Vann equipment:

That's a +3 to AC, -1 armor penalty, doesn't hinder movement, 15% arcane spell failure, +4 max Dex bonus, and weighs 18lbs. It is waterproof and unbreakable by the wearer, but is otherwise normal.

The sword. Know as a Tidewater Cutlass, this sword is kinda rough looking but is actually a +1 weapon. Once a day it can cast Hydraulic Push as per the spell. valued at 3300 gp. The basket hilt on it is decorated to look like a skull. 59 gp, 25sp

1860 gold

Petrified Thorn. ???

Traveler's Any-tool.

Str 14 Dex 15 Con 12 Int 14 Wis 14 Cha 16

HP 18/18

BAB +2

Fort +3 Ref +0 Will +3

Weapons and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (at will): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil 1/day

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Craft/Leatherworking+2+4

Craft/Carpentry +2+4

Diplomacy +3+4

Heal +3+4

Ship's Surgeon: You begin play with a fully stocked healer’s kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Weapon Finesse: You can use Dex instead of Str for attack rolls.