| CloudCobra |
My concept is a Human Paladin (Combat Healer Squire/Hospitaler/Oath of Charity/Warrior of the Holy Light) with Planar Heritage (Tiefling). As I was going through the items I came across two that I thought would create an interesting combination:
1) Risen Blade
Each +2 flaming khopesh was crafted by one of the predominant Osirian churches, such as the church of Abadar, Nethys, or Pharasma. Anytime its wielder is healed by channeled positive energy, a risen blade gains a charge. Whenever the wielder confirms a critical hit, she can release the stored energy in the blade as a free action. The wielder channels positive energy (as the class feature) and must choose to damage undead or heal the living. This action expends all the blade's charges. Each charge is worth 1d6 points of damage or healing, and for each charge spent, the wielder can choose to exclude one creature in the area from being affected. The DC to save against this positive energy is equal to 15 + 1 per stored charge expended. A risen blade can't gain a charge from healing caused by the release of charges from itself or another risen blade. A risen blade can store up to 5 charges. Each charge dissipates if not used within 24 hours.
Price: 23,320 gp; Weight: 8 lbs.
Source: Inner Sea Combat p.56
2) Spiked Focus Ward
Spiked Focus Ward
Category: Channel Foci
This holy symbol has a small nail or spike somewhere along its length, allowing it to be hammered it into a wall, tree, floor, or any hard surface. Once fixed in place and activated, it stores channeled energy until it is touched by a creature of at least Small size or 24 hours pass. If touched, the focus releases the stored power as if you used channel energy, though it only heals or deals half the normal damage (including all feats and abilities that affect the DC and damage). Good clerics use these items to provide healing in large battles where a cleric may not be nearby; evil clerics often use them as traps.
Source: Adventure's Armory, p.25
Price: 100 gp; 2 lbs.
First scenario:
Now, foci only seem to work when a spellcaster holds them in their hands. My paladin obtains Arms of the Naga (D&D 3.0 Savage Species, p.55) or Arms of the Marilith (Pathfider - Melee Tactics Toolbox, p. 28). These are the only items I've been able to find so far that seem to provide extra limbs. So, here's the idea.
The paladin has fully charged the sword with 5 charges of channel energy. He holds Spiked Focus Wards in the other open hands while wading into combat. A critical hit occurs. Since they are actually in his hands, the channel energy released from the weapon goes into each held Spiked Focus Ward. The paladin now uses move actions to drive them into the ground around himself. He touches each one and the channel energy goes into the sword AT HALF POWER. He picks them up again during combat.
Another critical hit. The channel energy goes into the spiked wards. He drives them again into the ground and releases their power. The sword now absorbs the channel energy AT A QUARTER POWER.
So, it would be 30 hp on the first crit, 15 hp on the second crit, and 5 on the third crit.
Would this work?
Second scenario:
The sword only operates when a critical hit occurs. Could this be used out of combat in that the paladin runs himself through, effectively performing a coup de grace on himself? After all, a coup de grace is an automatic critical.
| HJ |
I don't think this will work. Channel foci are not spell focuses and work differently:
"Once fixed in place and activated, it stores channeled energy..."
"Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area)"
This means that it has to be in place and activated (standard action as per channel energy) BEFORE it will absorb the channel energy. And only 1 foci can be filled per channel.
Each focus also would have to be touched to release the channel energy, which should take a standard action for each again.As to coup de grace-ing yourself - don't forget the fort save or die, and if you roll a 1 you always fail
Sticking a few of these on a plank/shield and filling them with energy, may be a way to increase to AOE healing available to a party though, especially if you distribute them through the party.
| Meirril |
As HJ pointed out, each focus requires its own channel to charge.
The sword releases a wave of healing or harmful energy. While you have a large degree of choice over what happens, I wouldn't let you use that channeled energy to activate other abilities that cost a channel, like activating the foci.
Also your assumption that the amount of healing would be halved each time is incorrect. The sword's ability to heal isn't based on the amount of healing in the incoming channel, but just the number of channels its wielder has been exposed to. So if you prepared 3 Spiked Focus Wards and each of them triggered the sword would gain 3 charges allowing it to channel for 3d6. It doesn't matter if each of the individual healing waves did 10d6 or 1d6 of healing, the same 1 charge would be gained.
So, if your cycle worked (which it does not) the sword would heal for 3d6 each time, and the Spiked Focus Wards would heal for 3d6/2 each time. Again, very explicitly this does not work.
Firebug
|
If you are looking to get arbitrarily large numbers of channel energy per day, mix Ki Channel with Tea of Transference and a Ki pool (like Ninja 2). Once your Channel dice reaches 2 (or 3 if you are using Lay on Hands to Channel), you basically have unlimited channels per day. Or rather, limited to how much 40 gp tea you can drink.
Spend 1 Tea and 1 Ki point into 1 Channel. Spend 1 Channel with Ki Channel and gain '# of channel dice'(say 2) in the same number of Ki points. Repeat.
| Cevah |
This does not work:
Risen Blade: must choose to damage undead or heal the living
Channel Foci: Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy
You cannot activate the foci by triggering the blade.
/cevah
| CloudCobra |
If you are looking to get arbitrarily large numbers of channel energy per day, mix Ki Channel with Tea of Transference and a Ki pool (like Ninja 2). Once your Channel dice reaches 2 (or 3 if you are using Lay on Hands to Channel), you basically have unlimited channels per day. Or rather, limited to how much 40 gp tea you can drink.
Spend 1 Tea and 1 Ki point into 1 Channel. Spend 1 Channel with Ki Channel and gain '# of channel dice'(say 2) in the same number of Ki points. Repeat.
That's interesting. I hadn't thought of using a Ki Pool...That puts an entirely new perspective on things.
You're right. The only linchpin is the Tea of Transference. Hmm, there might be a way to actually make this work using the Unsanctioned Knowledge feat (and thus requiring to retain spellcasting).
I should have a build for this by this weekend.
Firebug
|
Another advanced trick with this is to recharge your spells (or smite evil) as well. The spells part is not very useful on a Paladin since it has to be 2 levels lower than your highest, but my Shaman/Ninja 2 is almost to the point where he can use Tea of Transference to recharge a 4th level spell. That 4th level spell being Minor Creation to create more tea.
Regardless, its amusing to me that a Hospitaler archetype using this combo has significantly more Smite Evils than an Oath of Vengeance archetype.
| Meirril |
If you are looking to get arbitrarily large numbers of channel energy per day, mix Ki Channel with Tea of Transference and a Ki pool (like Ninja 2). Once your Channel dice reaches 2 (or 3 if you are using Lay on Hands to Channel), you basically have unlimited channels per day. Or rather, limited to how much 40 gp tea you can drink.
Spend 1 Tea and 1 Ki point into 1 Channel. Spend 1 Channel with Ki Channel and gain '# of channel dice'(say 2) in the same number of Ki points. Repeat.
So 3 levels of monk to qualify for a ki pool? Mix this with drunken master and Fast Drinker (feat) so you can trade 1 alcoholic drink for 1 ki, then 1 tea (40gp) for a channel or spells...
I'm not sure its worth a 3 level dip, but it is interesting.
Firebug
|
I like Ninja 2. If you are focused on making a healer character picking Vanishing Trick at level 2 (or rogue talent another combat feat) can be very useful. And as far as I can tell, its tied for the smallest dip required to get a Ki pool.
You could make the argument for Iron Within Dwarven race alternative ability, but it doesn't explicitly call out that it you have a Ki Pool, which Tea of Transference explicitly requires. And since its limited to a single point you can't really go infinite as you need to gain 2 Ki from a single Channel. You could start as level 1 Monk and take the Honored Fist of the Society trait to bring it up to 2 points, but would still be at least 1 level dip into Monk and leave you open to table variation whether it even works.
Iron Within: Heroes from the Fringe pg. 4
Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation.This replaces defensive training and hatred.
Vigilante Teisatsu at 2 as well if you didn't want Poison Use on a Paladin.
Strangely, Internal Alchemist is allowed to take Extra Ki feat in place of a discovery even though it doesn't have a Ki Pool. Assuming it works, it would 'give' you a Ki Pool at 2 as well.Psammokinetic Kineticist gets a Ki Pool at 3 like monk. A bit unusual, but could be interesting.
| CloudCobra |
Alright, let's see if my thinking is correct on this...
Deity: Irori
ABILITIES:
{15-point buy}
STR 14 -2 = 12 +1
DEX 10 +2 = 12 +1
CON 10 +0
INT 10 +2 = 12 +1
WIS 10 +0
CHA 16 -4 = 12 +1
TRAITS:
Blessed Touch (Faith) - You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Suicidal (Tiefling) - Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Touched by the Sky (Numeria) - Somehow, you managed to retrieve a rare vial of fluid from a piece of crashed wreckage on the plains of Numeria. Before you could be caught with the contraband, you drank it. You now have the ability to stabilize a dying creature with a touch as a standard action.
Umbral Unmasking (Drawback) - You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
RACE BUILDER:
Disadvantage Total: -7 RP
Standard Racial Traits
Mixed Weakness (-2 RP): Members of this race gain a +2 bonus to one ability score of that type and a –2 penalty to another ability score of that type. They also gain a +2 bonus to one ability score of the other type and a –4 penalty to another ability score of the other type.
Slow Speed (-1 RP): 20 ft. base speed, but not affected by Medium or Heavy armor.
Defense Racial Traits
Delicious (-1 RP): -2 penalty on Escape Artist and combat maneuver checks to escape grapple against creatures with Bite attacks.
Frightened by Magic (-1 RP): The character is uneasy around magic, especially spells that have large, impressive effects. Whenever the character is damaged or affected by a spell or supernatural ability that has an obvious visual component, he is shaken for 1 round (subject to GM discretion). A character that gains the ability to cast spells from a class feature is unaffected by this racial trait.
Magical Racial Traits
Other Racial Traits
Emotionless (-1 RP): You have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Weakness Racial Traits
Shattered Soul (-1 RP): You are exceptionally difficult to return to life. If target of raise dead, resurrection, or similar spells the caster must succeed at a caster level equal to 10 + your Hit Dice. If spell fails, caster has to wait 24 hours to try again.
Advantage Total: +7 RP
Spell-like Ability, Greater (+3 RP) -> Channel the Gift (3rd level) 1/day
Spell-like Ability, At Will (+4 RP) -> Heroic Fortune (2nd level) {Advanced Player's Guide}
LEVEL BREAKDOWN:
HP: 10
Level 01: Planar Infusion (Positive Energy Plane)
Human bonus: Planar Heritage (Tiefling)
Paladin 1 : Aura of Good, Careful Healer (Ex), Smite evil 1/day
BAB +1
F+02 R+0 W+02
HP: 15
Level 02 :
Paladin 2 : Dress Wounds (Su), Charitable Hands 1d6 (Su)
BAB +2
F+03 R+00 W+03
HP: 20
Level 03 : Extra Lay on Hands
Paladin 3 : Swift Healer (Ex), Aura of Courage, Mercy
BAB +3
F+03 R+01 W+03
HP: 25
Level 04 : +1 CHA (13)
Paladin 4 : Channel Positive Energy 1d6 (Su), Charitable Hands 2d6
BAB +4
F+04 R+01 W+04
Spells 1st level: 0
HP: 30
Level 05 : Greater Mercy
Paladin 5 : Charitable Mercy (Su)
BAB +5
F+04 R+01 W+04
Spells 1st level: 1
HP: 35
Level 06 :
Paladin 6 : Mercy, Channel Positive Energy 2d6, Charitable Hands 3d6
BAB +6/+1
F+05 R+02 W+05
Spells 1st level: 1
HP: 40
Level 07 : Extra Mercy
Paladin 7 : Smite Evil 2/day
BAB +7/+2
F+05 R+02 W+05
Spells 1st level: 1; 2nd level: 0
HP: 45
Level 08 : +1 CHA (14)
Paladin 8 : Aura of Resolve, Channel Positive Energy 3d6, Charitable Hands 4d6
BAB +8/+3
F+06 R+02 W+06
Spells 1st level: 1; 2nd level: 1
HP: 49
Level 09 : Antagonize
Rogue 01 : Sneak Attack +1d6, Trapfinding
BAB +8/+3
F+06 R+04 W+06
Spells 1st level: 1; 2nd level: 1
HP: 53
Level 10 : -
Rogue 02 : Evasion, Rogue Talent (Ki Pool = 1)
BAB +9/+4
F+06 R+05 W+06
Spells 1st level: 1; 2nd level: 1
HP: 58
Level 11 : Ki Channel
Paladin 9 : Mercy
BAB +10/+5
F+06 R+06 W+06
Spells 1st level: 2; 2nd level: 1
HP: 63
Level 12 : +1 INT (13)
Paladin 10 : Channel Positive Energy 4d6, Charitable Hands 5d6
BAB +11/+6/+1
F+07 R+06 W+07
Spells 1st level: 2; 2nd level: 1; 3rd level: 0
HP: 68
Level 13 : Unsanctioned Knowledge
Paladin 11 : Aura of Healing (Su)
BAB +12/+7/+2
F+07 R+06 W+07
Spells 1st level: 2; 2nd level: 1; 3rd level: 1
HP: 73
Level 14 : -
Paladin 12 : Mercy, Channel Positive Energy 5d6, Charitable Hands 6d6
BAB +13/+8/+3
F+08 R+07 W+08
Spells 1st level: 2; 2nd level: 2; 3rd level: 1
HP: 78
Level 15 : Eschew Materials
Paladin 13 : Smite Evil 3/day
BAB +14/+9/+4
F+08 R+07 W+08
Spells 1st level: 3; 2nd level: 2; 3rd level: 1; 4th level: 0
HP: 83
Level 16 : +1 CHA (+15)
Paladin 14 : Aura of Faith, Channel Positive Energy 6d6, Charitable Hands 7d6
BAB +15/+10/+5
F+09 R+07 W+09
Spells 1st level: 3; 2nd level: 2; 3rd level: 1; 4th level: 1
HP: 88
Level 17 : Channeled Revival
Paladin 15 : Mercy
BAB +16/+11/+6/+1
F+09 R+08 W+09
Spells 1st level: 3; 2nd level: 2; 3rd level: 2; 4th level: 1
HP: 93
Level 18 : -
Paladin 16 : Channel Positive Energy 7d6, Charitable Hands 8d6
BAB +17/+12/+7/+2
F+10 R+08 W+10
Spells 1st level: 3; 2nd level: 3; 3rd level: 2; 4th level: 1
HP: 98
Level 19 : Ultimate Mercy
Paladin 17 : Aura of Righteousness
BAB +18/+13/+8/+3
F+10 R+08 W+10
Spells 1st level: 4; 2nd level: 3; 3rd level: 2; 4th level: 1
HP: 103
Level 20 : +1 CHA (16)
Paladin 18 : Mercy, Channel Positive Energy 8d6, Charitable Hands 9d6
BAB +19/+14/+9/+4
F+11 R+09 W+11
Spells 1st level: 4; 2nd level: 3; 3rd level: 2; 4th level: 2
LAY ON HANDS CALCULATIONS:
Level 2: 1 + Cha mod / day = 2
Self 1d6 - 3 Charitable Hands + 1 FC + 1 Blessed Touch + 2 Planar Infusion
Others 1d6 + 3 Charitable Hands + 1 Blessed Touch
Undead 1d6
Level 4: 2 + Cha mod / day = 3
Self 2d6 - 6 Charitable Hands + 3 FC + 1 Blessed Touch + 4 Planar Infusion
Others 2d6 + 6 Charitable Hands + 1 Blessed Touch
Undead 2d6
Level 5: 2 + Cha mod / day = 3
Self 2d6 - 6 Charitable Hands + 3 FC + 1 Blessed Touch + 4 Planar Infusion + 1d6 Greater Mercy
Others 2d6 + 6 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 2d6
Level 6: 3 + Cha mod / day = 4
Self 3d6 - 9 Charitable Hands + 5 FC + 1 Blessed Touch + 6 Planar Infusion + 1d6 Greater Mercy
Others 3d6 + 9 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 3d6
Level 8: 4 + Cha mod / day = 6
Self 4d6 - 12 Charitable Hands + 7 FC + 1 Blessed Touch + 8 Planar Infusion + 1d6 Greater Mercy
Others 4d6 + 12 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 4d6
Level 12: 5 + Cha mod / day = 7
Self 5d6 - 15 Charitable Hands + 9 FC + 1 Blessed Touch + 12 Planar Infusion + 1d6 Greater Mercy
Others 5d6 + 15 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 5d6
Level 14: 6 + Cha mod / day = 8
Self 6d6 - 18 Charitable Hands + 11 FC + 1 Blessed Touch + 14 Planar Infusion + 1d6 Greater Mercy
Others 6d6 + 18 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 6d6
Level 16: 7 + Cha mod / day = 10
Self 7d6 - 21 Charitable Hands + 13 FC + 1 Blessed Touch + 16 Planar Infusion + 1d6 Greater Mercy
Others 7d6 + 21 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 7d6
Level 18: 8 + Cha mod / day = 10
Self 8d6 - 24 Charitable Hands + 15 FC + 1 Blessed Touch + 18 Planar Infusion + 1d6 Greater Mercy
Others 8d6 + 24 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 8d6
Level 20: 9 + Cha mod / day = 12
Self 9d6 - 27 Charitable Hands + 17 FC + 1 Blessed Touch + 20 Planar Infusion + 1d6 Greater Mercy
Others 9d6 + 27 Charitable Hands + 1 Blessed Touch + 1d6 Greater Mercy
Undead 9d6
ITEMS:
Meditation Crystal
Though this focus is usually a hand-sized crystal, the exact form (such as a wooden idol, an iron disk, and so on) may vary for some religions. A monk or paladin of the cleric’s faith may concentrate upon an activated meditation crystal, taking no actions for 1 minute, and regain 1 ki point or one use of lay on hands. Once activated, the crystal retains its energy until a monk or paladin uses it for this purpose or 24 hours pass.
Source: Adventurer's Armory, p.25
Price: 100 gp; 1 lb.
* Basically, spend a channel energy to gain back 1 ki point or 1 lay on hands.
Crystal of Healing Hands
A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.
Cost 12,000 gp; Weight 1 lb.
Source: Ultimate Equipment pg. 257
* A place to store 1 extra lay on hands. Great by Level 19 so that we don't run out should we need to use Ultimate Mercy.
Tea of Transference
Price 40 gp; Weight —
Source: Alchemy Manual, p. 25
Expend 1 point from your ki pool to regain ... one use of channel energy, one use of smite evil, or one expended spell slot at least 2 levels lower than the highest-level spell you can cast. You must have the ki pool class feature and the class feature you want to regain uses of in order to benefit from tea of transference.
OTHER NEAT ITEMS:
Spiked Focus Ward
Category: Channel Foci
This holy symbol has a small nail or spike somewhere along its length, allowing it to be hammered it into a wall, tree, floor, or any hard surface. Once fixed in place and activated, it stores channeled energy until it is touched by a creature of at least Small size or 24 hours pass. If touched, the focus releases the stored power as if you used channel energy, though it only heals or deals half the normal damage (including all feats and abilities that affect the DC and damage). Good clerics use these items to provide healing in large battles where a cleric may not be nearby; evil clerics often use them as traps.
Source: Adventure's Armory, p.25
Price: 100 gp; 2 lbs.
Martyr's Tear
Source: Ultimate Equipment
Price: 6,000 gp
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem’s middle.
Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem’s color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
Vestments of War (Body slot)
These sturdy leather robes are edged in fine linen embroidered with runes and holy symbols. If worn by a creature capable of casting divination spells who worships a specific deity, the embroidery shifts to depict symbols and icons appropriate to the wearer’s faith. The robes act as a divine focus for such wearers, allowing spells requiring a divine focus to be cast without the need to hold any other holy symbol. Additionally, if the wearer can channel energy, she can do so one additional time per day. If the wearer can lay on hands, she instead gains two additional uses of that ability per day. If the wearer has the fervor class feature, she instead gains two additional uses of fervor per day.
Cost: 14,000 gp; Weight: -
Source: Melee Tactics Toolbox p. 29
Shadowbond Tunic (Chest slot)
This black linen tunic has simple brass buttons. Once per day, the wielder can attune the garment to one ally by standing for 1 minute in a position in which both the wielder’s and his ally’s shadows overlap. For the next 24 hours, whenever the wielder is adjacent to that ally and that ally takes damage, the wielder can sacrifice up to 10 hit points to prevent an equal amount of damage done to the ally. This damage cannot be reduced or redirected, and if the wielder is incapable of sacrificing hit points, the damage to the ally cannot be prevented. If the vest is removed before its duration ends, the connection between the wielder and ally is lost and the vest is powerless until 24 hours have passed since its last attunement.
Price: 12,000 gp; Weight: 5 lbs.
Source: Blood of Shadows p. 26
Armor of the Pious (Armor slot)
This gold-plated +1 mithral full plate armor has images of Iomedae’s symbol etched into its immaculately gleaming surface. The armor requires 24 hours to attune itself to the wearer and her patron deity, after which point the images on the armor shift to match the symbol of the wearer’s patron deity (or remain associated with Iomedae if the wearer doesn’t worship a deity). Thereafter, once per day the armor’s wearer can offer a prayer to her deity (or Iomedae) as a swift action to increase the armor’s enhancement bonus to +2 for 10 rounds. For this duration, the armor also grants a +2 sacred bonus on saving throws. A paladin wearing armor of the pious can use her lay on hands ability one additional time per day; a mythic paladin wearing armor of the pious also gains one additional use of mythic power per day. An evil character who wears armor of the pious gains 2 negative levels. These negative levels remain as long as the armor is worn and disappear when the armor is removed—they never become permanent but can’t be overcome in any way as long as the armor is worn.
Price: 23,300 gp; Weight: 25 lbs.
Source: Pathfinder #74 - Sword of Valor p.62
Boots of the Earth (Feet slot)
These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Price: 5,000 gp; Weight: 5 lbs.
Source: Inner Sea Gods p. 261
Blood Reservoir of Physical Prowess
Source: Ultimate Equipment
Price: 2,000
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer’s blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.
The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.
The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer’s next turn.
The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer’s blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.
EXPLANATIONS:
1) So, the way this should work is that you Channel the Gift (Sp) -> cast Full Pouch without expending the slot -> use Heroic Fortune (Sp) -> Spend Hero point to recall Channel Gift (Sp) -> and repeat. That's our spellcasting loop for the Tea of Transference so that we never run out of that stuff. We obtain the spell Full Pouch through the Unsanctioned Knowledge feat and also take the Eschew Materials feat that we don't have to worry about the 1 gp in material components. Unfortunately, because of our low Wisdom we only get 1 point of Ki, so we need to compensate with a magic item to get our Wisdom score high enough to hold 3 ki. So this will definitely only work out-of-combat. We'll also need an item to boost his low Charisma to be able to use Ultimate Mercy by Level 19.
By Level 10 we'll be able to use the Hospitaler's Channel Energy 5 times per day, and lay on hands 6 times per day. So, let's say we have run out of lay on hands. We spend 5 channel to regain 5 lay on hands through the use of our meditation crystal. We drink the tea and transfer 1 ki for 1 channel energy. Transfer one more channel energy into lay on hands and we're back to full there. So that alone only took us 6 minutes. We use the tea again to transfer 1 ki into a channel energy. We can now use our last ki point to regain a smite evil or regain a spell slot if we needed it. We're out of ki now. So we now use the Ki Channel feat to regain our 3 ki by expending 1 channel energy. We're now back to 3 ki points. We can now continue to fill up or smite evil, our low-level spells and our expended channel energy. Downtime well spent.
2) Most people go with Fey Foundling as their Level 1 feat. I took a different route by taking Planar Infusion (Positive Energy Plane). Compared to Fey Foundling it increases with each level and yet works with lay on hands, channel energy and cure spells. The trouble with Charitable Hands is that we get screwed on healing ourselves. So the Tiefling's Favored Class bonus for Paladins helps us with the self-healing and this feat pretty much eliminates any penalty we get from it.
3) This build does lack in offensive capabilities, but I decided on more of a tanking style. This Paladin basically makes the enemy focus on him by drawing attackers to him and soaking up most of the damage. Given his healing abilities, and the right kind of spells, he should be able to hold out long enough for his party members to take the enemy down.
Also, by Level 9 you'll probably want to take the Poisoned Mercy, because one of the alchemical components of that Tea of Transference is effectively arsenic. :P