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Male Human Gesalt Paladin (Faithful Wanderer)/Fighter (Unbreakable) 1
Lawful Good Medium Humanoid
Init +2;
Senses Normal Vision Perception +7
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 13 (1d10+2)
Fort +4, Ref +2, Will +2
Resist
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Offense
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Offenses
Speed 30 ft.
Ranged Longbow +3 (1d8 20/x3)
Melee Falchion +4 (2d4+4 18-20/x2)
Melee Morningstar +4 (1d8+3 18-20/x2)
Special Attacks
Spell-Like Abilities
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Languages Common, Hallit, Celestial, Abyssal
SQ None (dc XX)
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Feats
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Racial Heritage (1) (Orc)
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
Skill Focus (Perception) (Human Bonus Feat 1)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Endurance (Fighter Bonus Feat 1)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard (Fighter Bonus Feat 1)
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
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Traits
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Stolen Fury (Campaign)
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Magical Knack (Magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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Class Features
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Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Hidden Aura (Su):
A faithful wanderer doesn’t have an aura of good like other paladins do, as this would give her presence away to hostile denizens of the Abyssal wastelands. Her other auras likewise don’t reveal her presence. The benefits of her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her. At 3rd level, her alignment aura emulates the alignment planar traits (Pathfinder RPG GameMastery Guide 187) of her current location (chaotic evil in the Worldwound or the Abyss) for the purposes of alignment-detection effects, though this doesn’t change her actual alignment. At 8th level, she takes no penalties from the mildly chaos-aligned and mildly evil-aligned planar traits and treats all opposed strongly aligned planar traits as if they were only mildly aligned. At 11th level, she takes no penalties even in areas with strongly chaos- and evil-aligned planar traits. At 14th level, she leaves no trail in areas with chaos- and evil-aligned planar traits, can’t be tracked in such terrain, and can use Stealth to hide in such terrain, even if the terrain doesn’t grant cover or concealment. At 17th level, she can use Stealth to hide in areas with these planar traits even while being observed.
This replaces aura of good and aura of justice, and it alters aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Wanderer’s Lore: A faithful wanderer quickly learns that everything in the wastes is evil, and she develops the skills she needs to survive. She gains Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival as class skills but doesn’t gain Diplomacy, Handle Animal, Knowledge (nobility), or Ride as class skills. A faithful wanderer gains a number of skill ranks equal to 4 + her Intelligence modifier at each level (instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier).
This alters the paladin’s class skills and replaces detect evil.
Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Stalk Evil (Su):
A faithful wanderer isn’t interested in going out in a blaze of glory after exhausting a limited ability to smite evil. Instead, she has developed techniques to evade, stalk, and punish evil whenever necessary. She gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them. These bonuses don’t stack with favored enemy bonuses. At 5th level and every 5 levels thereafter, these bonuses increase by 2 (to a maximum of +10 at 20th level). At 7th level, the faithful wanderer also gains these bonuses against undead, and at 13th level, she also gains these bonuses against evil dragons.
This replaces smite evil.
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Weapon and Armor Proficiency:
An unbreakable is not proficient with tower shields.
Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Tough as Nails:
An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.
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Adventuring Skills
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Acrobatics -1 (+1 Rank, +0 trained, +2 Ability, -4 Armor)
Bluff +0 (+0 Rank, +0 trained, +3 Ability)
Climb -1 (+1 Rank, +0 trained, +2 Ability, -4 Armor)
Diplomacy +3 (+0 Rank, +0 trained, +3 Ability)
Disable Device -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist -1 (+1 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -1 (+1 Rank, +0 trained, +2 Ability, -4 Armor)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Religion) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Planes) +6 (+1 Rank, +3 trained, +2 Ability)
Perception +7 (+1 Rank, +3 trained, +0 Ability, +3 Feat)
Ride -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +2 (+0 Rank, +0 trained, +2 Ability)
Stealth +2 (+1 Rank, +3 trained, +2 Ability, -4 Armor)
Survival +4 (+1 Rank, +3 trained, +0 Ability)
Swim -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
[Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)
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Background Skills
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Appraise +2 (+0 Rank, +0 trained, +2 Ability) Background
Artistry +2 (+0 Rank, +0 trained, +2 Ability)
Craft () +2 (+0 Rank, +0 trained, +2 Ability)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability) Background
Linguistics +2 (+0 Rank, +0 trained, +2 Ability)
Lore +2 (+0 Rank, +0 trained, +2 Ability)
Perform +3 (+0 Rank, +0 trained, +3 Ability)
Profession +1 (+0 Rank, +0 trained, +0 Ability)
Sleight of Hand +2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level: 1
Spells (5) Level 0 DC 13
Spells (2) Level 1 DC 14 4x/day
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Special Abilities
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Hidden Aura
Stalk Evil
gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them
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Equipment
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Equipment list
Melee Weapons Falchion, Morningstar
Ranged Weapons Longbow, 40 arrows
Armor Scale Mail, Light wooden shield
Other Gear Paladin’s kit :This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Explorer's Outfit,
Smelling Salts
Magic Item
Wealth 15gp