Paladin of Iomedae

Sevence of the Order of Truth's page

55 posts. Alias of SinBlade06.


Full Name

Sevence

Race

Human

Classes/Levels

Male Human Pal5/HV2

Gender

Male

Size

M

Age

25

Special Abilities

Aura of Courage, Aura of Good, Bonus Feat, Celestial Spirit, Detect Evil, Divine Health, Lay on Hands, Mercy (Shaken), Smite Evil, Stigmata, Vindicator's Shield

Alignment

LG

Deity

Iomadae

Location

Pandora

Languages

Common

Occupation

Holy Vindicator

About Sevence of the Order of Truth

Tiny Tina's Assault on Dragon Keep:
Male Human Paladin 5 Holy Vindicator 2
LG Medium humanoid (human)
Init +1; Senses Perception+6
Aura Aura of Courage, Aura of Good

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DEFENSE
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AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
hp 42 (5d10)+8
Fort +9, Ref +6, Will +9

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OFFENSE
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Speed 20 ft.
Melee +1 Grayflame Longsword +12/+7 (1d8+4/19-20)
Melee kukri +10/+5 (1d4+3/18-20)
Melee warhammer +10/+5 (1d8+3/x3)
Ranged +1 cunning heavy crossbow +10/+5 (1d10+1/x3)
Special Attacks Channel Positive Energy (3d6, DC 18), Smite Evil,
Paladin Spells Prepared (CL 5th, concentration +5):
Base Atk +7; CMB +10; CMD 21

Feats Alignment Channel (Good), Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Channel Smite, Extra Lay On Hands, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Vital Strike, Weapon Focus (Longsword)

SKILLS
Acrobatics -4,
Bluff +3
Climb -2
Diplomacy +11
Disguise +3
Escape Artist -4
Fly -4
Heal +5
Intimidate +5
Knowledge (Religion) +10
Perception +6
Sense Motive +1
Spellcraft +5
Stealth -4
Survival +1
Swim -2

Languages Common

Gear longsword +1 (grayflame); longsword +1; ring of sustenance; cloak of resistance +1; full plate +1; full plate +1 (champion);boots of the cat; shield +1 (heavy/steel); bolts (20); kukri; warhammer; Backpack [ bedroll; Crowbar; Grappling Hook; Rations (Trail/Per Day) (x14); ]; Pouch (Belt) [ Potion of Cure Light Wounds (x5); Potion of Cure Moderate Wounds (x3); Potion of Cure Serious Wounds; ]; +1 Cunning Heavy Crossbow ; Golembane Scarab

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SPECIAL ABILITIES
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) You project a strong good aura.
Bonus Feat Humans select one extra feat at 1st level.
Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 5 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 7 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +5 to all damage rolls made against the target of your 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 +10. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Stigmata (Su) A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) equal to half his class level (+1). Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Vindicator's Shield (Su) A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus to his Armor Class equal to the number of dice of the vindicator's channel energy (+4). This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Homebrew:
Male Human Paladin 5 Holy Vindicator 2
LG Medium humanoid (human)
Init +1; Senses Perception+8
Aura Aura of Courage, Aura of Good

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DEFENSE
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AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
hp 65 (7d10)+19
Fort +11, Ref +7, Will +10

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OFFENSE
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Speed 20 ft.
Melee +1 Greyflame Longsword +12/+7 (1d8+4/19-20)
Ranged +1 Heavy Crossbow +9/+4 (1d10+1/19-20)
Melee Dagger +10/+5 (1d4+3/19-20)
Ranged Dagger (thrown) +8/+3 (1d4+3/19-20)
Melee Masterwork Kukri +11/+6 (1d4+3/18-20)
Special Attacks: Channel Positive Energy (4d6, DC 16), Smite Evil
Class Spell-Like Abilities: detect evil ( at will)
Base Atk +7; CMB +10; CMD 21

Feats Alignment Channel (Good), Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Channel Smite, Extra Lay On Hands, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Power Attack, Weapon Focus (Longsword)

SKILLS
Acrobatics -4,
Appraise +1
Bluff +3
Climb +2
Diplomacy +9
Disguise +3
Escape Artist -4
Fly -4
Heal +1
Intimidate +3
Knowledge (Nobility) +8
Knowledge (Religion) +9
Perception +8
Profession (Soldier) +5
Ride -4
Sense Motive +1
Spellcraft +7
Stealth -4
Survival +4
Swim -2
Use Magic Device +4

Languages Common, Abyssal

Gear longsword +1 (grayflame); cloak of resistance +1; full plate +2; boots of the cat; shield +2 (heavy/wooden); bedroll; wand of cure light wounds; dagger (x2); masterwork kukri; gauntlet; Backpack, Common [ Crowbar; Rations (Trail/Per Day) (x14); Rope (Hemp/50 ft.) (x2); Torch (x5); ]; Spell Component Pouch ; Crossbow +1 (Heavy) [ Bolt, Crossbow (x20); ];

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SPECIAL ABILITIES
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) You project a strong good aura.
Bonus Feat Humans select one extra feat at 1st level.
Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 5 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Divine Warrior (Iomedae) From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomedae and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 7 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +5 to all damage rolls made against the target of your 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 +10. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Stigmata (Su) A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) equal to half his class level (+1). Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Vindicator's Shield (Su) A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus to his Armor Class equal to the number of dice of the vindicator's channel energy (+4). This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.