Vann – level 3 paladin of the Traveler

HP 26 AC 13 touch / AC 20 mithril shirt (+4+1) +buckler (+1) +raincoat (+1)

Str 16 (+3) Dex 16 (+3) Con 12 (+1) Int 14 (+2) Wis 14 (+2) Cha 18/20 (+4/+5)

Fort: +3 class +1 Con +5 Divine Grace

Ref: +1 class +3 Dex +5 Divine Grace

Will: +3 class +2 Wis +5 Divine Grace

Aura of Good

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.

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.

Mercy - Fatigued: Lay On Hands also cures the Fatigued status.

Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Home >Classes >Core Classes > Paladin Contents [show]

Image used by permission of Yama Orce. Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Lawful good

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Paladin Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st 2nd 3rd 4th 1st +1 +2 +0 +2 Aura of good, detect evil, smite evil 1/day — — — — 2nd +2 +3 +0 +3 Divine grace, lay on hands — — — — 3rd +3 +3 +1 +3 Aura of courage, divine health, mercy — — — — 4th +4 +4 +1 +4 Channel positive energy, smite evil 2/day 0 — — — 5th +5 +4 +1 +4 Divine bond 1 — — — 6th +6/+1 +5 +2 +5 Mercy 1 — — — 7th +7/+2 +5 +2 +5 Smite evil 3/day 1 0 — — 8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — — 9th +9/+4 +6 +3 +6 Mercy 2 1 — — 10th +10/+5 +7 +3 +7 Smite evil 4/day 2 1 0 — 11th +11/+6/+1 +7 +3 +7 Aura of justice 2 1 1 — 12th +12/+7/+2 +8 +4 +8 Mercy 2 2 1 — 13th +13/+8/+3 +8 +4 +8 Smite evil 5/day 3 2 1 0 14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1 15th +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1 16th +16/+11/+6/+1 +10 +5 +10 Smite evil 6/day 3 3 2 1 17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1 18th +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2 19th +19/+14/+9/+4 +11 +6 +11 Smite evil 7/day 4 3 3 2 20th +20/+15/+10/+5 +12 +6 +12 Holy champion 4 4 3 3 Class Features All of the following are class features of the paladin.

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

Detect Evil (Sp) 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 (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.

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

Lay On Hands (Su) 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.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Smite Evil 1/day extra +4 (Cha) to hit evil, +1/lvl to damage

BAB +3 +3 melee, +3 +3 ranged

Fort +3+1

Ref +1+2

Will +3+2

Craft/Leatherworking+2+4

Craft/Carpentry +2+4+1

Diplomacy +3+4

Heal +3+4+1

Profession/Sailor +3+0+1

Acrobatics +0+0+2+1

Bluff +0+0+5+1

Perception +2+4+0

Craft/Metalworking +2+4+1

Knowledge/Religion +2+4

Traits:

Ship's Surgeon: Fully stocked healer's kit, +1 trait bonus on Craft/Carpentry and Heal checks, Heal is a class skill.

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

Reckless: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Witty Repartee: You gain a +1 bonus on Bluff checks and Bluff is a class skill for you.

Drawbacks:

Overprotective: If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks if farther than 10 feet away from fallen ally.

Equipment: Mithril chainshirt (AC +5, half weight, 10% spell fail chance, max Dex +6)

Buckler (+1 AC)

Journal book

Inkpen

Vial of ink

Map case

The Adventurer's Chronicle - Tales of the Traveler: +2 circumstance bonus on Knowledge/Geography checks

Bedroll

Blanket

Small tent

Backpack

Change of clothes

Dagger

Shortsword with handmade leather sheath

Compass (+2 circumstance bonus to survival or DUngeoneering checks to avoid being lost)

Leatherworking kit

Current Equipment:

Healer's Kit (10 uses; +2 circumstance bonus on Heal checks)

Headband of Charisma +2

It is an Apprentice's Whetstone. Sharpening your blade with this for 10 minutes keeps it sharp (+1 damage) for 8 hours, whether or not the weapon is magical

3 silver dice

Around his neck is the Petrified Thorn which can once per day cast Thorn Javelin.

He's wearing Noah's Raincoat which gives him +1 deflection bonus to his AC and when he buttons it up and ties the hood in place will allow him to breathe underwater without limit. On his feet are Boots of the Mire. He carries 2 weapons. First is the Tidewater Cutlass which is a masterwork weapon that once per day casts Hydraulic Push. The other is the Corundum Estoc. This is a crystalline weapon which is Good Aligned and Magical Beast Bane. This is an exotic weapon and will cause a -4 on attack rolls until you become proficient. In his pack are the Travellers Multi Tool, a Standard Wayfinder, and an Apprentices Whetstone which will give a weapon, magic or otherwise, +1 damage for 8 hours with 10 minutes of sharpening.

Diablo takes said hammer and concentrates. “Interesting. This claims to be called a Mallet of Building. Each day you may use it to create 100 copper nails, 100 iron spikes, 100 iron pitons, 100 wooden fence posts, or any combination up to 100 items. You tell the hammer which one you want and hit the surface. The items will be driven perfectly into whatever at the rate of one per full round action. You must hit the surface with the hammer. Nails into wood, spikes or pitons into wood, stone or earth, fenceposts into earth. They are all of “normal” size. The fence posts stick 4 feet out of the ground. Removing the item from where you put it destroys it, but otherwise they act as usual. Fancy.”

This is a Type 2 Bag of Holding. It is made of a a whole seal. It will hold 500lbs and only weigh 25lbs. However, the head of the seal which is still attached is programmed to bite anybody trying to reach in. Detaching the head is possible but requires an appropriate Craft check, else the magic will be lost and it's just a bag. Being sealskin, it is waterproof.

You can pull back the head, by the back of it, to untie it and pour out whatever is in it.

The glass marbles glow red and the jaw chomps several times, but Hennah is holding it by the back of the head and pulling that back. She gets the leather strip untied and pours out the contents. There are 8 vials, labeled. 2 each of Potion of Shield, Potion of Enlarge Person, Potion of Adhesive Spittle, and Oil of Grease. There is also a wand of rowan wood set with a piece of rose quartz and some decorations that make it pretty obvious it is a Wand of Cure Light Wounds.

Vann now see on their fingers a matching ring in copper and tin. It is 8 bands intertwined from a center point sort of like an octopus. The center of Vann's ring is silver.

Vann finds a rather nice haversack in the cabinet of the room where Hennah picked up the book. It's of a grey leather and weighs 5 pounds and emits a little magic though there's nothing inside it

Vann also locates 110gp of silver wire in a room that looks like Willek's dad's shop

10 gp cufflinks

masterwork dagger

40gp

It appears to be a detailed map, in Common, of the sea and coast from Vudra to the furthest end of Xi'an Tia. The writing is very small, but it can be made out. Along with appropriate charting of current flows

Vann has 135gp in several items (3 dice, cufflinks, and a spool of silver wire), a masterwork dagger, the nifty haversack, the map, a mug, and a matching ring to Hennah's.

Tarnished silver hip flask (15 gp)

Ivory bowl with animal carvings (40 gp)

150 gp in jewels (payday)

140 gp

176gp

400gp

2 masterwork daggers (steel with antler handles)

Captain Morrigan Hawthorne and the Oxen's Cross – Vann's mother, after her leatherworking days

Tongs(larger) of the Forge - when holding a single piece of metal in these tongs, the metal heats to red hot and may be shaped by hammering or other means known to a blacksmith. This counts as a masterwork tool

Tongs (smaller) of the Forge - similar to the larger tongs, but meant for jewelry work. Also counts as a masterwork tool

Swarmbane Clasp - all your weapon, unarmed and natural strikes do full damage against swarms. Also if you are hit by a swarm you are immune to the swarm's distraction ability if it has it