| CWheezy |
Hey guys! I am gming a game where the PC's are holding a base against adventurers.
There is one final group they must fight, and currently in that party is a twf sword and board paladin, archer cleric, and admixture evoker wizard. I am looking to fill up that last slot, but I am not sure what to send at my players. I want something "different" than what I have sent at them already, but with the current limitations it is kind of annoying.
So far they have fought multiple barbarians, twf fighter, a rogue using vanishing trick and hellcat stealth, a group of tripping lore wardens with an archer inquisitor as backup, and a reach fighter with a naginata.
Limitations: 25 pb, level 10, Heroic NPC wealth, must be human, no ACG classes since they are still beta, preferably lawful good. No arcane, because in the setting arcane casters are mistrusted at best.
TBH it seems to me a barbarian would fit best but throwing another barbarian at them seems lame. I am also hesitant about an oracle considering I have 2 divine in there already. Any ideas you guys have would be great!
| Akerlof |
| 1 person marked this as a favorite. |
How about an Evangelist Cleric: Fills the Bard support role and can be a really effective Enchanter without being arcane.
Human Evangelist Cleric (Luck domain)
Str 10
Dex 10
Con 16 (14 +2 Belt)
Int 10
Wis 24 (16+2 Human +2 Level Bumps +4 Spell)
Cha 16
AC 17/10/17 (+5 armor, +2 shield)
HP 85 (10d8+40)
Fort: 11 Ref: 3 Will: 14
Channel Energy: 3d3, 6/day, DC 18
Luck Domain: Variant Channel (Heal) Allies gain +3 Luck bonus to on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn.
- Bit of Luck 8/day (touched ally gets to roll twice and take the better for every d20 roll they make until your next round.)
- Good Fortune 1/day (Free Reroll)
Sermonic Performance: 25 rounds/day, Move action to start, Free action to maintain
- Countersong
- Fascinate
- Inspire Courage: +2 Attack and Damage
- Inspire Greatness: 1 Creature (+2d10 hit dice, +2 attack, +1 Fortitude saves)
Feats
Human: Spell Focus (Enchantment)
1: Greater Spell Focus (Enchantment)
3: Selective Channel
5: Persistent Spell
7:Quick Channel
9: Toughness
Spontaneous casting: 1st Command (DC 20), 2nd: Enthrall (DC 21), 3rd: Tongues, 4th: Suggestion (DC 23), 5th: Greater Command (DC 24)
Spells: (Suggested, but really tailored to max out 1 fight/day)
0:(4)
1:(6) Entropic Shield, Shield of Faith x2, Liberating Command, Remove Fear, Murderous Command (DC 20), True Strike (d)
2:(5) Calm Emotions, Bull's Strength, Owl's Wisdom, Remove Paralysis, Hold Person (DC 21), Aid (d)
3:(4) Archon's Aura, Dispel Magic, Prayer, Invisibility Purge, Protection from Energy (d)
4:(4) Blessing of Fervor, Persistent Hold Person x2 (DC 21), Terrible Remorse (DC 23), Freedom of Movement (d)
5:(3) Breath of Life, Greater Command (DC 24), Summon Monster 5, Break Enchantment (d)
Gear: 12,750gp
Belt of Con +2 (4,000) - Instead of a weapon I went with this. Evangelist enchanters don't need no steenkin weapons!
+1 Chain Shirt (1250)
+1 Shield Cloak (2000)
Lesser Rod of Extend Spell (3000)
Pearl of Power 1 (1,000)
Handy potions, scrolls and gewgaws worth 2,500 gp
Strategy:
-Significantly before combat: Swap in Scrying if neither of the other casters take it so you can scout and be prepared before combat.
-Before Combat: Extended Owl's Wisdom and Shield of Faith on self, Entropic Shield on self, Bull's Strength on Paladin, Shield of Faith on Paladin or Wizard, Aid on Paladin, Archon's Aura on self, Protection From Energy (Fire) on self.
-Couple rounds before combat: SM V (Bralani Azata): Have it cast Blur on self + Paladin, order to stay by self and support, cast Wind Wall if there are archers.
During combat: Stay in the back and try to look unassuming
-Round 1: Move action: Inspire Courage, Std Action: Greater Command (Halt). (or Blessing of Ferver if the Wizard doesn't Haste.)
-Round 2: Move action: Quick channel, Std Action: Persistent Hold Person on most dangerous person who saved vs the Greater Command.
-Later rounds: Terrible Remorse (low will, high Str class) or Persistent Hold Person on people who save/break out of Greater Command, another Greater Command if many are getting out, Extended Persistent Command is a good 3rd level spell that can be cast spontaneously using the rod, Suggestion (Go clean your room) for lols, to control enemies. Or Dispel/Calm Emotions, other support spells to keep your allies up. (One of these days I'm going to drop a Calm Emotions on a raging Barbarian immediately after he breaks out of a Greater Command. =D) Keep performance up, Channel to buff key attacks. Let the other Cleric worry about healing for the most part.
-Benefits: Allies gain +2 attack and damage, enemies take -2 attack and AC until they hit the Evangelist from the Archon's Aura, and lots of condition removal. 3-6 times/fight allies get +3 to an attack roll, etc.
-Offense: Tons of Enchantment based control with Greater Commands, high DC hold Persons, Terrible Remorse takes a high damage output enemy out of combat for at least 1 round even if he makes his save.
Between Murderous Commands, Terrible Remorse, and Calm Emotions, you can pretty much make a hard hitting PC do most of the killing for you, and them neuter him after he's done. ^.^
| revaar |
Seems to me that the hole in the party is shaped like a skill monkey. You have all of the combat roles covered, it it seems like you are lacking in some out of combat capability. Someone to sneak, scout, deal with traps, and play a supporting role in combat.
I'd suggest Archaeologist Bard, but you don't want any arcane. How about a Trapper or Urban Ranger? Trap finding, plenty of skill points, minor Divine casting. Or if you don't want to deal with magic at all, multi class to Lore Warden Fighter, and focus on maneuvers. Use a whip and you can start tripping and disarming everyone in a 15 foot radius. Hell, go straight Lore Warden and take the trap finder trait.
1:EWP (whip)
1F: Weapon Finesse
1H:Serpent Lash
2F: Weapon Focus (whip)
2LW: Combat Expertise
3: Whip Mastery
4F: Greater Serpent Lash
5: Improved Whip Mastery
6F: Combat Reflexes
7: Improved Trip
8F: Greater Whip Mastery
9: Improved Grapple
10F: Improved Disarm
From there, get some greater maneuver feats, and basically concentrate on setting up your PC's to make the big hits, so they feel awesome.
| Akerlof |
EDIT: As I understand it the OP is asking what NPC (monster) would help fill out his CR 13 encounter, why are people talking about GMPCs in this thread?
Right, but that "monster" is supposed to be an NPC with PC class levels and LG if possible, or I completely misinterpreted "There is one final group they must fight, and currently in that party is a twf sword and board paladin, archer cleric, and admixture evoker wizard. I am looking to fill up that last slot, but I am not sure what to send at my players."
Just to be clear, you are sending a party of Good aligned NPCs against a party of (I'm guessing evil and/or monstrous) PCs?
I really like the evangelist, but I understand if you would prefer something that won't murder the party with save or die spells.
| Renegadeshepherd |
With no arcane allowed I suggest a cleric based on group tactics. Evangelist with negative channel would be very effective against a party of PCs but not so powerful that he would kill em either.
Along the same lines but slightly differing, have this evangelist be a healer while performing as a swift and summoning as a standard. Ud probably only get 3-4 channels but when fighting only one fight and considering how many u heal its not a bad trade.
Third, grab an alchemist perhaps. Not one based off mutagens or arcane but alter slightly for a real world grenader with his bombs. I'd even recommend dip into ninja to make it even more appropriate and acceptable. Skills would be welcome as well.
| nate lange RPG Superstar 2012 Top 32 |
how brutal are you looking to be?
an enchanter evangelist would be pretty rough- buffs for the pally/archer, some summons, some healing (especially with quick channel), and the SoS spells that could make the fight very unpleasant for some PCs...
an oradin (life oralce 4/pally 6) would be tough too- gives up the monster SoSs but makes it pretty damn tough to kill anyone (life link everyone plus shield other on blaster; swift self heals with LoH, move action AoE heals with quick channel, and a standard action each round to drop bigger heals, or buff/debuff/whatever)...
another straight pally would also be pretty tough- give this one a reach weapon and combat reflexes, use AoOs as control (with smite he should do really solid damage and remember that the bonus to hit applies to CMB as well if you want to use trip/disarm/whatever), he'll be really hard to kill because, you know, paladin.
this one might be less brutal... maybe... probably the most interesting though- angelkin aasimar[scion of humanity] (with the Racial Heritage[kobold] feat); paladin[oath of vengeance] 4/nature oracle 1/Dragon Disciple 5! there's a feat (Scaled Disciple) that lets you qualify for DD with divine magic instead of arcane (its a kobold feat, thus Racial Heritage)- so he'd have a monster Str (+2 racial and +4 for PrC, plus leveling/items/etc), lots of smiting, LoH, and he'd be stacking armor (no ASF%, proficient with all armor) plus natural armor plus Cha instead of Dex (without the Max Dex limit that applies to sidestep secret but not nature's whispers) for great AC, and have great saves; give him any old 2 hander and let him go to town, if anyone disarms him (or he gets bored) have him pop claw/claw/bite and see how that works out, lol
edit: another interesting option (since OP loves the barbarians) would be to build a rage-adin... the best way to do that is a Sacred Servant with the destruction[rage] domain (Ragathiel is the best deity ever for this) but that doesn't bring rage online until 11th... you could still pull it off though if you take the anger inquisition instead (though you miss out on the domain spells you'd otherwise get). or you could also just make an inquisitor with anger or destruction[rage]- easily mistaken for 'just another barbarian' until he starts tossing around spells or some such.
| Dasrak |
I'm feeling like the Alchemist might work well here. Most of this party is 2+int classes, so a skill monkey would be very welcome for their out-of-combat versatility. He's not really a spellcaster, but does bring pseudo-spellcasting abilities that the party is lacking. He can fill a versatile role in combat with bombs, mutagen, and extracts.
| SmiloDan RPG Superstar 2012 Top 32 |
A reach two-hander ranger with Power Attack, Pushing Assault, Combat Reflexes, Stand Still, Lunge, and Furious Focus. Would do battlefield control.
Is the paladin a half-elf with Skill Focus Intimidate, the Bully trait, dual-wielding warhammer and shield, and using the Bludgeoner and Enforcer feats too?
| CWheezy |
Well, I chose to go lore warden!
Here is the party I came up with:
Archer Cleric Donnaghin CR 9
XP 6,400
Human Cleric of Erastil 10
LG Medium humanoid (human)
Init +8; Senses Perception +13
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Defense
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AC 24, touch 17, flat-footed 20 (+7 armor, +4 Dex, +3 deflection)
hp 78 (10d8+30)
Fort +11, Ref +9, Will +12
Defensive Abilities unity
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Offense
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Speed 20 ft.
Melee masterwork longspear +13/+8 (1d8+6/×3)
Ranged +1 adaptive frost composite longbow +14/+14/+9 (1d8+7/×3 plus 1d6 cold)
Special Attacks channel positive energy 5/day (DC 17, 5d6)
Domain Spell-Like Abilities (CL 10th; concentration +13)
6/day—calming touch (0d0+5 nonlethal damage)
Cleric Spells Prepared (CL 10th; concentration +13):
5th—boneshatter (DC 18), breath of life (DC 18), telepathic bond[D]
4th—blessing of fervor[APG] (DC 17), freedom of movement, greater magic weapon, imbue with spell ability[D]
3rd—dispel magic, invisibility purge, magic vestment, prayer[D], stone shape
2nd—bear's endurance, bull's strength, grace[APG], resist energy, shield other[D], sound burst (DC 15)
1st—bless[D], bless, divine favor (2), protection from evil, shield of faith
0 (at will)—create water, detect magic, detect poison, guidance
D Domain spell; Domains Community, Zeal Inquisition
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Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 16, Cha 14
Base Atk +7; CMB +9; CMD 26
Feats Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Selective Channeling
Skills Diplomacy +6, Heal +7, Knowledge (planes) +6, Knowledge (religion) +8, Perception +13, Spellcraft +13
Languages Common
SQ aura, scourge of the enemy, zealous surge
Other Gear masterwork kikko armor, +1 adaptive frost composite longbow, masterwork longspear, headband of inspired wisdom +2
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (6/day) (Sp) Heal 1d6+5 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 5d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain (Zeal Inquisition) Deities: Erastil, Nethys.
Granted Powers: An inquisitor needs unyielding zeal in order to make sure her deity's work is done.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scourge of the Enemy +2 (Asmodeus) (Ex) Gain favored enemy bonus vs members of an opposing religion.
Selective Channeling Exclude targets from the area of your Channel Energy.
Unity (1/day) (Su) As an imm action, allies in 30' may use your save bonus against something that affects you both.
Zealous Surge (13 Hp, 1/day) (Sp) When reduced to 0 or fewer hp gain automatic healing.
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Evoker Wizard CR 9
XP 6,400
Male Human Wizard 10
NG Medium humanoid (human)
Init +10; Senses Perception +15
Aura elemental manipulation
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Defense
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AC 19, touch 14, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +2 deflection)
hp 87 (10d6+50)
Fort +8, Ref +7, Will +10
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Offense
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Speed 30 ft.
Melee quarterstaff +5 (1d6)
Wizard Spells Prepared (CL 10th; concentration +16):
5th—inten maxim fireball[S] (DC 19), inten maxim fireball (DC 19), teleport (2)
4th—emergency force sphere, empow inten fireball[S] (DC 19), empow inten fireball (DC 19), stoneskin, wall of fire
3rd—empow fireball[S] (DC 19), empow fireball (2, DC 19), fly (2)
2nd—burning arc[S] (DC 19), burning arc (DC 19), glitterdust (DC 18), mirror image, scorching ray (2)
1st—burning hands (DC 18), expeditious retreat, mage armor, magic missile[S], magic missile (2), protection from evil
0 (at will)—detect magic, open/close (DC 16), ray of frost, read magic
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Statistics
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Str 10, Dex 14, Con 16, Int 22, Wis 12, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats Empower Spell, Improved Initiative, Intensified Spell[APG], Maximize Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM], Toughness
Traits magical lineage, wayang spell hunter
Skills Fly +11, Knowledge (arcana) +19, Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +18, Knowledge (local) +12, Knowledge (nature) +18, Knowledge (nobility) +11, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Sense Motive +3, Spellcraft +19
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Terran
SQ arcane bonds (arcane bond [familiar]), intense spells, opposition schools (illusion, necromancy), specialized schools (admixture), versatile evocation
Other Gear quarterstaff, amulet of natural armor +1, cloak of resistance +2, handy haversack, headband of vast intelligence +2
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Special Abilities
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Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +5 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.
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Arcane Familiar
Dinosaur, Compsognathus (Pathfinder RPG Bestiary 2 0)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +14
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 43 (1d8+2)
Fort +5, Ref +5, Will +7
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Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +6 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 8, Dex 15, Con 14, Int 11, Wis 11, Cha 5
Base Atk +5; CMB +5; CMD 14
Feats Improved Initiative
Skills Fly +15, Perception +14, Spellcraft +10, Stealth +14, Swim +10
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
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John CR 9
XP 6,400
Male Human Fighter (Lore Warden) 9/Monk (Maneuver Master) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium humanoid (human)
Init +10; Senses Perception +15
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Defense
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AC 26, touch 18, flat-footed 20 (+5 armor, +2 shield, +6 Dex, +1 natural, +2 deflection)
hp 87 (9d10+1d8+29)
Fort +12, Ref +13, Will +9 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 30 ft.
Melee +1 scorpion whip +19/+14 (1d4+4) and
unarmed strike +16/+11 (1d6+2)
Special Attacks stunning fist (3/day, DC 17), weapon trainings (flails +2, close +1)
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Statistics
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Str 13, Dex 22, Con 14, Int 13, Wis 14, Cha 9
Base Atk +9; CMB +15 (+19 dirty trick, +17 disarm, +17 trip); CMD 32 (34 vs. dirty trick, 34 vs. disarm, 34 vs. trip)
Feats Combat Expertise, Exotic Weapon Proficiency (whip), Greater Dirty Trick, Improved Dirty Trick, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Whip Mastery[UC], Lunge, Quick Dirty Trick[UC], Serpent Lash, Stunning Fist, Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Skills Acrobatics +12, Climb +5, Knowledge (planes) +14, Knowledge (religion) +14, Perception +15, Sense Motive +9, Spellcraft +14, Stealth +19, Survival +6, Swim +5
Languages Common
SQ flurry of maneuvers, know thy enemy, stunning fist (stun), unarmed strike
Other Gear +1 mithral chain shirt, +1 light steel shield, +1 scorpion whip, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs 1 foe to gain +2 to att & weapon dam for encounter.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Serpent Lash Gain extra trip/disarm with whip on success, whips reposition at -4 CMB.
Stunning Fist (3/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Training (Close) +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Flails) +2 (Ex) +2 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
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Sir Richard CR 9
XP 6,400
Human Paladin 10
LG Medium humanoid (human)
Init +7; Senses Perception +10
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Defense
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AC 26, touch 13, flat-footed 25 (+10 armor, +3 shield, +1 Dex, +2 deflection)
hp 119 (10d10+60)
Fort +15, Ref +10, Will +11
DR 10/adamantine; Immune charm, disease, fear; Resist fire 30
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Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +11 (1d4+8) and
+2 longsword +13/+8 (1d8+16/19-20)
Special Attacks channel positive energy 3/day (DC 17, 5d6), smite evil
Spell-Like Abilities (CL 10th; concentration +12)
At will—detect evil
Paladin Spells Prepared (CL 7th; concentration +9):
3rd—
2nd—litany of righteousness[UC], resist energy
1st—divine favor, protection from evil, resist energy
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Statistics
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Str 22, Dex 16, Con 18, Int 10, Wis 11, Cha 14
Base Atk +10; CMB +10; CMD 31
Feats Improved Initiative, Improved Shield Bash, Power Attack, Shield Slam, Toughness, Two-Weapon Fighting
Skills Diplomacy +8, Intimidate +7, Knowledge (nobility) +4, Knowledge (religion) +9, Perception +10, Spellcraft +8
Languages Common
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [2/day] 2/day), lay on hands, mercies (mercy [fatigued], mercy [sickened], mercy [staggered])
Other Gear +1 full plate, +1 heavy steel shield, +2 longsword, cloak of resistance +1
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Special Abilities
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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.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 10 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (5d6, 7/day) (Su) You can heal 5d6 damage, 7/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
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.
Paladin Channel Positive Energy 5d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Smite Evil (4/day) (Su) +2 to hit, +10 to damage, +2 deflection bonus to AC when used.