Knight of Ozem

Ser Armithia-Seendren's page

1,545 posts. Alias of Dorian 'Grey'.


Full Name

Ser Armithia-Seendren

Race

Gold Elf

Classes/Levels

Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Gender

Male ( Constant DeathWatch) Spells Active:

Size

Medium

Age

100

Alignment

LG

Deity

Helm

Languages

Common, Elven, Celestial, draconic, fey, undercommon, giant, gnoll, orc, Aquan, aklo

Strength 20
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Ser Armithia-Seendren

Ser Armithia-Seendren

Fleet Charge (Ex):
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed (Ex) (Mythic Adventures pg. 22):
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Extra Mythic Feat (Ex):

Mythic Power Attack
Source Mythic Adventures pg. 71
Your attacks are truly devastating.

Prerequisites: Power Attack.

Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Crunch:
Ser Armithia-Seendren
Male Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1;Low-light vision; Perception +14;DeathWatch Eyes Aura of Good (Ex); Detect Evil (Sp) 60'; Aura of Courage (Su)
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 28( +11 armor, +3 shield, +2 deflection, +1 Dex, +2 natural, +0 dodge, +0 magic)
Fort +14 Ref +9 Will +11
Hp. 110(9d10+15)
--------------------
Offense
--------------------
Speed 60 ft. / 50'

Melee +3 bastard sword +17 (1d10+19/19-20 x2); [dice=Melee Bastard sword, +5 Holy Avenger]1d20 +19 ; 1d10+21[/dice] It was blessed by Helm.
Range +2 Human bane composite longbow (+3 str)
arrows 20/20
....................
Special Attacks
Smite evil 2/2
Swift Intimidate 1/1
Divine Bond(sp): standard; +1; 1 minutes/ level 1/1
Spells: CL 4 1st: veil of positive energy, lesser restoration
Oath Spells: CL 5 1st—resist energy

-------
SQ
Divine Grace(Su)
Lay on Hands(Su): 5d6 6/6
Divine Health (Ex):
Mercy (Su): sickened, Fatigued
Channel Positive Energy (Su): 5d6(DC16)
Symbolic Weapon (Su)+2
Obedience (Ex)
Knight of Valor (Sp) bless weapon 3/day, bull’s strength 2/day, or magic vestment 1/day CL 9

-------------------
Str 20, Dex 12, Con 12, Int 12, Wis 10 Cha 16
Base Atk +9; CMB +14; CMD 27
Feats Exotic weapon (bastard sword), deific obedience, weapon focus(bastard sword), power attack, dazzling display, Vital Strike
Class Skills

The paladin's class skills are Craft (Int) weapons +5(1 bg), Diplomacy (Cha) +11(1), Handle Animal (Cha)+11(5 bg), Heal (Wis)+6(3 bg), Knowledge (nobility) (Int)+9(1bg), Knowledge (religion) (Int)+8(4), Profession (Wis), Ride (Dex)+6(2bg), Sense Motive (Wis)+4(1), and Spellcraft (Int)+9(5). Intimidate (Cha) +16(7), linguistics(Int)+11(8bg), Perception +14(9)

Skill Ranks per Level: 2 + Int modifier.

Favored class bonus: +1 hp x6
Traits: omen, magical lineage
Drawback: vain (just flavor)
Languages Common, celestial, elven, draconic, fey, undercommon, giant, gnoll, orc, Aquan, aklo

Other Gear
Pathfinders kit
(+2) Full plate
Scale mail
+1 Hvy steel shield
Tool(mw) +2 intimidate (helmet of Helm)
Bastard sword(mw)
+1 bastardsword

DeathWatch Eyes
Cloak of Resistance +2
Belt Str +4
Ring Of Featherfall
Rod of Extend, lesser 3/3
Amulet of natural armour +2
Ring of Protection +2
Boots of Speed 10/10
Goz mask
Stone salve
smoke sticks x10/10
phylactery of positive healing
scroll of keen edge
Smoked Goggles
Sovereign Glue
a plethora of blankets
universal solvent
scroll of Unseen Servant

--------------------
Tracked Resources
Unguent of Timelessness
Elixir of Hiding
Elixir of Swimming
wand of cure light wounds 50/0
Wand of Cure light wounds 50/36
Wand of Sanctify Corpse 50/45
--------------------

Wealth 2cp 14sp 0 gp

Background:

Omen Made Manifested

“Through me you pass into the city of woe:
Through me you pass into eternal pain:
Through me among the people lost for aye.
Justice the founder of my fabric moved:
To rear me was the task of power divine,
Supremest wisdom, and primeval love.
Before me things create were none, save things
Eternal, and eternal I shall endure.
All hope abandon, ye who enter here.”

Three times the chant was repeated, as the wailing of pain and anguish echoed throughout the vaulted chamber in the church of Helm. The street girl shed streams of tears. The unbelievable burst of pain tore through her frail, young body. Two priest, dressed in the ceremonial robes of the General of Vengeance, administered to this prophetic birthing. With a final violent push, the sudden piercing scream of a baby was heard. The young girl gasped as her fading vision beheld her new born....

Knight-in-training

Life inside the temple was orderly. Life inside the temple was with purpose. Life inside the temple was preordained.

Amithia-Seendren was named after two lesser angels of Helm. After his ceremonial birth, the young Elf was completely raised as a disciple of the General of Vengeance. Daily, he was taught; letters, math, weapons, armor, and, of course, doctrine. He spent from sunrise to sundown preforming his duties; cleaning, training, learning. He was allowed an hour each day to pursue his own interests. He spent that time in quiet meditation. There were other students, also being trained for His army. The day would come when his mission outside the temple would begin...

Knight of Helm

Helm's eyes to fall upon him and for his wings to shield him!

The tall (over 6'3),chiseled young man knelt before the altar of Helm; his gold-colored skin covered only with a warrior's loin cloth. Platinum hair cascaded down his broad shoulders. The strange and off-putting blue of his eyes looked ahead. Bowing his head, the young man listened to the words being chanted to Helm. Two priest, wearing full regalia approached him. The first bearing a bastard sword. He placed the sacred weapon upon each of his shoulders, reciting the beseeching words to the the General of Vengeance.

“Into the eternal darkness, into fire and into ice. ”

The second priest, carrying a golden ring, then approached the kneeling supplicant. Lifting the gold ring above his head, he also prayed to Helm.

“If the present world go astray, the cause is in you, in you it is to be sought.”

Then as one both priest lifted the sword and ring in unison, placing them onto an altar, which also bore a suit of golden armor.

All in attendance cried out!

“The mind which is created quick to love, is responsive to everything that is pleasing, soon as by pleasure it is awakened into activity. Your apprehensive faculty draws an impression from a real object, and unfolds it within you, so that it makes the mind turn thereto. And if, being turned, it inclines towards it, that inclination is love; that is nature, which through pleasure is bound anew within you.”

A bright light of gold and crimson sparked from the altar in response!

The young man bowed at the alter. He dutifully approached the altar, picking up the glowing crimson/gold ring.
I,Ser Armithia-Seendren, vow to His Generalship, Helm, that I will always do His duty on this Earth!

In Service to Helm:

Three years here; training, learning,waiting.
It is time!

But, Arm, we have only two years to but become full fledged Knights!
The tall, handsome elf slowly nods his head; long platinum hair softly displacing from his broad shoulders.
Looking past his friend, Armithia's pale blue eyes harden.
Nay, Thomas, Helm has already called me into His Knighthood. These Knights of the Unicorn has been exactly what I needed prior to His mission: experience.
Armithia raises a glass of fine elven wine,
Salute, my friend, we leave on the morrow.
The proud elf glances around the Helm and Cloak Tavern in Baldur's Gate.
Our lands shall be regained. This degree has opened up the doors for our eventual return!

Halfway Inn

A smog of smoke hangs heavily over a group of dwarves. Loud with hearty laughter, the bearded folk pull on their eccentric pipes; made from stone, but carved like ivory. Purposely spilled ale sloshes about, baptizing each of the trio. Playing cards stained with ale, tobacco, and grease from tonight's dinner (fried pheasant with cheese scallop potatoes) cover their table; drunkenly scattered about.
No one seems to mind.

Sitting quietly; nursing some wine, sits a tall gold elf. Dressed in golden-colored scalemail (although it has seen better days), his pale blue eyes stare out a window. A gold heavy steel shield rests against the wall behind him. Both his tabard and shield present a gauntleted hand with a blue eye. His golden, angel-winged helm stares out at those around it accusingly, as it stands sentinel on the table. He seems lost in thought:

....

Dosier:
Dossier for Ser Armithia-Seendren
Age: 100
Height: 6'3
Weight: 220 lbs
Eye Color: blue
Hair Color: platinum
Identifying Marks: golden-colored skin
Race: Elf
Profession: works for the church
Languages Known: Common, elven, celestial
Recommended By: Bishop-General Tomas
Personality: severe, pious, dutiful
Qualifications: takes orders seriously
Biggest Strength: determination
Biggest Weakness: lacks compassion
Known Warrants for Arrest: none
Special Considerations: (if any)
Goals: Join the Order of Vigilant Eyes of the God.

Letter of recommendation:
The bearer of this document, Ser Armithia-Seendren, has the absolute authority of the Church of Helm of Cormyr to carry out his duty. Bishop-General Tomas of the Church of Ragathial.

Oath/Code:

Oath against Fiends
Source Ultimate Magic pg. 61 (Amazon)
A paladin who takes an oath against demons, devils, daemons, and other evil outsiders is constantly on the lookout for malicious fiendish insurgence into the world, and faces it with swift and unwavering defiance. Often she works closely with inquisitors, searching for signs of outsider manipulation and possession.

Anchoring Aura (Su): At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or enter the aura must succeed at a Will save (DC 10 + 1/2 the paladin's level + the paladin's Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor. The aura functions only while the paladin is conscious, not if she is unconscious or dead.

Alternatively, as an immediate action, the paladin can expend one use of her smite evil ability to target an evil outsider within 30 feet with dimensional anchor. A targeted dimensional anchor persists even if the paladin is unconscious or dead.

This ability replaces aura of resolve.

Holy Vessel (Su): At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spell resistance. Adding these properties consumes an amount of bonus equal to the property's cost (see the armor special abilities and shield special abilities tables). She can divide her bonuses from the divine bond ability among her weapon, armor, and shield as she sees fit. This ability has no effect for a paladin whose divine bond is with a mount. This ability replaces the mercy gained at 9th level.

Code of Conduct: Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends.

Oath Spells: 1st—resist energy; 2nd—detect thoughts; 3rd—invisibility purge; 4th—plane shift.

Codes
Knights often choose to follow codes of conduct. Even though these codes are not as strict as those that bind paladins, knights that stray are prescribed penance to atone. Common vows include:[24]

Freedom: Slavery is intolerable
Perseverance: Power and wealth must be built to allow for enduring change
Revolution: Social progress comes from individuals, not overly strict laws
Valor: Courage in battle defines a knight
Vigilance: Respect, teach, and enforce the law

Helm:
PFS Legal Iomedae
The Inheritor
Source Inner Sea Gods pg. 76 (Amazon)
Pathfinder Wiki Iomedae
Details
Alignment LG
Pantheon Core Deities
Other Pantheons Ascended Pantheon, Halfling Deities, Order of the God Claw Pantheon
Areas of Concern Honor, justice, rulership, valor
Domains Glory, Good, Law, Sun, War
Subdomains Archon (Good), Archon (Law), Chivalry, Day, Duels, Heroism, Honor, Hubris (Glory), Light, Redemption, Revelation, Soverignty, Tactics
Favored Weapon Longsword
Symbol Sword and sun
Sacred Animal(s) Lion
Sacred Color(s) Red, white
Obedience
Hold your primary weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.
On Golarion
Centers of Worship Absalom, Andoran, Cheliax, Galt, Lastwall, Mendev, Molthune, Nirmathas, Sargava
Nationality Chelaxian
Boons - Deific Obedience
PFS Legal Evangelist
Source Inner Sea Gods pg. 76
1: Courageous (Sp) remove fear 3/day, blessing of courage and lifeAPG 2/day, or heroism 1/day
2: Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.
3: Wrath of the Inheritor (Su) Three times per day, you can call upon Iomedae during the casting of a spell to increase its potency. When you use this ability, you can cast any spell that deals hit point damage and has a casting time of 1 standard action as a full-round action instead. Doing so changes half the damage dealt to divine power, similar to a flame strike spell. For example, a wizard 5/evangelist 9 casts a lightning bolt as a full-round action. The spell deals 10d6 points of damage, half of which is electricity damage and the other half of which is divine energy and not subject to electricity resistance. If you can’t cast spells that deal hit point damage, you instead gain the ability to imbue your weapon with holy power. Three times per day as a free action, you can grant your weapon the holy weapon special ability for 1 minute.
PFS Legal Exalted
Source Inner Sea Gods pg. 76
1: Glorious Servant (Sp) shield of faith 3/day, enthrall 2/day, or searing light 1/day
2: Righteous Strike (Sp) Once per day, you can channel the effects of holy smite through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted with holy smite.
3: Just Ally (Sp) Once per day as a standard action, you can summon a shield archon (Pathfinder RPG Bestiary 2 31). The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. The shield archon doesn’t follow commands that would violate its alignment, however, and particularly egregious commands could cause it to attack you.
PFS Legal Sentinel
Source Inner Sea Gods pg. 76
1: Knight of Valor (Sp) bless weapon 3/day, bull’s strength 2/day, or magic vestment 1/day
2: Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.

If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
3: Banishing Strike (Sp) Once per day, you can channel the effects of banishment through your weapon, though you don’t need to cast (or even know) the spell. You must declare your use of this ability before you roll your attack. On a hit, the target is affected by a banishment effect. If you openly wear a holy symbol of Iomedae, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any) and the saving throw DC increases by 2

Sentinel:

Spells:
1. Grace
Source Advanced Player's Guide pg. 1 (Amazon)
School abjuration; Level cleric/oracle 2, paladin 1, warpriest 2
Casting
Casting Time 1 swift action
Components V
Effect
Range personal
Target you
Duration see text
Description
Until the end of your turn, your movement does not provoke attacks of opportunity.

2.Veil of Positive Energy

Racial:
Elven Standard Racial Traits
Arcane Focus (+2 concentration)

Deific Obedience:
Source Inner Sea Faiths pg. 3, Inner Sea Gods pg. 210 (Amazon)
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.

Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you have levels in the evangelist, exalted, or sentinel prestige classes (Inner Sea Gods 198–203), you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Class:
Class Features

All of the following are class features of the 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 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.

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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
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. 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 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)

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Traits:

Omen [faith]

Source Ultimate Campaign pg. 55 (Amazon)
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Campaign Trait: ?

Magical Knack [magic]

You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Drawback: Vain

Feats:

Vital Strike (Combat)
Source PRPG Core Rulebook pg. 136
You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Equipment:

Eyes, Deathwatch
Aura faint necromancy; CL 1st; Slot eye; Price 2,000 gp; Weight —
DESCRIPTION
These blood red crystal lenses fit snugly over the wearer’s eyes.
The wearer gains the constant effects of the deathwatch spell.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, deathwatch; Cost 1,000 gp.

Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

Unguent of Timelessness
Source Ultimate Equipment pg. 324, PRPG Core Rulebook pg. 531
Aura faint transmutation; CL 3rd
Slot none; Price 150 gp; Weight —
Description
When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.
Construction
Requirements Craft Wondrous Item, gentle repose; Cost 75 gp

Elixir of Hiding
Source Ultimate Equipment pg. 295, PRPG Core Rulebook pg. 511
Aura faint illusion; CL 5th
Slot none; Price 250 gp; Weight —
Description
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).
Construction
Requirements Craft Wondrous Item, invisibility; Cost 125 gp

Elixir of Swimming
Source Ultimate Equipment pg. 295, PRPG Core Rulebook pg. 511
Aura faint transmutation; CL 2nd
Slot none; Price 250 gp; Weight —
Description
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).
Construction
Requirements Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Cost 125 gp