Until Thy Kingdom Come
zr Taio Bannigar
Wandering Paladin of Erastil
LG Medium Human Paladin 6
Initiative +1, Perception +11
AC18 (20 Prot Evil), touch 13, flat-footed 17 (+4 armor, +1 dex, +2 shield, +1 natural)
Fort +14, Ref +11, Will +13
Immune to Fear, all diseases
Allies within 10 feet = +4 vs Fear
Move 30 ft
Melee Mstwk Cold Iron Bastard Sword 1, 1, +1-two hands, +1d8 vital strike)
Ranged Mstwk Lng Compbow +8 (1d8, +1d8 vital strike, crit 19-20×3)
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 12 (1), Con 11, Int 12 (6, headband)
Base Atk 1, CMB +7, CMD 18
Feats: Greater Mercy, Vital Strike, Exotic Weap Prof (Bastard Sword), Additional Traits
Skills: Handle Animal (10), Diplomacy (10), Perception (11), Ride (6), Profession Soldier (9), Intimidate (7), Heal (6 vs humanoid, 7 vs animal, kits), Knowledge Nature (6), Survival (5, 7 vs lost), Acrobatics (4)
Languages: Common, Sylvan
Traits: Devotee of the Green (Faith), Militia Veteran (Regional), Resilient (Combat), Seeker (Social)
Lay On Hands (1/2 level + Cha per day)
Mercies – LOH removes Sickened, Diseased
Greater Mercy – Heal extra 1d6 when LOH target is not Sickened or Diseased
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.
PREPARED SPELLS – Patrol
Horn of Pursuit (sounds alarm when spotting danger, 3 peals audible 2 miles)
Protection from Evil (casts on self prior to combat)
Hero’s Defiance (activates if brought below zero HP)
Aegis of Recovery
Boots of the Cat
Bracers of Falcon’s Aim
Cloak of Resistance +2