Quiella's Paladin Oath
Quiella "Hollysharp" of Durgil
[dice=+1 Holy Cold Iron Greatsword, power attack]1d20 + 17 - 3[/dice]
[Dice=Lance, charge, power attack]1d20+16+2-3[/dice]
[dice=Armor Spikes, power attack]1d20+16-3[/dice]
[dice=Cold Iron Spiked Gauntlet, power attack]1d20+16-3[/dice]
[dice=Silvered Spiked Gauntlet, power attack]1d20+16-3[/dice]
Space 5 ft.; Reach 5 ft.
Base Atk +10/+5; CMB +14; CMD 26
Favored Class Bonus
Smite Evil (3/3)
Aura of Good, Detect Evil, Divine Grace, Aura of Courage, Divine Health
Lay on Hands (9/9) 3d6+3 and remove the fatigued and diseased conditions (Mercy); heals an additional 1d6 if target is not fatigued or diseased
Mercy: fatigued + diseased
Paladin Channel Positive Energy
Prepared Paladin Spells (typically prepared after briefing)
2 DC18 (CL4):
Other Paladin Spells:
Ghostbane Dirge (for undead missions)
Honeyed Tongue (for social missions)
Heroic Defiance (if Quiella starts taking serious damage at higher levels)
Veil of Positive Energy (for undead missions)
Curse - Clouded Vision
Oracle Channel Positive Energy (7/7) 2d6, DC18
Skills (2 Paladin * 7 + 4 Oracle * 4 = 30 ranks)
Prestige Point Buys
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.
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.
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.
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.
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.
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.
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.
Oracle Spells Known
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.
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.
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.
5-10 Where Mammoths Dare Not Tread
5-25 Vengeance at Sundered Crag
7-04 The Ironbound Schism
4-26 The Waking Rune
#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