Crown of the Sorcerer King
Male Human Paladin 11
LG Medium humanoid (human)
Init 11 armor, 33)
Fort 8, Will 10/4/×2) and
adamantine dagger 10/3/19-20/×2) and
divine bond: axiomatic 11/5/17-20/×2+2d6 vs. Chaotic) and
divine bond: flaming burst 11/5/17-20/×2+1d10 fire+1d6 fire) and
divine bond: holy 11/5/17-20/×2+2d6 vs. Evil) and
holy avenger 14/8/19-20/×2) and
masterwork cold iron heavy mace 10/3/×2) and
masterwork silver dagger 10/2/19-20/×2)
Special Attacks channel energy, smite evil
At will—detect evil
Paladin Spells Prepared (CL 8th; concentration 11; CMB 16 disarm); CMD 24
Feats Channel Smite, Critical Focus, Improved Shield Bash, Lunge, Selective Channeling, Step Up, Strike Back
Traits indomitable faith, reactionary
Skills Climb -1, Diplomacy 2 Full plate, +1 Bashing Heavy steel shield, +1 Adamantine Warhammer, +1 Ghost touch Warhammer, +2 Keen Longsword, Divine Bond: Axiomatic, Divine Bond: Flaming Burst, Divine Bond: Holy, Holy avenger, Adamantine dagger, Masterwork Cold Iron Heavy mace, Masterwork silver dagger, Aegis of recovery (1 uses), Bead of newt prevention, Cloak of resistance +3, Gauntlet of the skilled maneuver (disarm), Handy haversack (6 @ 12.34 lbs), Ioun torch, Phylactery of faithfulness, Prisoner’s dungeon ring, Holy symbol, silver (Erastil), Ring: Link to Jeff for Shield Other, 17 GP
Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Aura of Courage +4 (10’ radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10’ radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +4 (10’ radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bead of newt prevention When bearer fails save vs hostile polymorph effect it is negated & the bead destroyed.
Channel Smite Channel energy can be delivered through a Smite attack.
Critical Focus +4 to confirm critical hits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3) (11 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Holy avenger Perform area dispel magic as standard action at your paladin level.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lay on Hands (5d6) (7/day) (Su) You can heal 5d6 damage, 7/day
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Paladin Channel Positive Energy 6d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Phylactery of faithfulness Aware of actions or items that affect your alignment or standing with your deity.
Prisoner’s dungeon ring Count as a familiar for the wearer of an attuned jailor’s ring.
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (4/day) (Su) +2 to hit, +11 to damage, +2 deflection bonus to AC when used.
Spell Resistance (16) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.