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About Sariel DaoreBot Me:
FIRST, decide on how to use Mythic Rapid Shot: Either ignore the feat's -2 penalty on attacks or make two additional attacks instead of one. Modify rolls below accordingly. [dice=holy longbow, deadly aim, rapid shot]1d20+20-3-2[/dice]
[dice=iterative]1d20+20-3-2[/dice]
[dice=rapid shot bonus]1d20+20-3-2[/dice]
****OPTIONAL (Burn 1 Mythic Power)**** [dice=distant barrage, deadly aim, rapid shot]1d20+20-3-2[/dice]
Sariel Daore
Divine Bond:
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.
Smite Evil:
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 Cha 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. Background:
Living on the fringe of a demon-infested wasteland, it's important to keep your priorities straight. Safety first, of course, for you can't campaign with righteous fury for Old Deadeye if you're dead. Second come devotion and prayer, and that's alright, considering that without my divine gifts, I'd have my rear handed to me on a cold iron platter. Then come orders, or so they tell me, but, to be honest, that's never been my strong suit. I've spent a lot of my days peeling potatoes, clearing latrines, and even in the stockades. Not for doing anything bad, mind you, seeing as I'm still a paladin-in-training. But let's just say the "obedience" category on my last performance review was marked "needs improvement". Yea, so I'm not too great with authority, but that's what happens when you're orphaned at the age of six and left to fend for yourself in the City of Demons. I know, I know, another orphan, like Golarion needs another sob story. But I'm telling you, per capita, Kenabres has to be the world's leading producer of childless parents. Someone from the University ought to do a study, if they weren't so afraid of being devoured by the forces of the Abyss. But that's why we're here. That's why I stay. Stupidity? Maybe. But I'm as out of place here as I would be anywhere, and at least here I'm getting three squares a day, and all the holy writ I can eat. Yea, life's not so bad for a demon hunter. I get to use my bow (a lot), I get to stay active, and I hear if you make it two decades in the service, there's a handsome retirement package. Of course, no one I know has ever made it that far... ____________ Sariel grew up in Kenabres, following in the footsteps of his parents who fought under Erastil's banners and died in the Fourth Crusade. His aasimar heritage was a boon upon his parents for their service to the goddess, though they never got to witness it. He keeps their picture in a locket on his person, but doesn't normally let on that he's the sentimental type. Erastil's Paladin Code:
The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations. My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will? I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong. When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger. I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others. I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me. I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them. I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.
Level Progression:
Default FCB: Skill point Level 1: FCB (skill point), Feat (Point-Blank Shot), Aura of Good, Detect Evil, Smite Evil 1/day, Archetype Bonus Feat (Precise Shot) Level 2: Divine Grace, Lay on Hands Level 3: Feat (Rapid Shot), Divine Health, Mercy (sickened), Shared Precision, Campaign Bonus Feat (Deadly Aim) Level 4: Ability Score Boost, Channel Positive Energy, Smite Evil 2/day, Archetype Bonus Feat (Weapon Focus (longbow)), Sacred Weapon Progression, Deadly Aim bonus Level 5: Feat (Skill Focus: Disable Device), Divine Bond (longbow) Level 6: Distant Mercy Level 7: Feat (Manyshot), Smite Evil 3/day Level 8: Ability Score (Dex), Aura of Care, Archetype Bonus Feat (Greater Weapon Focus (longbow)), Deadly Aim bonus Level 9: Feat (Improved Critical), Mercy (nauseated) Level 10: Smite Evil 4/day Level 11: Feat (Critical Focus), Hunter's Blessing Level 12: Ability Score (Dex), Mercy (paralyzed), Archetype Bonus Feat (Bleeding Critical), Deadly Aim bonus Level 13: Feat (Sickening Critical), Smite Evil 5/day Level 14: Righteous Hunter Level 15: Feat (Clustered Shots), Mercy Level 16: Ability Score (Dex), Smite Evil 6/day, Archetype Bonus Feat (Critical Mastery), Deadly Aim bonus[/b] Mythic Tier 1 (Champion): Mythic Feat (Extra Mythic Power), Hard to Kill, Mythic Power, Surge 1d6, Champion's Strike (Distant Barrage), Path Ability (Impossible Speed)
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