About Soto ElendorBAB +8
Feats:
Trait:
Spoiler:
You were called upon to defend your home or family at a vulnerable time and led with a clarity of mind you did not know you had. Once per day when you use lay on hands, you also cure the target of 1d4 points of Intelligence, Wisdom, or Charisma damage. You choose which ability score gains the healing effect. 2. The Word Spoiler:
Source Tyrant's Grasp Player's Guide pg. 7 Category Campaign In a nation overcrowded with faith, you often worry that your message is drowned out, but nonetheless important. The souls in Roslar’s Coffer needed comfort and charity once upon a time, but have bounced back so fully—in part thanks to your hard work—that you worry you’ve made yourself unnecessary. You are accustomed to long hours, granting you a +1 trait bonus on Fortitude saving throws. Your faith is invigorating, and once per day you can lay on hands as a paladin of half your character level (minimum 1). If you gain the lay on hands ability from a class, you instead gain one additional use of lay on hands each day. 3/4: Exemplar Trait - traveller of a hundred lands: perception and use magic device class skills 5. Adopted(social)
6. Reactionary Skills:
Equipment:
Spells:
Hospitaler:
Source Advanced Player's Guide pg. 116 Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. The hospitaler has the following class features. Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin’s channel positive energy ability. Aura of Healing (Su): At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times. This ability replaces aura of justice. Cavalier VMC:
A character who chooses cavalier as his secondary class gains the following secondary class features. Order: At 1st level, he chooses an order. He must follow the edicts of his order. Challenge: At 3rd level, he gains the ability to issue a challenge as a cavalier of his character level – 2 once per day. He adds the appropriate order adjustment to his challenge based on the order he selected. Order Ability: At 7th level, he gains the 2nd-level ability of his chosen order, treating his character level as his effective cavalier level. Tactician: At 11th level, he gains the tactician class feature, treating his character level as his effective cavalier level. Greater Order Ability: At 15th level, he gains the 8th-level ability of his chosen order, treating his character level as his effective cavalier level. Greater Tactician: At 19th level, he gains the greater tactician class feature, treating his character level as his effective cavalier level. Order of the Star:
Source Advanced Player's Guide pg. 37 Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. When a cavalier joins this order, he should select a single religion to serve. Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine. Challenge: Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith. Order Abilities: An order of the star cavalier gains the following abilities as he increases in level. Calling (Ex): At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands. For the Faith (Ex): At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter. Retribution (Ex): At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round. Valiant Champion:
Martial Focus: You start each day with Martial Focus. It can be expended to take 13 on any single Fortitude or Reflex save (like take 10, but you automatically roll a 13 instead) or used for your Insightful Strike. You recover martial focus after 1 minute of rest, taking the total defense action, or Using Focusing Grasp. Insightful Strike (Su) Whenever the valiant champion would successfully damage a creature, he may, as an immediate action, determine if the creature is evi (as if using Detect Evil.) If the creature is evil, he may expend her martial focus to smite the creature as a free action that can be taken even when it is not her turn, applying the benefits of her smite evil ability to the creature as normal for the attack. Focusing Grasp The valiant champion can use her lay on hands ability on herself as a move action to regain her martial focus, in addition to healing normally. Talents These are a set of talents (all from the Life Sphere) which will let you do some more healing and be very good at removing detrimental conditions. Casting Tradition: Life Sphere
Spherecasting: What can you do? All the effects below are subject to Spell Resistance and count as spells, so might be resisted with a DC 12 + Cha bonus Will save. A save negates all but the Cure action and halves the healing from Cure. This might matter if someone has an oath against magic or you’re healing an unwilling creature for some other reason. All of the standard actions below will grant the target +30 to all movement speeds for 1 minute or until they take damage from either failing a saving throw or being hit with an attack roll. All the standard actions affect 1 creature within 25 feet, but you can spend 1 extra SP on any of them to affect up to 3 creatures (still within 25 feet) Spell Pool: Each day you gain a spell pool of 12 + Cha bonus spell points to use on the following Actions. New Standard Casting Actions (basically your new spells): Break Enchantment: Movement + Spend 1 SP to remove all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment and instead suppresses the effect long enough for the item to be removed. Instead of a saving throw, you must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantment or remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on other instantaneous effects. Cure: Movement + Spend 1 SP heal 1d8 + 20 damage. Invigorate: Movement + Spend 0 SP give 4 temporary HP (up to their max HP at most.) Restore Body: Movement + Spend 1 SP to remove the battered, fatigued, exhausted, sickened, and nauseated conditions, and and you may attempt a magic skill check (1d20 + 8) against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. Restore Capacity: Movement + Spend 1 SP to allow target to make an immediate Escape Artist Check with +4 Circumstance bonus against any applicable condition, remove the stunned condition, remove lessening of movement speed or removal of movement type or loss of power of speech. If the target is paralyzed you may attempt a magic skill check (1d20 +8) agains the DC to remove the paralysis. Restore Mind: Movement + Spend 1 SP to remove all of confusion, the dazzled, dazed, shaken, frightened, panicked, and staggered conditions, blindness, deafness, loss of other senses (tremorsense, blindsense, etc …) and cure 1d4 points of sanity damage. Restore Soul: Movement + Spend 1 SP to cure all ability damage as well as all ability drain to one ability score. Target is also cured of 1 temporary negative level or suppress 1 permanent negative level for 4 minutes. Code of Heironeous: Duty to the people. Courage, Justice, mercy, valor, and protection of the weak. Duty to the Valourous Knight: Generosity, the championing of good over evil, and faith above all. Finally Duty to a Lady: Devotion and respect with courtly virtue towards all women. This I do swear, to live by the Code! Background: Soto was born to two devout farmers near a small village about eight days away from anything important. He worked the earth from a early age |
