| Full Name |
Valeria Brightsoul |
| Strength |
16 |
| Dexterity |
12 |
| Constitution |
20 |
| Intelligence |
10 |
| Wisdom |
11 |
| Charisma |
14 |
About Valeria Brightsoul
Valarian Brightsoul
Aasimar paladin (sacred shield) 7/Guardian 2 ( Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 65)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
—————
Defense
—————
AC 28, touch 16, flat-footed 27 (+11 armor, +1 Dex, +1 natural, +5 shield)
hp 98 (7d10+52)
Fort +12, Ref +5, Will +7
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Special Attacks guardian's call (absorb blow), mythic power (7/day, surge +1d6)
Spell-Like Abilities (CL 7th; concentration +9)
1/day—daylight
Paladin Spell-Like Abilities (CL 7th; concentration +9)
At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 4th; concentration +6)
2nd—paladin's sacrifice APG (DC 14)
1st—divine favor, hero's defiance APG
—————
Statistics
—————
Str 16, Dex 12, Con 20, Int 10, Wis 11, Cha 14
Base Atk +7; CMB +10; CMD 21
Feats Additional Traits, Extra Lay on Hands, Greater Mercy UM, Shield Focus M
Traits fate's favored, gifted adept, natural flier, stolen fury
Skills Acrobatics -4 (-8 to jump, -3 while flying), Diplomacy +8, Fly +7, Heal +5, Knowledge (religion) +4,
Perception +2, Sense Motive +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ amazing initiative, bastion of good, divine bond, holy shield, lay on hands 7/day (3d6), mercies
(sickened, staggered), mythic mercy MA, quick recovery MA
Combat Gear pearl of power (1st level) (2); Other Gear +2 full plate, +2 mithral heavy steel shield,
amulet of natural armor +1, belt of mighty constitution +2, four-leaf clover OA, 1,230 gp
—————
Special Abilities
—————
Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
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 Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bastion of Good (10 ft, 3/day) (Su) One foe does ½ dam to allies in aura, full to self, +3 deflect to AC.
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).
Divine Bond +1 (7 minutes) (Su) Add bonus or properties to shield.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (Adjacent) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Mercy (Su) Mercies automatically succeed vs. non-mythic sources. Use power to add break enchantment.
Quick Recovery (dazed, dazzled, deafened, sickened, stunned) (Ex) Halve duration of listed conditions.
Shield Focus [Mythic] As an immediate action, use 1 power to add a shield bonus to Ref or Fort save.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.