About Wilaml Fmelvam
hp 39 (5d10+5)
Fort +8, Ref +5, Will +10; +2 vs. enchantments
Immune magic sleep, disease, fear; Resist elven immunities
Speed 20 ft.
Melee +1 Flaming Bastard sword (Common - Wrath, Elven - Ammilanir) +7 (1d10+2+1d6 fire/19-20/x2) and
Ranged Composite longbow (Str +1) +6 (1d8+1/x3) and
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 2):
Base Atk +5; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (Bastard sword), Extra Lay on Hands, Reward of Life (3 HP)
Skills Acrobatics -3 (-7 jump), Climb -3, Diplomacy +11, Escape Artist -3, Fly -3, Handle Animal +7, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +5, Ride +1, Spellcraft +4 (+6 to determine the properties of a magic item), Stealth -3, Swim -3, Use Magic Device +4;
Racial Modifiers +2 Perception
Languages Common, Elven
SQ animal companion link, aura of courage, aura of good, divine bonds (animal companion), elven magic, lay on hands (2d6) (7/day), mercies (mercy [fatigued]), paladin channel positive energy 3d6 (3/day) (dc 15, share spells with companion, summon mount (1/day) (1/day)
Combat Gear Oil of keen edge, Oil of magic vestment +1, Potion of bull's strength, Potion of cure light wounds (4), Potion of protection from arrows 10/magic, Potion of shield of faith +2, Potion of shield of faith +3, Bodybalm (2), Healer's kit, Healer's kit, Healer's kit, Healer's kit, Heatstone, Heatstone; Other Gear Masterwork Banded Mail, Masterwork Buckler, +1 Flaming Bastard sword, Composite longbow (Str +1), Longsword, One Shot - Elven Artifact (Str +0), Warhammer, Amulet of natural armor +1, Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Blanket, winter, Cooking kit, Furs, Surgeon's tools (2), Trail rations (5), Waterproof bag (empty), 73 GP
Animal Companion Link (Ex) You have a link with your Animal Companion.
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.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (7/day) (Su) You can heal 2d6 damage, 7/day
Low-Light Vision See twice as far as a human in low light,
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (3/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Reward of Life (3 HP) With each use of lay on hands, you gain hit points equal to your Charisma modifer.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.
Touched by Labelas Enoreth: Your existence is the result of intervention by the Elven god of time. You have an occasional indication of Labelas' feelings about a particular situation or person as if he were there. You gain +3 to all Will Saves
Luck of Lady Ciedrel - Magical Necklace that makes Lay on hands on others with the necklace is +1d6 hp and removes the fatigued condition.
It is a bow that is masterfully crafted and has greater power when wielded by an elf. The bow is an intelligent item, and Derrick warns it has a sworn duty to kill all goblinoids.
(1) This bow is a longbow with no proficiency penalty to use. Any class may fire this bow without penalty.
CG Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +11
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +4
Speed 60 ft., fly 120 ft. (average)
Melee bite +7 (1d3+4), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +5, Perception +11, Sense Motive +7; Racial Modifiers +4 Perception
Languages Common (cannot speak)
Environment temperate and warm plains
Organization solitary, pair, or herd (6–10)
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings.
The pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one—before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle's straps interfere with the creature's wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount.
Pegasi lay eggs—they are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. However, as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies.
Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.
A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.