Until Thy Kingdom Come
zr Fargrim son of Traveon
Hungry Paladin of Torag
LG Medium Dwarf Paladin 6
Initiative 0, Perception +10
AC 17 (18 Prot Evil), touch 10, flat footed 17
Fort +10, Ref +6, Will +10
Immune to Fear, all diseases
Allies within 10 feet = +4 vs Fear
Move 20 ft
Melee Mstwk Cold Iron Dwarven Longhammer +10 (2d6, +4 two hands, crit x3)
Special Attack – 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.
Str 16 (3, belt), Dex 10, Con 12 (1), Int 12 (1), Wis 12 (1), Cha 18 (4, headband)
Base Atk 6/1, CMB 9, CMD 18
Feats: Greater Mercy, Toughness, Power Attack
Skills: Acrobatics (3), Craft Metal (5), Diplomacy (7), Handle Animal (8), Heal (9), Perception (10), Profession Soldier (6), Ride (4), Sense Motive (5)
Traits: Seeker, Armor Expert
Lay On Hands (1/2 level + Cha per day)
Mercies – LOH removes Fatigued, Dazed
Greater Mercy – Heal extra 1d6 when LOH target is not Fatigued or Dazed
Channel Positive Energy (2 LOHs)
Detect Evil at will (3 round duration equivalent)
Divine Bond (Sp): allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aegis of Recovery
All Tools Vest
Ring of Protection +1
Headband of Alluring Charisma +2
Belt of Giant Strength +2