Race |
DEAD |
Occupation |
107hp |
About Sir Pala Din
SirPaladin
Male half-elf (drow-descended) paladin (divine hunter) 10/Champion 4 (Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (elf, human)
Init +9; Senses darkvision 60 ft.; Perception +23
Aura care (10 feet)
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Defense
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AC 24, touch 15, flat-footed 19 (+7 armor, +5 Dex, +2 shield)
hp 120 (10d10+20)
Fort +11, Ref +12, Will +12; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep, disease; Resist fire 10
Weaknesses light blindness
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Offense
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Speed 30 ft.
Ranged +2 holy reliquary seeking Legendary living steel composite longbow +18/+13 (1d8+3/×3)
Special Attacks channel positive energy 4/day (DC 19, 5d6), mythic power (11/day, surge +1d8), smite evil 4/day (+4 attack and AC, +10 damage)
Spell-Like Abilities (CL 10th; concentration +14)
. . 1/day—dancing lights, darkness, faerie fire
Paladin Spell-Like Abilities (CL 10th; concentration +14)
. . At will—detect evil
Paladin (Divine Hunter) Spells Prepared (CL 7th; concentration +11)
. . 3rd—litany of escape[UC]
. . 2nd—corruption resistance[APG] (DC 16), eagle's splendor
. . 1st—liberating command[UC], protection from evil, veil of heaven[ARG] (DC 15)
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Statistics
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Str 13, Dex 20, Con 10, Int 10, Wis 13, Cha 18
Base Atk +10; CMB +11; CMD 26 (36 vs. disarm)
Feats Deadly Aim[M], Eagle Eyes[M], Manyshot[M], Point-Blank Shot, Precise Shot, Rapid Shot[M]
Skills Diplomacy +8, Escape Artist +15, Handle Animal +8, Heal +5, Perception +23, Ride +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ amazing initiative, distant mercy (50 feet), divine bond, elf blood, extra mythic feat[MA], extra mythic feat[MA], fleet charge[MA], lay on hands 9/day (5d6), legendary item[MA], legendary power, legendary surge, limitless range[MA], living steel, mercies (fatigued, poisoned), mythic bond, recuperation, shared precision, unyielding, variant channeling (freedom variant channeling[UM])
Other Gear +1 defiant holy reliquary slick mithral mountain pattern armor[UC], +1 defiant buckler, +2 holy reliquary seeking Legendary living steel composite longbow (+1 Str), bracers of archery, lesser, crystal mask of detection, efficient quiver, winged boots, locking gauntlet (worth 8 gp), 2,037 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Care (10 ft.) (Su) Self and allies in aura no longer provide cover for ranged attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Distant Mercy (50 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond +2 (10 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Eagle Eyes [Mythic] Negate -10 distance penalty to Perception, or as a swift action use 1 power to negate all for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Freedom Variant Channeling (±3 Sacred) Bonus to escape/become slowed
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Lay on Hands (5d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Paladin Channel Positive Energy 5d6 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (4/day) (Su) +4 to hit, +10 to damage, +4 deflection bonus to AC when used.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
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