Quiella's Paladin Oath
I will always speak the truth
I will never slay a harmless being
I will always keep my oaths
I will never leave an ally behind on the field of battle
I will always seek to correct injustice
I will never give up in the face of evil
Quiella "Hollysharp" of Durgil
Paladin of Erastil/Life Oracle 7/4
LG Small humanoid (gnome)
Init +1, addtl. +2 init vs. haunts; Senses Perc +0, SM -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt
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Defense
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AC 28, touch 13, flat-footed 27 (+13 armor, +1 DEX +2 natural armor +1 deflection +1 size) {+4 AC vs. giants}
HP 88/88 (1d10 base + 36 paladin + 20 oracle + 22 con)
Fort +16, Ref +12, Will +15; +2 vs. illusions, death, and haunts
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Offense
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Speed 15 ft.
Melee
[dice=Silvered Lucerne Hammer, power attack]1d20+17-3[/dice]
[dice=bludgeoning, silvered]1d10+7+9[/dice]
x2 critical (Brace, Reach, +2 Sunder vs. Med./Hvy. Armor)
[dice=+1 Holy Cold Iron Greatsword, power attack]1d20 + 17 - 3[/dice]
[dice=slashing, cold iron, good, magic]1d10 + 8 + 9[/dice] plus [dice=Holy]2d6[/dice]
19-20/x2 critical, extra 2d6 damage vs. evil
[Dice=Lance, charge, power attack]1d20+16+2-3[/dice]
[Dice=piercing]2d6+14+18[/dice]
x3 critical (Reach)
[dice=Armor Spikes, power attack]1d20+16-3[/dice]
[dice=piercing]1d4+5+6[/dice]
x2 critical
[dice=Cold Iron Spiked Gauntlet, power attack]1d20+16-3[/dice]
[dice=cold iron, piercing]1d3+5+6[/dice]
x2 critical
[dice=Silvered Spiked Gauntlet, power attack]1d20+16-3[/dice]
[dice=silver, piercing]1d3+4+6[/dice]
x2 critical
Ranged
[dice=Sling]1d20+11[/dice]
[dice=bludgeoning]1d3+5[/dice]
x2 critical, 50ft. range
[dice=Light Crossbow]1d20+11[/dice]
[dice=piercing]1d6[/dice]
19-20/x2 critical, 80ft. range
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities
Detect Evil (at will)
Divine Bond
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Statistics
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Str (20)
Dex 12
Con 14
Int 10
Wis 7
Cha (22)
Base Atk +10/+5; CMB +14; CMD 26
Feats
Fey Foundling: +2hp gained per die of healing
Power Attack: -3 attack for +6 damage (+9 for 2h weapons)
Greater Mercy: heal an additional 1d6 when no mercy is applicable
Skill Focus: Diplomacy
Boon Companion
Traits
Beneficent Touch (1/1)
Dangerously Curious
Favored Class Bonus
Gnome Paladin: +1/2 HP per level to Lay On Hands
Magic Gear
Wand (CLW 17/50 charges)
Wand (Shield 24/50 charges)
2xPotion of Jump,
Potion of ,
Scroll of Divine Favor (SPENT IN TEMPLE DUNGEON CRAWL)
Cloak of Resistance +2
Belt of giant strength +4
Pearl of Power
Amulet of Natural armor +2
Headband of Charisma +4
Ring of Protection +1
Mulberry cracked ioun Stone (bluff and diplomacy)
Pink and green cracked ioun Stone (use magic device)
+1 breastplate medium barding
o - scroll of Heroism
o - scroll of Heroism
Other Gear
backpack,
belt pouch,
50 ft. twine,
chalk,
bedroll,
3 torches,
3 trail rations,
waterskin,
50 ft. silk rope,
sack,
10 pitons,
Bell,
Candle,
Charcoal,
Fishhook,
Flint and Steel,
Parchment,
Sewing Needle,
Signal Whistle,
Tindertwig,
Oil,
Weapon Cord (Greatsword),
Weapon Cord (Lucerne Hammer),
Silent Whistle,
Vermin Repellent,
Grappling Arrow,
Grappling Bolt,
Magnet,
Powder,
Compass,
Spring-loaded wrist sheath,
military saddle
Lance
Prestige Point Buys
Wand of shield (2)
Wand of CLW (2)
Oil of Daylight (2)
Oracle archetype retraining (5) lost Psychic Searcher
Skill retraining (5) lost Knowledge, history to gain Handle Animal
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Special Abilities
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Gnome:
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Paladin:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): 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 (Su): 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 Charisma 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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): 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.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): 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.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Channel Positive Energy (Su): 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 presented in Spell Lists. 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.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount may come from the following list:
Small Paladins: Antelope, Boar, Capybara, Dog, Eohippus, Pony, Ram, Reindeer, Stag, Weasel, Giant, Wolfdog
This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
Oracle:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Life Mystery
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse.
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
My Boons:
TODO
Bot Me!:
TODO
Scenario Wishlist:
5-10 Where Mammoths Dare Not Tread
5-25 Vengeance at Sundered Crag
7-04 The Ironbound Schism
4-26 The Waking Rune
Scenario History:
#4-01 Rise of the Goblin Guild (1xp, 2pp, 520gp, 20gp day job)
#4-07 Severing Ties (1xp, 1pp, 516gp, 10gp day job)
#4-19 Night March of Kalkamedes (1xp, 2pp, 513gp, 1gp, day job)
#0-45 Delirium's Tangle (1xp, 2pp, 1189.5gp, 20gp day job)
#0-39 Citadel of Flame (1xp, 2pp, 552gp, 5gp day job)
Master of the Fallen Fortress* (1xp, 1pp, 479gp, no day job)
#4-09 The Blakros Matrimony (1xp, 1pp, 1257gp, 1gp day job)
#0-55 The Infernal Vault* (1xp, 2pp, 1634gp, no day job)
#6-08 The Segang Expedition** (1xp, 2pp, 1843gp, no day job)
#4-02 In Wrath's Shadow (1xp, 2pp, 1309gp, 1gp day job)
#4-11 The Disappeared (1xp, 2pp, 1850gp, 1gp day job)
#4-14 My Enemy's Enemy (1xp, 2pp, 1304gp, 20gp day job)
#4-13 Fortress of the Nail (1xp, 2pp, 1550gp, 5gp day job)
#4-18 The Veteran's Vault (1xp, 2pp, 1888gp, 1gp day job)
#4-05 The Sanos Abduction (1xp, 2pp, 2265gp, 10gp day job)
#4-21 The Way of the Kirin (1xp, 2pp, 3288gp, 5gp day job)
#5-14 Day of the Demon (1xp, 2pp, 3205gp, 1gp day job)
#4-03 The Golemworks Incident (1xp, 2pp, 2528gp, 20gp day job)
#4-23 Rivalry's End (1xp, 2pp, 3321gp, 5gp day job)
#4-16 The Fabric of Reality (1xp, 2pp, 4041.5gp, 10gp day job)
#4-06 The Green Market (1xp, 2pp, 4151gp, 5gp day job)
#4-17 Tower of the Ironwood Watch (1xp, 2pp, 5512gp, 5gp day job)
#4-04 The Storval Stairs (1xp, 2pp, 4346gp, 5gp day job)
#4-12 The Refuge of Time (1xp, 2pp, 4347gp, 10gp day job)
#4-22 Glories of the Past, Part I (1xp, 2pp, 5500gp, 10gp day job)
#4-24 Glories of the Past, Part II (1xp, 2pp, 5490gp, 5gp day job)
#4-26 Glories of the Past, Part III (1xp, 2pp, 5460gp, 50gp day job)
#4-08 The Cultist's Kiss (1xp, 2pp, 7851gp, 20gp day job)
#4-10 Feast of Sigils (1xp, 2pp, 8053gp, 20gp day job)
#4-20 Words of the Ancients (1xp, 2pp, 7960gp, 50gp day job)
#5-05 The Elven Entanglement (0.5xp, 0.5pp, 3873gp, 10gp day job)
#5-10 Where Mammoths Dare Not Tread (0xp, 0pp, 2733gp, 10gp day job)
*No day job
**Pregen credit