Brendoran Killaneson Sarabina, Bren for short, is the third son (and next-youngest child) of a minor noble in Summerset. The Sarabinas are known mainly in "horsey" circles for their horsebreeding and horsemanship skills, so it's possible any resident of Summerset with an interest in such things would have heard of them. They're also known for being an odd bunch, not your typical noble family at all. Bren isn't the only adventurer in the family - his father, Killane, spent some time studying at the Ko Monastery as a monk; his mother, Aurelia, is a druidess; his oldest brother, Alexendar, is a bard; and his half-sister, Kikko (discovered through roleplaying, long story) is also a Ko monk.
For a while he dated Kela, a half (wood) elven cleric of Pelor (a PC who is currently in that Temporal Stasis that Dannigan mentioned, presumably doing priestess-things in Summerset), who was in his previous party.
Bren is a big guy, like an American-football linebacker, but nicer - he somehow gets along with just about everyone, bad guys excluded of course, probably due to his openness towards other people, not to mention loyalty to his friends and party members (which all too frequently got himself in trouble, or worse). We had an ongoing joke that he was the "elf-magnet," not just because of Kela, but because the party always had at least one full-blooded elf, sometimes two or even three.
GM sez I should explain some more personality things, but I'm bad at that so I'll quote him on it. Very easy-going (until pushed), self-sacrificing, likes cutting orcs in twain, has a strong sense of justice, very brave (not fearless, but he doesn't let his fear hold him back) Bren is a fighter-ranger, once the leader of the adventuring party The Light in the Dark, based out of Highwind (that group had to stop playing due to scheduling and other issues, so it's effectively disbanded). He prefers axes, especially two-handed axes, and can deliver a powerful blow that knocks back whoever's unlucky enough to get hit by it (his signature ability).
Ranger notes: he picked two-weapon style because it applies to shield bashing and that sort of thing also; he does not (and will not) have an animal companion.
He retired from adventuring some time back, after dying in a fight against a dracolich and getting rezzed (that sort of thing tends to make you reconsider your life choices), but has recently discovered he isn't yet the type to sit around at home all day, and is getting back into the saddle, as it were. Because of his earlier career as an adventurer, he and his party are rather famous (or perhaps infamous) in Highwind, but less so in other places as they tended to stay in that area. He also has a number of connections of various types in that city.
(Note: Bren became the leader of The Light in the Dark because we had rather a large number of people, many of them of chaotic alignments, making a leader pretty much necessary. As the lawful one, and as we were doing a lot of missions on behalf of the (lawful good) bishop of St. Cuthbert, he was the natural choice for the party's leader. I don't have any intention of him "taking over" the Wayward Wanderers, nor would he have any such thoughts.)
Bren and Bria (but not Powerpaw) have adventured together in the past; otherwise he's a new face to this party. However, residents of Summerset would probably have heard of the rise of the Pelorian temple in recent times, and somewhat about The Light in the Dark, which helped make it happen.
Metagame: He reached level 14 before retiring (actually, I think he's reached it a couple times, what with a couple of deaths and all), but Dann says there will be some level- and gear-sacrificing reason for him to be level 6 so that he's on par with the party.
Just recently, Bren gave up his skills and knowledge as a fighter/ranger to become a full-time paladin. Watch out, evildoers everywhere!
If by "better off" one means in terms of long lineage, strong standing with the crown, and overall financial and political stability, of the three houses represented in the Wayward Wanderers, that honor undoubtedly goes to House Sarabina. The Golden City of the Valley is filled whose people love horses. They have the best cavalry on the continent and a nice horse (like a nice car nowadays) is a well-regarded status symbol. A rare breed of horse is even more valuable.
That said, no one in Summerset breeds finer horses than House Sarabina and for that, they have even the King's ear in all matters equine. The Sarabinas are a bit on the eccentric side in that few of them have any political ambition, being content to chase their individual dreams all while supporting their good name and beautiful city. Politically-speaking, this basically means they're not really a threat to anyone while being a long-standing example of honor, quality of character, and integrity. Because of this, nearly everyone knows you can trust a Sarabina (though Bren comes by his reputation honestly, not just he came from a good-aligned adventuring family!). The Sarabinas also have their share of adventurers in their line, both past and present. This is a rare thing among Summerset nobility and this makes them sought after for matters beyond the mundane. =)
Name: Brendoran Killaneson Sarabina
Class: paladin (12)
Race: human
Alignment: lawful good
Size: medium
Speed: 30' (30' base, -10 chainmail, +10 Boots of Striding and Springing)
Gender: male
Age: 22
Height: 6'6" (198.2 cm)
Weight: 250 lb (113.4 Kg)
Hair brown (usually in a long, tidy braid, which falls to mid-back)
Eyes: blue-gray
Str: 18 (+4)
Dex: 16 (+3)
Con: 18 (+4)
Int: 13 (+1)
Wis: 14 (+2)
Cha: 14 (+2)
Hit Points: 128
Initiative: +3
Armor Class: 27 (10 +2 Dex +1 Dodge +6+2 armor +6 shield)
- +2 vs evil creatures (Protection from Evil aura)
Fortitude Save: +14 (+8 +4 Con +2 Cha)
Reflex Save: +9 (+4 +3 Dex +2 Cha)
Will Save: +12 (+8 +2 Wis +2 Cha)
- + 2 vs. Enchantment and Illusion (Sarabina signet ring)
- Immune to fear
- Immune to charm spells/spell-like abilities
- +2 vs. evil creatures (Protection from Evil aura)
Base Attack Bonus (BAB): +12/+7/+2
Battleaxe +2 attack: +18/+13/+8 (+12 BAB, +4 Str, +2 battleaxe)
Battleaxe damage: 1d8+6 (+4 Str,+2 battleaxe)
Shield bash: +18/+13/+8 (+12 BAB, +4 Str, +2 shield)
Shield damage: 1d4+6 (+4 Str, +2 shield) (Heavy shield)
+2 composite longbow attack: +15/+10/+5 (+12 BAB, +3 Dex)
Bow damage: 1d8+2 (+2 composite)
Base Combat Maneuver Bonus (CMB): +16 (+12 BAB, +4 Str)
With battleaxe +2: +18 (+12 BAB, +4 Str, +2 battleaxe)
Base Combat Maneuver Defense (CMD): 30 (10 +12 BAB +4 Str +3 Dex) + (1 Dodge)
Paladin auras:
- Aura of Courage (automatic) -- Bren is immune to fear (magical or otherwise); allies within 10 feet gain a +4 morale bonus to saving throws vs. fear effects
- Aura of Resolve (automatic) -- Bren is immune to charm spells and spell-like abilities; allies within 10 feet gain a +4 morale bonus on saving throws vs. charm effects
- Aura of Justice (must invoke) -- Bren can consume two uses of smite evil to grant the smite evil ability to all allies within 10 feet, using his bonuses. This must be used by the start of Bren's next turn and the bonuses last for 1 minute.
- Protection from Evil, 10-foot radius (automatic, can be dispelled or suppressed) -- As per the Protection from Evil spell; protects all allies who are (in part or in whole) within 10 feet of him.
Signature ability: Mighty blow (12/day)
Bren can cause knockback on a successful attack, once per character level per day. Metagame: Before rolling the attack, Bren must state that he's attempting a knockback. If the attack hits, damage is dealt as normal, and then the target must make a Fortitude save. GM sez whether it works from there. If the attack misses, the attempt is still used up.
Signature ability: Interpose (12/day)
Usable once per day per level. When an enemy makes a successful attack against an adjacent ally, Bren may take the damage (and other effects) as if he had been hit instead. For the purpose of this ability, "attack" includes any melee attack, ranged attack, and touch attack and ranged touch attack spells.
Thoughts for the future (personal notes):
--Maybe he can work on retaining some or all of his armor class rather than just taking damage
--(from the GM) Maybe he can work on acquiring damage reduction in regards to this particular ability
Signature ability: ((new))
Minor signature ability: Speak with Animals (Equines)
Action points: 10
Languages: Common, Dwarven
Elven, Orc, Sylvan, Giant, Drow Sign Language, Celestial (bought with Linguistics ranks)
Ogre Trail Markers (does not count as a language for the purpose of Linguistics ranks)
Armor check: -4 (-3 armor, -1 shield)
Skill . . . . . Total = Ranks + (Ability Mod) + class bonus + miscellaneous bonuses/penalties
Acrobatics . . . . . -1 = 0 ranks + 3 DEX - 4 armor check
Arcana . . . . . +0 = 0 ranks + 1 INT
Athletics . . . . . +10 = 10 ranks + 4 STR - 4 armor check
Craft (woodcarving) . . . . . +5 = 1 rank + 1 INT + 3 class
Deception . . . . . +2 = 0 ranks + 2 CHA
Diplomacy . . . . . +13 = 8 ranks + 2 CHA + 3 class
Intimidation . . . . . +2 = 0 ranks + 2 CHA
Linguistics . . . . . +7 = 6 ranks + 1 INT
Lore: Monster . . . . . +13 = 12 ranks + 1 INT
Medicine . . . . . +6 = 1 rank + 2 WIS + 3 class
Nature . . . . . +14 = 12 ranks + 2 WIS
Occultism . . . . . +1 = 0 ranks + 1 INT
Perception . . . . . +7 = 5 ranks + 2 WIS
Performance . . . . . +2 = 0 ranks + 2 CHA
Religion . . . . . +10 = 5 ranks + 2 WIS + 3 class
Sense Motive . . . . . +10 = 5 ranks +2 WIS + 3 class
Society . . . . . +5 = 1 rank + 1 INT + 3 class
Stealth . . . . . +9 = 0 ranks + 3 DEX - 4 armor check + 10 Armor of Shadows
Survival . . . . . +7 = 5 ranks + 2 WIS
Thievery . . . . . -1 = 0 ranks + 3 DEX - 4 armor check
Linguistics languages (6): Elven, Orc, Sylvan, Giant, Drow Sign Language, Celestial
Monster Lore notes
Successes: Allosaurus, Ash Giant, Banedead, Beholder, Carnivorous Vine, Doppelganger, Drider, Ettin, Firebat, Frost Worm, Giant Gar, Gelatinous Cube, Greater Imp (minor demon), Greater Shadow, Griffin, Helmed Horror, Hippogriff, Intellect Devourer, Lich, Lost Soul, Medusa, Mummy, Ogre, Phase Spider, Purple Wyrm, Roc, Skeleton Warriors, Spectre, Stone Elemental, Succubus, Trolls, Umber Hulk, Wraith, Zombie
Total of 25: Fomorian Giant
Total of 20: Pyrohydra
Nat-20: Minotaurs
Botched: Drow
Feats
Total character feats: 5 (levels 1, 3, 5, 7, 9, 11)
Human bonus feat: 1
Highwind Constable's Medal bonus feat: 1
Feat: Improved Unarmed Strike (character level 1)
Description: You do not provoke opportunity attacks when attacking while unarmed. You may choose to deal lethal or nonlethal damage with unarmed strikes.
Prereqs: none
Page: 128
Feat: Mounted Combat (bonus human feat)
Description: Once per round when your mount is hit in combat, you may attempt a Ride check to negate the hit (DC opponent's attack roll).
Prereqs: Ride 1 rank (Nature instead?)
Page: 131
Feat: Dodge (character level 3)
Description: +1 dodge bonus to AC
Prereqs: Dex 13+
Page: 122
Feat: Mobility (character level 5)
Description: You get a +4 dodge bonus to AC against opportunity attacks caused by moving out of or within a threatened area.
Prereqs: Dex 13+, Dodge
Page: 130
Feat: Spring Attack (character level 7)
Description: As a full-round action, you can move at full speed and make a single melee attack without provoking any opportunity attacks from your target. You may move both before and after the attack, but you must move at least 10 feet before the attack and the total distance moved cannot be greater than your speed.
Prereqs: Dex 13+, Dodge, Mobility, Base attack bonus +4
Page: 134
Feat: Lunge (character level 9)
Description: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Prereqs: Base attack bonus +6
Page: 130
Feat: Alignment Channel: Evil (character level 11)
Description: 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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Prereqs: Ability to channel energy
Page: 117-118
Feat: Improved Shield Bash (bonus slot from Highwind Constable's Medal)
Description: May keep shield bonus to AC when performing a shield bash.
Prereqs: Shield Proficiency
Page: 128
Weapons:
Battleaxe +2, provides light on command as a torch unlimited times per day.
One-handed melee weapon; damage 1d8, crit x3, weight 6 lbs, slashing (nonmagical)
+2 composite longbow
Damage 1d8+2, crit x3, range 110ft, weight 3 lbs, piercing
--40 composite longbow arrows
--20 whistling arrows
Armor:
Chainmail +2 of Shadows
--Armor Bonus +6+2, Max Dex +2, AC -3, speed 20 ft, weight 40 lbs.
--adds +10 to Stealth
Shield: Heavy wooden shield +4 of Spell Resistance (18)
--Armor Bonus +2+4; armor check penalty -1, weight 10 lbs
--A gift from the monk Glider (see IC post here); the straps on the inner side are made of dragonhide (most likely a young green dragon)
Shield: Heavy metal shield, masterwork-quality
--Armor Bonus +2, AC -1, weight 15 lbs
--Currently taco-shaped (broken)
Magic items:
Sarabina signet ring - was not a magic item until enchanted by the Daughters of Summertime: +2 to saving throws vs. Enchantment and Illusion spells of all kinds. In addition, the spells Charm Person and Charm Monster are ineffective against Bren while he wears this ring.
Shalin's Horse-headed Ring of Return
Highwind Count Medal - A sign of rank, earned through RP by doing several favors on behalf of the city and monarchs of Highwind. Grants one bonus feat slot. (Counts towards the 5 magical items chosen at character creation.)
Eyes of the Eagle - Made by Shalin Riversbane, a gray elf sorcerer and one of Bren's closest friends. Adds +5 to Perception checks. (Counts towards the 5 magical items chosen at character creation.)
Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. Metagame: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +5 competence bonus on acrobatics checks.
Restorative Ointment - The honey-colored glass jar appears to be of Wood Elven design, for it opens and closes without a sound. Every time. Metagame info: Placed upon a poisoned wound or swallowed, the ointment detoxifies any points (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds). There arefivethree applications.
Chime of Opening - Dwarven-made, this little charm sings a tune that can come in handy. Metagame info: A chime of opening is a hollow mithril tube about 1 foot long. When struck, it causes locks, doors, portals, shackles, and the like to open. It automatically dispels a hold portal spell or even an arcane lock case by a wizard of lower than 15th level. This is a brand-new chime which can function 10 times. (GM Note: Unlike the normal version that cracks and becomes useless, this chime simply ceases to open things and can be recharged. The ringing sound is beautiful and something unique to hear and can be used as a signal. One can sound the chime without activating its magical properties if so desired.)
Other gear:
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern,
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
--Explorer's Outfit
--Noble's Outfit
6 tindertwigs,
A tinderbox,
two weeks of good rations,
two full waterskins.
belt pouch
3 map/scroll cases
--10 blank sheets of paper
2 flasks (empty)
1 vial ink (black)
2 inkpens
small steel mirror
sealing wax (evergreen)
soap
whetstone
military saddle
Climber's kit
Carved acorn
Unfinished acorn half
St. Cuthbert book, letters
Money: 63g, 2s, 2c
12,000 g in assorted jewels
Star
Heavy war horse
Neutral aligned, large animal
Initiative +4
Senses: low-light vision, scent;
Perception +8
Defense: AC 21, touch AC 13, flat-footed AC 17 (+4 Dex, -1 size, +2 natural armor, +6 barding)
HP: 26 (maximum)
Fort +8, Ref +7, Will +3
Speed: 35' (50' base)
Melee: 2 hooves, d6+5 each; bite, d4+2
Space: 10' (large);
Reach: 5'
Str 20
Dex 18
Con 21
Int 2
Wis 17
Cha 11
Base attack +1; melee attack +7; CMB +7, CMD 19 (23 vs trip)
Feats: Endurance, Run*
Skills: Perception +6
Barding: Masterwork chainmail
Spells per day (Caster level = 9)
1st - 3 (2 +1 from Cha)
2nd - 3 (2 +1 from Cha)
3rd - 1 (2)
Aura of Good (Ex): the power of a paladin's aura of good (see the detect good spell) is equal to his paladin level
Detect Evil (Sp): At will, the 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) 4/day: 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 Charisma 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) 8/day, 6d6 HP: Beginning at 2nd level, a paladin can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, 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 him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he 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.
MercyProtection from Evil 10' radius (Su): This protective radius can be dispelled for 1 round by the use of Dispel Magic or paused indefinitely if inside an Anti-Magic Shell or the like. The protection also does not function if the paladin is unconscious or dead; however, it does remain in effect when the paladin is sleeping/trancing normally (not under the influence of a Sleep or similar spell).
The protection has all of the abilities and limitations as the Protection from Evil spell and as long as part of a creature is inside the radius, all of the creature is thus protected (say, a mount that takes up two five-foot squares is only in "halfway," the field protects as long as part of that creature remains inside the protective field. Of course, the protection follows the paladin).
Channel Positive Energy (Su), 6d6, DC 18: When a paladin reaches 4th level, he gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A paladin uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability.
Channel Energy (Su): 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 one 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 one 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 who worships 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 casts 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 channeled 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.
Spells: 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 presented in Spell Lists. A paladin must choose and prepare his 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. His base daily spell allotment is given on Table: Paladin. In addition, he receives bonus spells per day if he 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, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, his caster level is equal to her paladin level -3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with his goddess. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as his effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call his mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. (Currently 2/day.)
At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until he gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Other notes:
Human notes:
+2 any ability score (using previously-played stats, per GM)
Medium size: no bonuses or negatives
Base speed: 30'
Bonus feat at 1st level
Gain one additional skill rank at each level
Favored class: Paladin
Favored class bonuses: all in skill ranks so far (10)
Last edited: