign:
Warded against Witchery (Campaign)
Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
Benefit: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Called (Faith)
Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness.
Benefit: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
=====Ability Scores=====:
STR 14=14(Buy)
DEX 12=12(Buy)
CON 14=14(Buy)
INT 12=12(Buy)
WIS 8=7(Buy)+1(Level 4)
CHA 22=16(Buy)+2(Race)+2(Campaign)+1(Level 8)+1(Level 12)