They came from the mist
Diplomat, mediator, and protector of the peace.
AC 23, touch 11, flat-footed 23 (+ 12 full plate, + 1 dex) (+ 1 power of faith?) (+ 6 smite evil?) (+ 1 buckler?)
hp 71 (6d10 + 18) (shawl of life-keeping)
Fort + 14, Ref + 9, Will + 10 (+ 2 vs. blind, dazzled, death)
Defensive Abilities Fey Foundling, light and dark; DR 5/cold iron; Immune blindness, diseases, fear; Resist acid 5, cold 5, electricity 5 Vulnerability cold iron (+ 1 damage)
Speed 30 ft., 60 ft. fly (good)
Melee + 10 / + 5 lucerne hammer (1d12 + 4 + 1d6 acid, reach)
or + 9 lay on hands (3d6 + 1d6 acid)
Ranged + 10 / + 5 composite longbow (1d8 + 3 + 1d6 acid/19-20/x3, 110 ft.)
Conditional Modifiers (+ 1 power of faith) (+ 6/ + 6 smite evil) (+ 1d8 positive/negative energy)
Special Attacks bringer of light and shadow (1/day, + 1d8 positive/negative energy, 6 rounds), channel energy (11/day, DC 17, 2d6 + 1 [+ 5 self]), lay on hands (10/day, (3d6 + 1) * 1.5 [(3d6 + 7) * 0.5 self], plus mercies or (4d6 + 1) * 1.5 [(4d6 + 9) * 0.5 self], power of faith (30 ft. radius, + 1 AC, attack, damage, saves vs. fear, 1 min.), smite evil 2/day (+ 6 attack and AC, + 6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration + 12)
At will – detect evil
|Intimidate||+ 5 (+ 7 vs. evil)||0||5||2 vs. evil|
|Knowledge (history)||+ 4||2||0||2|
|Knowledge (nobility)||+ 6||1||c||0||2|
|Knowledge (religion)||+ 10||5||c||0||2|
|Sense Motive||+ 3||1||c||-1|
Languages Common, Orcish
SQ charitable hands, charitable mercy,distant mercy (2 uses of lay on hands for 30 ft range), divine grace, halo, light and dark, mercies (1 of fatigued, shaken, sickened – typically fatigued)
Favored Class Bonus + 1 skill point/level
Traits Blessed Touch, Exalted of the Society
Combat Gear bracers of falcons protection (bracers of falcons aim, perception bonus is untyped, 1/day status, + 1/day smite evil, + 1/day channel energy) (priceless artifact), buckler (5 gp), composite longbow (masterwork, +3 str) (700 gp), full plate + 3 (10,500 gp), deliquescent gloves (8,000 gp), eyes of emperor elton john (lens of detection, + 2 cha, immune to blindness) (9,250 gp?), lucerne hammer (masterwork) (315 gp), shawl of life-keeping (1,000 gp)
Consumables halo of revivify (Breath of Life) (1,800-2,250? gp)
Ammunition 100 arrows (20/1 gp)
Goods/Tools adventurer’s chronicles (history, religion) (50 gp each), heritage book (50 gp), holy symbol (silver) (25 gp), more than enough writing/marking supplies i’m not going to bother individually writing down because tracking it will never be relevant (50 gp)
Food 25 ceremonial tea
Money – 10,975 gp 5 sp
Channel Energy (Su) When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
This ability replaces the standard paladin’s channel positive energy ability.
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Bringer of Light and Shadow (Su) Once a day, as a swift action the peace keeper may imbue their weapon with either positive or negative energy granting them + 1d6 damage of the same type for a number of rounds equal to their character level. This bonus increases for every 4 levels the peace keeper acquires, increasing to 1d8 at level 4, 2d6 at level 8, 3d6 at level 12, 4d6 at level 16, and 6d6 at level 20.
Charitable Hands (Su) At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage.
Charitable Mercy (Su) At 5th level, a paladin with this oath is more flexible with her mercies than other paladins. At the start of each day, a paladin with this oath can select her mercies anew from the list of available mercies.
Distant Mercy (Sp) At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead.
This ability replaces the paladin’s 6th-level mercy.
Power of Faith (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
Smite Evil (Su) 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. The hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Information at a glance
Race Peace Keeper
Height 5’8"; Weight 150 lbs. Build Toned muscular
Skin Color A fair flush pink with large patches of brown to red scales/hide Hair Color A jumbled transition from platinum blonde to a deep red Eye-color right – washed out gold, left – smokey black
Deity Sarenrae; The Dawnflower; Goddess of the sun, redemption, honesty, and healing
Wears a white scarf around helm.
- Redemption/Swift Justice
- Protect Innocence
- Delidrax Contien
Additional Progression Notes
- 7+ Ultimate Mercy, Hands of Valor?, Extra Lay On Hands?, Extra Channel?, Selective Channeling?, Reactive Healing?
- 15+ Channeled Revival?
- 11,000 Phylactery of Positive Channeling – + 2d6 to channel positive energy
- 15,600 Bracers of the Merciful Knight – + 4 levels to lay on hands, 1/day add lesser restoration to lay on hands
- 8,000 Vambraces, Merciful ? – 1/day apply another mercy
- 9,000 Ring of Protected Life ? – + 5 ft and exclude an additional target to channel energy, 1/day channel energy as a swift action
- 10,000 Malleable Symbol ? – Shape channel energy into 10-foot burst centered anywhere within 30 feet, 60-foot line, or 30-foot cone