Athemiess Iathen

## Information

*Level*: 8

*HP*: 95

(10+3)(9+3)(7+3)(3+3)(8+3)(9+3)(4+3)(7+3)(+6 favoured class paladin and oracle)(+8 toughness)

*BAB*: +7

*Skill Points*: 14

*Background Skill Points:* 16

(1)(1)(3)(3)(3)(1)(1)(1)

*Speed*: 30 ft

*Initiative*: +0

*Hero Points*:

*Racial Traits*:

Elven Immunities (Immune to magical sleep, +2 save against enchantments)

Ancestral Arms (Falcata)

Keen Senses (+2 Perception)

Low Light Vision

Elf Blood

Multitalented (two favoured classes).

### ***Traits*:**

**Magical Knack (Oracle)**(Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.)

**Exalted of the Society** (You may channel energy 1 additional time per day.)

**Mark of Slavery** (Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.)

*Languages*: Common, Elven, Aklo, Tien, Minkaian

### *Armor Class*

AC: 24 until hit in combat. +5 against target of smite.

## **Class Features and Feats**

### ***Paladin (Hospitaler):***

**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.

**Aura of Good**

**Channel Positive Energy: 8/day** **(1d6)** 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.

**Divine Grace: +5 (**At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.)

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

**Detect Evil: (**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: 4+5/day (4d6 hp)(**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, Shaken, or Sickened?)

**Smite Evil 1/day:** **+5 attack, +4 damage, +5 deflection vs target** (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.)

**Spells: 2/day** Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: Paladin**. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When **Table: Paladin** indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

### ***Oracle:***

**Mystery of Life:** Spell (Level 2): Detect Undead

**Oracle's Curse (Tongues):** Whenever you are in combat, you can only speak and understand Aklo. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

**Life Link (Su):** As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

**Channel (Su):** **7/day (2d6)** (cleric level=Oracle+Holy Vindicator levels) You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. +1 times from Exalted.

### ***Holy Vindicator:***

**Channel Energy:**

**Vindicator's Shield (Su): +2 Sacred bonus to AC until struck** A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

### ***Feats:***

**Alignment Channel (Evil):**  Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

**Fey Foundling:** (Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold
iron weapons (although you can wield cold iron weapons without
significant discomfort).

**Exotic Weapon Proficiency (Falcata)**

**Quickdraw:** You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

**Toughness:** You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

## **Equipment**

### *Weapons*

Modifiers
**Tānlán Jiàn**
(Falcata +1:Vicious
(One-handed))
(-3 power attack)(+2 divine favor)
(+6 power attack)(+2 divine favor)
 **Tānlán Jiàn**
(Falcata +1:Vicious
(Two-handed))
(-3 power attack)(+2 divine favor)
(+9 power attack)(+2 divine favor)

**Vicious:** When a *vicious* weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

*General Goods*\*:

*Magic Items*:

**Bracers of the Merciful Knight**

**Aura** moderate conjuration; **CL** 9th; **Slot** wrists; **Price** 15,600 gp; **Weight** 1 lb.

When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.

**Meditation Crystals (Channel Foci)**

Though this focus is usually a hand-sized crystal, the exact form (such as a wooden idol, an iron disk, and so on) may vary for some religions. A monk or paladin of the cleric’s faith may concentrate upon an activated meditation crystal, taking no actions for 1 minute, and regain 1 *ki* point or one use of lay on hands. Once activated, the crystal retains its energy until a monk or paladin uses it for this purpose or 24 hours pass.

**Cloak of Resistance +2**

*Containers*:

Minor Bag of Holding (50lb 6 cu ft ) 3lb

Minor bag of Holding (50lb 6 cu ft) 3lb

Sovereign Glue (2 ounces)

Universal Solvent (4 doses)

Traveler's Any-Tool 1lb

Potion of Cure Light Wounds x5 5lb

Potion of Remove Sickness x2 2lb

Potion of Jump x2 2lb

Potion of Remove Fear x2 2lb

Water Purification Sponges x4 4lb

Sunrod x4 4lb

Candlerod x4 4lb

Stone of Clairaudiance 1lb (4/day Clairaudience)

Bedroll

Blanket 6lb x1 normal x1 winter

Everburning Torch 1lb

Medium Tent 30lb

Climber's Kit 5lb

Pole 10' 8lb

Hemp Rope 50' x2 20lb

*Currency*: 33,000 gp (Bracers 15600+Full Plate 2500+Falcata 8018+10 crystals 1000+cloak 4000+shield 1053(32171))

*Carried Weight*: 68 lbs

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List (Oracle)

Level 0 Spells (5)

Level 1 Spells (3)(7/day)

* **Divine Favor:**

**School** evocation; **Level** cleric/oracle 1, inquisitor 1, paladin 1; **Domain** nobility 1; **Subdomain** archon (good, law) 1 **Casting Time** 1 standard action **Components** V, S, DF

**Range** personal **Target** you **Duration** 1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Level 2 Spells

Level 3 Spells

Level 4 Spells

Level 5 Spells

Level 6 Spells

Level 7 Spells

Level 8 Spells

Level 9 Spells