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Name

Human CR 11
XP 12800
Any Large Humanoid
Paladin level 12 (skill points 48) Paladin
Init +1; Senses ; Perception +7
DEFENSE
AC 25, Touch 9, flat footed 24 (+4 Breastplate, Shield, none)
(+1 Dex, +5 Natural, -1 size, +10 armour)
hp 142 (0d8+12d10+60+12);
Fort +18, Ref +11, Will +16
OFFENSE
Speed 50
Melee
Single Attack(+5/+5) Greatsword +25 (3d6+15/17-20) Corrosive Burst
Full Attack
(+5/+5) Greatsword +25/25/19/14 (3d6+15/17-20) Corrosive Burst
Space 10ft 2x2ft.; Reach 5ft
Special Attacks
Aura of Justice at cost of 2 smites allow all allies within 10ft to gain smite evil
with paladins bonus for 1 min
Divine Bond Summon a steed, or a bond with weapon - can stack bonus to existing
weapon per day = 1
Divine Bond Weap (Standard action 1 minute/level) Weapon bonus for divine bond = +
3
Smite Evil Add CHA bonus to hit, + 1/level to damage. Per day= 4
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 Cha 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.
Spells Known:

Paladin Spells
CL 12 Concentration 17
Level 1 (4) DC 16
Abadars Truthtelling(Enchantment)[Compulsion Mind-affecting mind-affecting fire] X
1
V, S, DF rng: touch CT: Dur: 1 min./level
SV Will negates Area: creature touched Book: Inner Sea Gods
Description: This spell functions identically to the spell zone of truth, except as
noted above. The target momentarily takes on the semblance of a being of perfect
order, like an archon or inevitable, so that all who can see the target know it is
affected by the spell. This divine guise flickers over the target for only an
instant and does not allow it to pass as a member of a different race.

Build Trust(Divination)[Creation Mind-affecting fear mind-affecting] X 1


V, S, M (a gold piece) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 day/level; see
text
SV Will negates Area: one creature Book: Ultimate Intrigue
Description: You get a sense of the best way to interact with the target in order
to encourage positive regard and fellowship toward you. You gain a +2 circumstance
bonus on all Charisma checks and Charisma-based skill checks you attempt when
interacting with the target. In addition, whenever you fail a Charisma check or
Charisma-based skill check when interacting with the target, you can reroll the
check as an immediate action. Attempting this reroll grants the target a new saving
throw to end the spell. The target doesnt become hostile to you when the spell
ends, but it does become disillusioned of its new trust in you. Attacking the
target or taking an obvious hostile action against it automatically ends the spell.
If you are using the contacts rules (Ultimate Campaign 148), your trust score with
the target increases by 1 for the duration of the spell. If youre using the
individual influence system (see pages 102-109), if the target fails its initial
saving throw you learn one of its influence skills, strengths, or weaknesses as
though you had succeeded at a discovery check.

Ghostbane Dirge(Transmutation)[ ] X 1
V, S, M/DF rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level
SV Will negates Area: one incorporeal creature Book: APG
Description: The target coalesces into a semi-physical form for a short period of
time. While subject to the spell, the incorporeal creature takes half damage (50%)
from nonmagical attack forms, and full damage from magic weapons, spells, spell-
like effects, and supernatural effects.

Virtue(Transmutation)[ ] X 1
V,S,DF rng: Touch CT: Dur: 1 min.
SV Fortitude negates (harmless) Area: Creature touched Book:
Description: Subject gains 1 temporary hp.

Level 2 (3) DC 17
Abeyance(Abjuration)[Calling Mind-affecting mind-affecting fire] X 1
V, S, M (a flask of holy water worth 25 gp), DF rng: touch CT: Dur: 24 hours
SV Will negates (harmless) Area: creature touched Book: AP 82
Description: Abeyance suppresses the effects of a single curse on a creature. It
does not restore any damage or drain that might have been caused by the curse.
Abeyance cannot suppress curses that cannot be removed by remove curse, but it can
suppress curses such as lycanthropy that require remove curse along with additional
measures. An individual curse can be suppressed only once by abeyance, even if cast
by a different caster. Abeyance does not allow a creature to divest itself of
cursed objects, though it can suppress a curse contracted from an object.

Eagles Splendor(Transmutation)[ ] X 1
V,S,M/DF rng: Touch CT: Dur: 1 min./level
SV Will negates (harmless) Area: Creature touched Book: CRB
Description: Subject gains +4 to enchantment bonus to Cha for 1 min./level

Sacred Space(Evocation)[Good fear mind-affecting ] X 1


V, S, M (a vial of ambrosia) rng: Close 25ft + 5ft/2 levels CT: Dur: 2 hours/level
SV none Area: Book: Advanced Race Guide
Description: This spell sanctifies an area with heavenly power. The DC to resist
spells or spell-like abilities with the good descriptor or channeled energy that
damages evil outsiders (as when using Alignment Channel) increases by +2. In
addition, evil outsiders take a -1 penalty on attack rolls, damage rolls, and
saving throws, and they cannot be called or summoned into a sacred space. If the
sacred space contains an altar, shrine, or other permanent fixture dedicated to
your deity, pantheon, or good-aligned higher power, the modifiers given above are
doubled. You cannot cast sacred space in an area with a permanent fixture dedicated
to a deity other than yours.

Level 3 (2) DC 18
Accept Affliction(Conjuration)[Healing Good water ] X 1
V, S, M/DF (doves heart) rng: touch CT: Dur: instantaneous
SV Fortitude negates (harmless) Area: creature touched Book: Champions Of Purity
Description: The caster can transfer the effects of afflictions such as curses,
diseases, and poisons from the target creature to himself. This spell can also
transfer the blinded, deafened, fatigued, nauseated, shaken, and sickened
conditions. All aspects of the transferred afflictions (save DCs, remaining
duration, removal conditions, and so on) remain the same, but affect the caster
instead of the original target. After transferring the affliction or condition, the
caster is free to cure it in any way he can.

Marks Of Forbiddance(Abjuration)[Mind-affecting light sonic or water] X 1


V, S rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level
SV Will negates; see text Area: one enemy and one ally Book: APG
Description: Marks of Forbiddance magically brand two creatures, preventing them
from committing violence against one another. When you cast this spell choose one
enemy and one ally within range. Both targets become branded with the sigil of
forbiddance. Until the end of the spells duration, in order for the two targets to
attack one another, even with a targeted spell, each attacker must attempt a Will
save. If the save succeeds, that target can attack the other normally. If the save
fails, the target cant follow through with the attack and the action is lost. This
spell does not prevent the targets from attacking each other with area of effect
spells or abilities.

STATISTICS
Str 16 + 8 = 24, Dex 14 -2 = 12, Con 14 + 6 = 20, Int 12, Wis 14, Cha 20
Base Attack 12 CMB 20 ; CMD 31
Feats
Mercy - Dazed: The target is no longer dazed,
Mercy - Paralyzed: The target is no longer paralyzed,
Mercy - Poisoned: Acts as a neutralize poison spell at Paladins level,
Mercy - Shaken: The target is no longer shaken,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn
,
Improved Critical: Doubles critical chance of weapon,
Martial Weap Prof,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat
maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack
penalty increases by -1 and damage by +2,
Ride-by Attack: When charging can carry on after the attack,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Spirited Charge: Deal double damage on a charge,
Weapon Focus: +1 to attack rolls
Skills Diplomacy 18, Handle Animal 5, Heal 10, Know Nobility 1, Know Religion 14,
Perception 7, Ride 13, Sense Motive 14, Spellcraft 1
Languages Common
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
Aura of Courage Immune to fear +4 morale to any within 10ft
Aura of Good Radiated good
Aura of Resolve Immune to charm spells and spell like abilities, Each Ally within
10ft gains +4
Channel Positive Energy Uses 2 lay on hands. As a cleric of paladins level
Detect Evil At will
Divine Grace All saves gain CHA bonus
Divine Health Immunity to natural Diseases
Lay on Hands (su) 1/2 level + CHA mod per day. Heals 1d6 / 2 levels as stand action
to others or swift to Paladin
Buffing spells pre-cast:
Bears Endurance caster level 12
Bulls Strength caster level 12
Haste caster level 12
Enlarge Person caster level 12
Barkskin caster level 12
Rage caster level 12

MAGIC ITEMS (max value 16350)


+5 (+5 special ability) Breastplate (100150gp)
Champion : When using a challenge or smite ability, the wearer gains a +2 sacred
bonus to AC against attacks from the chosen opponent. (+1 bonus)
Goggles of night 60ft darkvision (12000gp)
Tome of understanding (+5) +5 Wis (not used) (137500gp)
Horn of fog - (2000gp)
Bag of holding (type IV) 1500lb (10000gp)
Ring of Energy resistance greater (30) DR 30 from an energy (44000gp)
Ring of Blinking as blink spell (27000gp)
+5 (+5 special ability) Greatsword (200300gp)
Corrosive Burst : +1d6 acid damage. +1d10 on a critical hit (+2 bonus)

Total Value = 532950

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