About Sophitia
Sophitia Aasimar
Aasimar Paladin (Oath of Loyalty, Hospitaler) 6
LG Medium Outsider (Native)
Init +1; Senses Darkvision; Perception +3
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DEFENSE
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AC 16, touch 11, flat-footed 15. . (+4 armor, +1 shield, +1 Dex)
hp 41 (6d10+6)
Fort +10, Ref +7, Will +10
Immune fear, disease; Resist acid 5, cold 5, electricity 5
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OFFENSE
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Spd 20 ft.
Melee Light Shield Bash +5/+0 (1d3-1/20/x2) and
. . Masterwork Cold Iron Longsword +6/+1 (1d8-1/19-20/x2) and
. . Silver Dagger, Masterwork +6/+1 (1d4-2/19-20/x2) and
. . Unarmed Strike +5/+0 (1d3-1/20/x2)
Ranged Longbow, Composite (Str +0) +5/+0 (1d8-1/20/x3)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
Paladin (Oath of Loyalty, Hospitaler) Spells Prepared (CL 3, 5 melee touch, 7 ranged touch):
1 (2/day) Bless, Restoration, Lesser (DC 15)
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STATISTICS
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Str 8, Dex 13, Con 12, Int 14, Wis 12, Cha 18
Base Atk +6; CMB +5; CMD 16
Feats Greater Mercy, Mounted Combat, Selective Channeling
Traits Armor Expert, Dangerously Curious
Skills Acrobatics -2, Climb -4, Craft (Bows) +6, Diplomacy +10, Escape Artist -2, Fly +4, Handle Animal +8, Heal +10, Knowledge (Religion) +10, Perception +3, Ride +4, Sense Motive +5, Spellcraft +9, Stealth -2, Swim -4, Use Magic Device +10
Languages Celestial, Common, Draconic, Elven
SQ Animal Companion Link (Ex), Antitoxin (vial), Aura of Courage +4 (10' radius) (Su), Aura of Good (Ex), Lay on Hands (3d6) (7/day) (Su), Loyal Oath (2/day) (Su), Mercy: Diseased (Su), Mercy: Fatigued (Su), Paladin Channel Positive Energy 2d6 (7/day) (DC 15) (Su), Share Spells with Companion (Ex), Summon Mount (1/day) (1/day) (Sp)
Combat Gear Darkwood Buckler, Longbow, Composite (Str +0), Masterwork Arrows, Thistle (50), Masterwork Cold Iron Longsword, Mithral Shirt, Silver Dagger, Masterwork; Other Gear Antiplague (vial) (2), Antitoxin (vial) (2), Backpack, Masterwork (empty), Healer's kit (10 uses), Holy symbol, silver: Iomedae, Holy Water Flask (2), Potion of Cure Light Wounds (4), Potion of Hide From Undead (2), Potion of Mage Armor (2), Potion of Protection From Evil (2), Potion of Shield of Faith +2 (2), Surgeon's Tools, Tool, masterwork: -Choose-
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (3d6) (7/day) (Su) You can heal 3d6 damage, 7/day
Loyal Oath (2/day) (Su) +4 to saving throws and AC for chosen target when active.
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 2d6 (7/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.