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About Richter The PaladinHuman:
Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. Traits:
Feats:
1. Fey Foundling
1. Power Attack 3. Greater Mercy 5. Extra Lay on Hands 7. Extra Lay on Hands 9. Extra Lay on Hands 11. Ultimate Mercy Skills:
Acrobatics: -1 Appraise: -1 Bluff: 5 Climb: 2 Craft: 2 Diplomacy: 8 Disable Device: Disguise: 5 Escape Artist: -1 Fly: -1 Handle Animal: 8 Heal:3 Intimidate: 5 Knowledge (Arcana): (Dungeoneering): (Engineering): (Geography): (History): (Local): (Nature): 3 (Nobility): 2 (Planes): (Religion): 2 Linguistics: 0 Perception: 19 Perform: 0 Profession: 3 Ride: 2 Sense Motive: 3 Sleight of Hand: -1 Spellcraft: 3 Stealth: -1 Survival: 0 Swim: 5 UMD: 5 Paladin:
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) 4/day
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)
Lay On Hands (Su)(21)
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)
Divine Health (Ex)
Mercy (Su)Shaken, Enfeebled, Restorative
The paladin can select from the following initial mercies.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PPC:HH Channel Wrath (Su)
This ability replaces channel positive energy. Spells
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)(2/day +2 Enhancement for one minute) 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 first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Aura of Resolve (Su)
This ability replaces aura of justice Paladin Spells 4/2/2:
Offense:
+3 Adamantium Butchering Axe +15/+10/+5(3d6+18)X3
Smite +20/+15/+10(3D6+30) X3 Smite Evil Outsiders +20/+15/+10 (3d6+40)x3 Equipment:
Gold:
.25 Magic Items:
Other: COWPIS, Pale Green Belt: Str. +4 Body: Chest: Eyes: Eagle Feet: Boots of Speed(10 rds) Hands: Head: Neck: Headband: Chr. +2 Ring 1: Ring 2: Ring 3: Ring 4: Shield: Shoulders: +3 Cloak Weapons: +3 Adamantium Butchering Axe Armor: Mithral Breastplate Wrist: Bracers of the Merciful Knight None: Wand: CLW(50), Wand: Bless Weapon(50) potion: Fly(3), Pearl of Power 1(4) |