Female Human Paladin of Shelyn (Chosen One) 9
Lawful good medium Humanoid (Human)
Player Swyrlyn


Init + 2 (+1 dex, +1 competence)
Senses Perception +0


AC 23, touch 12, flat-footed 22; (+10 armor, +1 dex, +1 nat armor, +1 deflection)
HP 85 (9d10 + 18 con + 9 fcb)
Fort +13 (con +2, paladin +6, +1 resistance, +4 grace)
Refl +9 (dex +1, paladin +3, +1 resistance, +4 grace)
Will +9 (wis -2, paladin +6, +1 resistance, +4 grace)
Special Defences:

  • Share Will (Su), Lay on Hands 9/day - 5d6+10 on self (swift) 5d6 on others - if no mercy used with mercy 4d6 (standard), Channel positive Energy 5d6 (DC 18, 2 uses of LoH), +2 trait bonus on saving throws against charm or compulsion effects, +2 save bonus vs death effects, immune to fear (+4 vs fear to allies within 10 feet), immune to diseases, immune to charm (+4 morale vs charm for allies within 10 feet), Resist: Electricity 4, Acid 1, Fire 2

Speed 30ft, with armor 20ft
2-handed Melee +1 Adamantine Glaive +15/+10 1d10+8 (S/*3)
2-handed Melee+Power Attack +1 Adamantine Glaive +12/+7 1d10+17 (S/*3))
2-handed Melee+Power Attack+Smite Evil +1 Adamantine Glaive +16/+11 1d10+26/35 (S/*3))
1-handed Melee+Power Attack Sap +14 1d6+5/+11 (B/*2))
* Other Weapons: Alchemical Silver Light Mace, Dagger, MW Cold Iron Glaive
Special Attacks:

  • Smite Evil 3/day(Su):

As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite.


Ranged Cold Iron Javelin +10 1d6+5 (Range 30/P/*2)


Spells:

  • 2nd (1+1) Remove Paralysis, Paladin's Sacrifice
  • 1st (2+1) Hero's Defiance, Lesser Restorationx2

Str 20 (16+2+1+1), Dex 12, Con 14, Int 12, Wis 7, Cha 18 (16+2)
Base Atk +9; CMB +14; CMD 26
Feats

  • 1: Power Attack,
  • 1: Fey Foundling: Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
  • 3: Greater Mercy
  • 5: Phalanx Formation
  • 7: Extra Lay on Hands
  • 9: ?

Skills acp: -5; total skill ranks: 36

  • Acrobatics
  • Appraise
  • Bluff
  • Climb
  • Craft Carpentryc (1) +5
  • Diplomacyc (9) +16
  • Disable device
  • Disguise
  • Escape artist
  • Fly
  • Handle animalc (1) +8
  • Healc (1) +2
  • Intimidate
  • Knowledge(arcana)
  • Knowledge(dungeoneering)
  • Knowledge(engineering)
  • Knowledge(geography)
  • Knowledge(history) (1) +2
  • Knowledge(local) (1) +2
  • Knowledge(nature) (2) +3
  • Knowledge(nobility)c (1) +5
  • Knowledge(planes) (1) +2
  • Knowledge(religion)
  • Linguistics (1) +2
  • Perception (0) +0
  • Perform Dance (5) +9
  • Professionc
  • Ridec (1) +0
  • Sense motivec (1) +2
  • Sleight of hand
  • Spellcraftc (1) +5
  • Stealth
  • Survival
  • Swim
  • Use magic devicec (9) +17

Traits: Dangerously Curious, Unswaying Love
Languages: Common, Varisian, Celestial, Sylvan
RSQBonus Feat, Skilled
SQ Aura of Good, Detect Evil, Smite Evil 2/day, Lay on Hands 5/day, Aura of Health, Divine Courage, Mercy (with LoH remove Fatigued), Speak With Familiar, Mercy (with LoH remove Disease), Mercy (with LoH remove Curse), Aura of Resolve


On person:Spring-loaded Wrist Sheetx2, +1 Adamantine Glaive
In backpack: Crowbar, Acid*2, Alchemist Fire*4, Ioun Torch
Wealth
Mule:
Potions/Oils: Oil of Magic weapon, Potion of touch of the sea, Antiplague, Antitoxin
Scrolls:
Wands: CLW, Heightened Awareness, Longstrider
Miscs:
Ioun Stones: Cracked Dusty Rose Prism
Encumbrance lb. without backpack (//), lb. with backpack


Wondrous Items

  • Head
  • Headband Headband of Alluring Charisma +2
  • Face/Eyes
  • Neck Amulet of Natural Armor +1
  • Shoulders Cloak of Resistance +1
  • Chest
  • Body
  • Armor +1 Full Plate
  • Belt Belt of Giant Strenght +2
  • Wrist
  • Hand
  • Ring Ring of Protection +1
  • Ring
  • Feet

Familiar - Vihellys

Neutral Good Small Outsider (Angel, Extraplanaer, Good) (Cassisian Angel)
Init +0; Senses Darkvision 60; Perception +5
Speed fly 60 ft. (perfect)
AC 21, touch 13, flat-footed 21 (+2 Deflection, +8 natural, +1 size)
hp 42 (HD9)
Fort +9, Ref +5, Will +10
Str 3, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Base Atk +9; CMB +2; CMD 16
Feats Iron Will
Defenses:

  • DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10, Improved Evasion

Special

  • Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)
  • Spell-Like Abilities (CL 3rd; concentration +3)
    • Constant–detect evil, know direction
    • 1/day–aid, daylight
  • Improved Evasion
  • Perfect Memory (Ex), Lesser Protective Aura (Su), Truespeech (Su): All agathions can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active
  • Change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph),
  • Lay on Paws (Su):

At 2nd level, a chosen one's familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one's lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin's lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin's lay on hands ability.

  • Divine Guidance (Sp): Can cast guidance at will.
  • Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. V can use this once per day.
  • Share Will (Su):

Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well.

If this second save succeeds, treat the original save result as a success, and the emissary and its master can't use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn't ordinarily be a valid target.

  • Empathic Link

Skills

  • Diplomacy +9
  • Fly +10
  • Heal +4
  • Kn. History +0
  • Kn. Nature +1
  • Kn. Planes +4
  • Kn. Religion +13
  • Linguistics +0
  • Perception +10
  • Sense Motive +4
  • Stealth +8

Notes

  • 0
  • 1
  • 2

Things to buy


Tulevaisuus


Paladin Code:

  • I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
  • I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
  • I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
  • I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
  • I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
  • I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

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