| Full Name |
Palanthus |
| Race |
Aasimar |
| Classes/Levels |
Paladin 5 |
| Gender |
M |
| Size |
M |
| Alignment |
LG |
| Deity |
Iomedae |
| Languages |
Celestial, Common |
| Strength |
14 |
| Dexterity |
19 |
| Constitution |
10 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
16 |
About Palanthus
Palanthus
Male azata-blooded aasimar (musetouched) paladin (oath of vengeance) 5 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
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Defense
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AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 39 (5d10+5)
Fort +7, Ref +8, Will +8
Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk cold iron longsword +8 (1d8+2/19-20)
Ranged +2 adaptive composite longbow +11 (1d8+4/×3)
Special Attacks smite evil 2/day (+3 attack and AC, +5 damage)
Spell-Like Abilities (CL 5th; concentration +8)
1/day—glitterdust (DC 15)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 2nd; concentration +5)
1st—bless weapon, protection from evil
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Statistics
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Str 14, Dex 19, Con 10, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 22
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits a shining beacon, indomitable faith
Skills Diplomacy +5, Heal +4, Knowledge (planes) +1, Knowledge (religion) +4, Perception +2, Stealth +13; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ channel wrath, divine bond (weapon +1, 1/day), lay on hands 5/day (2d6), mercy (fatigued)
Other Gear +2 chain shirt, +2 adaptive composite longbow (+6 Str), mwk cold iron longsword, amulet of natural armor +1, cloak of elvenkind, handy haversack, ring of protection +1, 376 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.
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
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.