//------------------------------// // Long Road, Level 7 donkey paladin // Story: A Dangerous Sparkle // by David Silver //------------------------------// Long Road Donkey paladin 7 LG Medium fey Init +0; Senses low-light vision; Perception +2 Aura courage (10 ft.) -------------------- Defense -------------------- AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural) hp 67 (7d10+21) Fort +9, Ref +5, Will +9 Defensive Abilities stability, stubborn; Immune disease, fear -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor), mountaineer Melee +1 longsword +10/+5 (1d8+7/19-20) or hooves +6 (1d4+2) Special Attacks channel positive energy 4/day (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage) Paladin Spell-Like Abilities (CL 4th; concentration +7) At will—detect evil Paladin Spells Prepared (CL 4th; concentration +7) 2nd—paladin's sacrifice[APG] (DC 15) 1st—hero's defiance[APG], hero's defiance[APG] -------------------- Statistics -------------------- Str 18, Dex 10, Con 12, Int 13, Wis 12, Cha 16 Base Atk +7; CMB +11; CMD 21 (25 vs. trip) Feats Extra Lay on Hands, Greater Mercy[UM], Power Attack, Toughness Traits day greeter, dedicated defender, merchant Skills Appraise +5 (+6 when bargaining for the price of goods), Diplomacy +8, Handle Animal +7, Heal +8, Intimidate +9, Perception +2, Profession (cook) +7, Ride -2, Sense Motive +10 (+11 when bargaining for the price of goods), Spellcraft +5 Languages Common, Dwarven, Sylvan SQ divine bond (weapon +1, 1/day), doubt, lay on hands 8/day (3d6), mercies (fatigued, sickened) Combat Gear pearl of power (1st level), pearl of power (1st level); Other Gear +1 half-plate, +1 longsword, belt of giant strength +2, headband of alluring charisma +2, 1,150 gp -------------------- Special Abilities -------------------- Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Dedicated Defender +1 to attack and checks vs SR while adjacent to a dying/disabled ally. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Doubt -4 for an hour on any skill or ability check after you fail that type of check Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Merchant +1 on Appraise/Sense Motive checks while bargaining for the price of goods. Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition. Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition. Mountaineer (Ex) Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness. Paladin Channel Positive Energy 4d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Smite Evil (3/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used. Stability (Ex) Gain +4 bonus to CMD vs bull rush/trip while standing on ground. Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.