Wrath of the Righteous
Son of the Inheritor, Sword of Valor, Sentinel of Iomedae
Name: Aerodus Baradin | Race: Aasimar | Height: 6’1"
Player: Roy | Gender: M | Weight: 205 lbs.
Update: 10 | Age: 84 | Eyes: Gold
Align: LG | Size: M | Hair: Black
Deity: Iomedae| Speed: 50ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Paladin (Sword of Valor) 5/Sentinel 5
STR 27 +8 |
DEX 15 +2 |
CON 16 +3 |
INT 12 +1 |
WIS 17 +3 |
CHA 20 +5 | XP: 114,000 Next: 155,000
Total Current Subdual | Total Dex Misc
HP: 118 118 | Init: +11 = 2 + 9
Total Armr Shld Dex Misc
AC: 23 = 10 + 10 + xxx + 1 + 2
Touch: 12 = 10 + xxx + xxx + 1 + 1
FlatFoot: 22 = 10 + 10 + xxx + xxx + 2
Bonus Base Mod Magic
Fort (Con): +10 = 7 + 3 + 0
Ref (Dex): +4 = 2 + 2 + 0
Will (Wis): +9 = 5 + 3 + 1
Base Total Base Str Size | Base Total Base Dex Size
Melee: +18 = 10 + 8 + xxx | Range: +12 = 10 + 2 + xxx
Combat Total Base Str Size | Mnvr Total Base Str Dex Size Misc
Mnvr: +18 = 10 + 8 + xxx | Defense: 32 = 10 + 10 + 7 + 2 + xxx + 3
H Armor Proficiency: Heavy – no penalties on attack rolls while wearing heavy armor
H Aura of Good – Gain aura of good. Aura power equal to paladin level.
H Detect Evil – Can use detect evil at will. As a move action, can concentrate on a single item or individual within 60 feet and determine if it is evil, learning strength of aura as if having studied it for 3 rounds. Cannot detect evil in any other individual or object when focusing on another.
H Smite Evil – Once per day, can choose one target to smite as a swift action. If target is evil, add Charisma bonus to attack rolls and add paladin level to all damage rolls against target. If target is outsider with the evil subtype, an evil-aligned dragon, or an undead creature, bonus to damage on first attack increases to 2 points of damage per paladin level. Smite evil bypasses any DR creature possesses, regardless of target. While smite is active, gain a deflection bonus to Armor Class equal to Charisma against attacks made by smite target. If target is not evil, smite is wasted. Smite remains until target is dead or paladin rests and regains smite uses. At 4th level, and every three levels thereafter, may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
H First Into Battle – Can spend 1 use of Smite Evil or Lay on Hands to act in the surprise round, even if surprised. Gain a bonus equal to Charisma modifier on Initiative checks.
H Lay on Hands – Can heal wounds by touch. Can use a number of times per day equal to 1/2 Paladin level plus Charisma modifier. With one use, can heal 1d6 points of damage for every two levels the Paladin possesses. Using ability is a standard action, unless Paladin targets self, in which case it is a swift action. Only one hand free needed to use ability. Alternatively, can use ability to deal damage to undead, dealing 1d6 points of damage for every two levels the Paladin possesses. Requires successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against ability.
H Aura of Courage – Immune to fear, magical or otherwise. Each ally within 10 feet gains +4 morale bonus on saving throws against fear effects. Ability functions only when paladin is conscious, not if unconscious or dead.
H Divine Health – Immune to all diseases, including supernatural and magical diseases, including mummy rot.
H Mercy – At 3rd level and every three levels thereafter, may select one mercy. Each mercy adds effect to lay on hands ability. Whenever paladin uses lay on hands ability to heal damage to one target, target also receives the additional effects from all mercies possessed by paladin. Mercy can remove condition caused by by curse, disease, or poison without curing the affliction. Conditions return after 1 hour unless mercy removes affliction that causes condition.
H Channel Positive Energy – Can release a wave of energy by channeling the power of faith through a holy symbol. Burst that affects all creatures of one type in a 30-foot radius centered on cleric. Damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures damaged can make a Will save to halve damage. DC is equal to 10 + 1/2 cleric’s level + cleric’s Charisma modifier. Creatures healed cannot exceed maximum hit dice. May channel energy a number of times per day equal to 3 + Charisma modifier. Standard action that does provoke attack of opportunity. May choose whether to include self in effect.
H Divine Bond – Can enhance weapon as standard action by calling upon celestial spirit. At 5th level, spirit grants a +1 enhancement bonus. For every three levels beyond 5th, weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. Bonuses can be added to weapon, stacking with existing weapon bonuses to a maximum of +5, or can be used to add any of the following weapon qualities: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding properties consumes amount of bonus equal to property’s cost. Bonuses determined when spirit is called and cannot be changed until spirit is called again. Can use ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If weapon is destroyed, paladin loses ability for 30 days, and takes -1 penalty on attack and damage rolls.
H Obedience – Must perform daily obedience to chosen deity to maintain prestige class abilities.
H Symbolic Weapon – Gain a +1 sacred bonus to attack and damage rolls with deity’s favored weapon. Bonuses increase by 1 for every three sentinel levels to a maximum of +4. Favored weapon also functions as a holy symbol when wielded by sentinel.
H Bonus Feat – At 2nd level and 7th level, gain bonus feat in addition to feats gained from normal advancement. Bonus feats must be selected from those listed as combat feats. Sentinel levels stack with fighter levels for purpose of qualifying for feats with fighter level prerequisite. If feat applies to specific weapon, must select deity’s favored weapon.
H Divine Boon – Gain boons from chosen deity. At 3rd level, gain first boon. At 6th level, gain second boon. At 9th level, gain third boon. When boon grants spell-like ability, caster level is equal to character level.
H Divine Quickness – At 4th level, gain +2 sacred bonus to initiative checks while wielding diety’s favored weapon. Weapon doesn’t need to be carried in hand, but must be on person and accessible enough that sentinel can wield it as move action. At 8th level, bonus increases to +4.
H Aligned Strike – At 5th level, gain ability to bypass specific damage reduction when wielding deity’s favored weapon. Type of damage reduction based on deity’s alignment. Sentinel chooses type of damage reduction when ability is gained and choice can’t be changed. Can only use one of the aligned weapon types regardless of how many options available based on deity’s alignment.
H Stalwart – At 5th level, gain +2 sacred bonus on saving throws to resist divine spells.
1 Power Attack – May take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by -1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
3 Weapon Focus (Longsword) – Gain a +1 bonus to attack rolls with longsword.
5 Deific Obedience – Gain benefit of special ability or resistance depending on chosen deity. If at least 12 Hit Dice, gain first boon granted by deity. If at least 16 Hit Dice, also gain second boon granted by deity. If at least 20 Hit Dice, also gain third boon granted by deity. Unless otherwise noted, all boons considered constant.
6 Charge of the Righteous – When charging undead creatures or evil outsiders, do not take -2 penalty to AC.
7 VItal Strike – When use attack action, can make one attack at highest base attack bonus that deals additional damage. Roll weapon’s damage dice for the attack twice and add results together before adding bonuses from Strength, weapon abilities, precision-based damage, and other damage bonuses. Extra weapon damage dice not multiplied on critical hits, but added to total.
9 Critical Focus – Gain +4 circumstance bonus on attack rolls to confirm critical hits.
Native Outsider – Considered outsider with native subtype.
Celestial Resistance – Gain acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled – +2 racial bonus to Diplomacy and Perception checks.
Darkvision – Can see perfectly in the dark up to 60 feet.
Scion of Humanity – Count as outsider (native) and humanoid (human) for effects related to race, including feat prerequisites and spells that affect humanoids. Can pass for human without using Disguise skill.
MYTHIC PATH: Hierophant 4
H Hard to Kill – Whenever below 0 hit points, automatically stabilize without needing to attempt Constitution check. If you have ability that allows you to act while below 0 hit points, still lose points for taking actions, as specified by ability. Bleed damage still causes you to lose hit points when below 0. In addition, you do not die until your total number of negative hit points is equal to or greater than Constitution score.
H Mythic Power (11/day) – Can expend amount of mythic power equal to 3 plus double mythic tier (5/day at 1st tier, 7/day at 2nd, ect.). Amount is maximum amount of mythic power. If ability allows you to regain uses of mythic power, can never have more than this amount.
H Surge (1d8) – Can expend one use of mythic power to increase any d20 roll just made by rolling 1d6 and adding to result. Using ability is immediate action taken after the result of original roll is revealed. Can change outcome of the roll. Bonus die gained increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
H Divine Surge (Inspired Spell) – Can expend one use of mythic power to cast any one divine spell, treating caster level as 2 levels higher. Spell must be on your divine spell list and must be of a spell level that you can cast using that divine spellcasting class. Ability does not expend a prepared spell or available spell slot. Can apply metamagic feats you know to spell, but its total spell slot level must be a slot level you can normally cast.
H Champion’s Strike (Sudden Attack) – As swift action, can expend one use of mythic power to make melee attack at highest attack bonus. Attack is in addition to other attacks made in round. When making sudden attack, roll twice and take better result, adding mythic tier to damage roll. Damage from attack bypasses all damage reduction.
H Amazing Initiative – At 2nd tier, gain bonus on Initiative checks equal to mythic tier. In addition, as free action on your turn, can expend one use of mythic power to take additional standard during that turn. Additional standard action can’t be used to cast a spell. Can’t gain extra action in this way more than once per round.
H Recuperation – At 3rd tier, restored to full hit points after 8 hours rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, regain number of hit points equal to half your hit points, up to maximum hit points, and regain use of class features that are limited to certain number of uses per day. Rest is treated as 8 hours of sleep for such abilities. Rest doesn’t refresh mythic power or mythic abilities limited to number of times per day.
P Channel Shockwave – Can expend one use of channel energy whenever you score critical hit against creature that has element of opposing alignment. Add channel energy damage to the damage from critical hit. Damage is same type as channeled energy, but damages the target regardless of whether living or undead. Target can attempt Will save against channel energy DC to halve bonus damage. All other critical effects still apply.
P Impossible Speed – Base land speed increases by 30 feet. In addition, if spend one use of mythic power, for 1 hour base land speed increases by 10 feet per mythic tier.
P Fleet Warrior – When making full attack, can move up to speed before or after your attacks. Movement provokes attacks of opportunity as normal.
P Hurling Vengeance – When wielding deity’s favored weapon or paladin bonded weapon, can throw it as if it had the returning and throwing weapon special abilities. If using paladin bonded weapon, weapon retains bonded abilities when thrown this way. By expending use of mythic power as part of full attack, weapon returns immediately after each time you throw it, instead of just before next turn, allowing you to make full number of attacks that round.
P Legendary Item – Gain legendary item. Item grants number of abilities equal to tier, maximum 3. At 3rd tier, can select ability again to increase maximum abilities to 6, causing item to become lesser artifact. At 6th tier, can select ability again, increasing maximum abilities to 10, and item becomes greater artifact.
1 Dual Path (Champion) – Gain champion’s strike ability. When gaining path ability, can select from either Hierophant or Champion path ability list or universal path ability list.
3 Extra Path Ability – Choose one path ability from your path or from universal path list. Gain path ability.
AURA OF GOOD: 5
SMITE EVIL: 2/day
CHANNEL ENERGY: 7/day (3d6)
LAY ON HANDS: 9/day (2d6)
DIVINE BOND: Weapon (1/day)
SYMBOLIC WEAPON: +2
2 Furious Focus – Do not suffer Power Attack’s penalty on melee attack rolls on first attack of each turn when using two-handed weapon or one-handed weapon with two hands. Still suffer penalty on additional attacks and attacks of opportunity.
3 Knight of Valor – bull’s strength (2/day)
ALIGNED STRIKE: axiomatic
STALWART: +2 saves vs. divine spells
Radiance: Powerful, Returning, Unyielding
Legendary Power: 4/day
Legendary Surge: 1d8, attacks rolls and combat maneuver checks
SPELL-LIKE ABILITIES: (CL 10th)
1 (4/day) shield of faith
6 (4/day) protection from evil
SPELLS PREPARED: (CL 1st; concentration +6)
1st divine favor, grace
SAVE DC (Spell Level + Ability Mod + 10)
RESISTANCES: acid 5, cold 5, electricity 5
Diplomacy +19 = 9 ranks + 5 Cha + 3 Trained + 2 Race
Heal +7 = 1 rank + 3 Wis + 3 Trained
Intimidate +9 = 1 rank + 5 Cha + 3 Trained
Knowledge (Nobility) +5 = 1 rank + 1 Int + 3 Trained
Knowledge (Religion) +13 = 9 ranks + 1 Int + 3 Trained
Linguistics +3 = 2 ranks + 1 Int
Lore (Iomedae) +14 = 10 ranks + 1 Int + 3 Trained
Lore (Mendev History) +8 = 4 ranks + 1 Int + 3 Trained
Perception +21 = 10 ranks + 3 Wis + 3 Trained + 2 Race + 1 Trait + 2 Devotion
Profession (Soldier) +9 = 3 ranks + 3 Wis + 3 Trained
Sense Motive +8 = 2 ranks + 3 Wis + 3 Trained
Survival +8 = 2 ranks + 3 Wis + 3 Trained
Touched by Divinity – Choose two domains associated with deity and gain 1st-level domain spells as spell-like ability usable number of times per day equal to mythic tier. Can expend one use of mythic power to use any of two domain’s spells as spell-like abilities, but may only use spells of a level equal to or less than mythic tier.
Purity of Faith – +1 trait bonus Will saves and +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
Seeker – +1 trait bonus to Perception checks , and Perception is a class skill.
Overprotective – If ally falls unconscious, -2 penalty to attack rolls and skill checks if farther than 10 feet from fallen ally.
Hero Points: 1
Devotion Points: 0
Languages: Common, Celestial, Dwarven, Abyssal, Elven
Gear: Radiance (+2 cold iron longsword), Dagger, Armor of the Pious (+1 mithral full plate), Cloak of the Crusader, Knight-Inheritor’s Ring, Paladin’s Kit, Silver Holy Symbol of Iomedae, The Acts of Iomedae, Signal Horn, Soldier’s Uniform, Terendelev’s Scale, Righteous Medal of Agility, Righteous Medal of Clarity, Righteous Medal of Valor
Gold: 38,800 gp
Weapon: Radiance Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +23 / +18 | 1d8 +16 | 19-20/x2 | x | Slashing | Cold Iron
Weapon: Dagger Weight: 1 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +18 / +13 | 1d4 +8 | 19-20/x2 | 10 |Piercing or Slashing | x