Celestial Hunters
Donatello, Chapel Geist
XP: 25,600 CR 13Human ghost paladin of Iomedae 7/Paraclete 5
LG Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., detect evil; Perception +12
Aura courage (10 ft.) Aura of good,
AC 25, touch 15, flat-footed 22 (+4 dodge, +3 Dex, +10 armor, -2 deflection)
HP 108 (7d10+5d10+42)
Fort +13, Ref +12, Will +16
Defensive Abilities channel resistance +4, divine grace +4, incorporeal; Immune ability drain, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep, stun
Speed 30 ft., fly 30 ft. (perfect)
Melee +1 ghost touch greatsword +11/+6 (2d6+4/19–20x2)
Special Attacks corrupting touch, smite evil (3/day, +4 attack and AC, +7 damage)
Str 16, Dex 16, Con -, Int 10, Wis 10, Cha 19
Base Atk +12; CMB +15; CMD 30t
Feats Improved Initiative, In Harm's Way, Iron Will, Power Attack, Toughness, Weapon Focus (Greatsword)
Skills Diplomacy +8, Handle Animal +8, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +12, Ride +7, Sleight of Hand +7, Stealth +11
Racial Modifiers +8 Perception and Stealth
Languages Common
SQ aura of good, channel positive energy (DC 15, 4d6), divine bond (weapon +1), incorporeal, lay on hands (3d6, 5/day), mercies (fatigued, dazed), undead traits
Gear +1 ghost touch greatsword, armor of life, ghost shackles
Treasure Ghost Shackles CL 5th Slot — Price 10,000gp Weight 5 lbs.
Aura moderate necromancy These rune-carved manacles are enchanted to bind the ectoplasm of ghostly creatures. While they have no enhancement bonus, the ghost shackles can be used as an improvised weapon that inflicts full damage against incorporeal creatures. In addition, once per day a creature can make a touch attack against an incorporeal creature with the ghost shackles. If the attack hits, the target is entangled, and if the wielder holds onto the ghost shackles the incorporeal creature is anchored to the spot, unable to move. If the wielder drops the ghost shackles, the creature may move but retains the entangled condition; the ghost shackles move with the creature but remain solid, preventing it from moving through or into solid objects or creatures. A creature bound by ghost shackles may attempt a DC 14 Reflex save as a full-round action to escape.
Construction Requirements Cost 5,000gp Craft Wondrous Item, halt undead
ARMOR OF LIFE PRICE 50,650 GP Slot armor; CL 15th; Weight 50 lbs.
Aura strong abjuration and necromancy
This pure-white +1 deathless UE undead defiantUE ghost touch full plate is inscribed with funerary litanies that ward away the dead. A wearer able to channel positive energy can spend a swift action to channel energy into the armor, causing it to glow as bright as a torch for 1 round per 1d6 points of positive energy delivered by her channel energy ability. If the armor of life remains aglow, undead creatures that strike the wearer with a natural weapon, touch attack (including spells delivered by touch), or unarmed strike takes 1d6 points of positive energy damage with each successful attack. Each such discharge of positive energy also reduces the remaining duration of the armor’s glow by 1 round. The wearer can channel positive energy into the armor multiple times. The duration of the effect stacks, but it does not increase the damage dealt to undead that strike the wearer.
CONSTRUCTION REQUIREMENTS COST 26,150 GP Craft Magic Arms & Armor, death ward, etherealness, cure critical wounds, summon monster I
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 +4 to her attack rolls and adds +4 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 +14 damage. 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 +4 deflection bonus to his 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 undead martyr has been destroyed.
Rejuvenation (Su) As long as any of the three sacred flames yet burn in Valtaerna, these ghosts will be restored in 2d4 days.
Aura of Good (Ex) The power of a paraclete’s aura of good (see the detect evil spell) is equal to his character level. An antipaladin who uses smite good against a paraclete deals 2 points of damage per antipaladin level on her first successful attack.
Detect Evil (Sp) 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.
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 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. 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.
Protector (Ex) At 2nd level, a paraclete adds one/half her class level on to the number of attacks of opportunity she can make each round; however, these attacks of opportunity can only be used in conjunction with her Bodyguard feat to improve the AC of her allies, or with her martyr’s retribution class feature. When using Bodyguard, a paraclete can improve the AC of any ally within her reach; she does not need to threaten the creature attacking that ally. If the attacker has the evil subtype, a paraclete also adds one-half her class level to the AC bonus she grants to an ally when using her Bodyguard feat.
In Harm's Way (Ex) At 2nd level, a paraclete gains In Harm’s as a bonus feat.
Martyr's Retribution (Ex) When a paraclete uses In Harm’s Way to Way APG intercept an attack made by a creature she threatens, after resolving that attack she can make an attack of opportunity against that attacker.
Saving Grace (Ex) At 3rd level, a paraclete gains a +1 sacred bonus on all saving throws, and once per day when an effect or attack by an evil creature would result in you gaining a harmful condition or affliction (such as paralyzed, stunned, etc.), as an immediate action you can delay the onset of that condition until the end of your next turn, as if you had the Heroic Defiance APG feat. Every 3 levels after 3rd, your sacred bonus on saving throws increases by 1 and you gain one additional daily use of this ability.
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.
Sacred Patron (Su) At 5th level, a paraclete gains a blessing from the holy entities that grant her powers. She may choose to gain imbue a celestial spirit into her weapon or to gain a special mount, as a paladin’s divine bond, treating her paladin level as her paraclete level + 3. Alternatively, she may choose to gain a celestial familiar that not only serves as a companion but also whispers new magical secrets in the paraclete’s ear. This familiar is like a witch’s familiar, treating her witch level as her paraclete level +3, but the familiar also gains the celestial simple template. This celestial familiar does not store the paraclete’s spells; however, if her familiar is within 30 feet a paraclete adds the patron spells from her familiar to her list of spells known. Patron spells can be cast as if the paraclete had the Eschew Materials feat, but she must have spell slots available of the appropriate level to cast a patron spell (using the spell’s level on the witch spell list in cases where the spell appears at different levels on different class lists). Her patron spells are considered divine spells. A paraclete selecting a familiar can choose from the following witch patrons: boundaries, devotion, endurance, healing, light, peace, strength, vengeance, wisdom.
Spell-Like Abilities (CL 7th; concentration +11) At Will—detect evil Paladin Spells Prepared (CL 4th; concentration +8)2nd—eagle’s splendor1st—bless weapon, divine favor
Michelangelo, Iomedae's Justice
CR 14 XP: 38,400Justice Archon paladin of Iomedae 8
LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft., low-light vision, detect evil; Perception +9
Aura Aura of good, aura of courage, aura of resolve, magic circle against evil (10 ft.), menace (20 ft., DC 17)
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural)
HP 95 (10d8+50)
Fort +21, Ref +13, Will +13
Defensive Abilities Fort +23 against poison; DR 10/evil; Immune disease, electricity, fear, petrification; SR 20
Speed 20 ft., fly 40 ft. (good)
Melee +2 axiomatic brilliant energy greatsword +22/+17/+12 (2d6+9/19-20)
Special Attacks lay on hands 12 points/day, teleport (self plus 50 lb. of objects only), turn undead 6/day (+5, 2d6+4, 1st). smite evil 3/day, divine grace, divine health, mercy, divine bone,
Spell-Like Abilities (CL 6th) At will aid, continual flame, detect evil
Spells Prepared (CL 2nd)
1st-Divine Favor
Before Combat A justice archon does not attack without provocation, but its highly tuned sense of justice and retribution often causes it to become incensed at the mere sight of an evil being or even the suspicion of an evil act. If it is unsure of who was +2. responsible for the wrongdoing, a justice archon uses its detect evil ability to locate evil creatures and charges headlong into battle with dreadful cries of vengeance, laying into the nearest opponent with its greatsword. It uses the weapon’s normal damage until it can discover the nature of its opponent’s melee attack (generally as a result of being hit), then uses its justice strike if that is more effective. If the opponent provides a serious challenge, the justice archon teleports away to bring reinforcements or to strike again when it has some other advantage.
When a justice archon champion decides violence is justified, it makes sure of its overwhelming superiority. In addition to casting aid on itself, it casts divine favor before joining battle. A justice archon champion usually leads a large group of other archons, generally six to eight justice archons, several squads of hound archons, or a squad of sword archons (Book of Exalted Deeds 160).
Turning evil against itself is the highest form of justice.
—Credo of the archons
Morale Natives of Celestia, justice archons always begin existence lawful good. When in the throes of righteous fury, though, they might lash out at all who oppose them, and doing this too often can lead a justice archon to change alignment.
Str 21, Dex 12, Con 24, Int 10, Wis 11, Cha 17
Base Atk +14; CMB +19; CMD 30
Feats Improved Toughness, Iron Will, Lightning Reflexes, Weapon Focus (greatsword)
Skills Diplomacy +14, Intimidate +12, Knowledge (planes) +9, Knowledge (religion) +5, Perception +9, Sense Motive +9, Spellcraft +16, Stealth +5, Survival +0
Languages Celestial, Draconic, Infernal, tongues
SQ archon traits
Gear +2 full plate armor, +2 axiomatic brilliant energy greatsword, amulet of natural armor +2
Environment Justice archons are native to the Seven Mounting Heavens of Celestia. They inhabit Empyrea, the City of Tempered Souls, on Celestia’s fifth layer Mertion, where reflections of their golden wings flash in its crystal clear waters. A few justice archons choose voluntary exile from the shining realm of Celestia. These champions remain on the Material Plane to maintain eternal watch on infernal portals that border the Lower Planes, guarding against incursions by fiends.
Treasure A justice archon has standard treasure for its Challenge Rating, mostly in the form of magic weapons and armor. It also might wear protective items and use potions to improve its combat abilities. Remaining possessions usually serve to enhance the archon’s glorious and imposing appearance. Justice archons favor golden necklaces, torcs, circlets, and other such jewelry, as well as gold enhancements to armor and clothing.
Tongues (Su) As the tongues spell; continuous; caster level 14th.
Magic Circle against Evil (Su) As the magic circle against evil spell; continuous; caster level 14th.
Justice Strike (Su) A justice archon that hits with a melee attack can choose to use this special ability instead of dealing normal weapon damage. Justice strike deals the damage of the struck opponent’s primary melee attack. This damage includes effects that apply automatically on a hit, such as energy damage or poison, but not those from optional effects or feats, such as Power Attack.
Teleport (Su) As the teleport spell; at will; caster level 14th.
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) 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.
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 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.
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) 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.
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.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) • At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies: Shaken: The target is no longer shaken; At 6th level, a paladin adds the following mercies to the list of those that can be selected: Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’schoice). Source PZO9446
Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells (Ex) 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.
Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this 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 a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her 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 her effective druid level. Bonded mounts have an Intelligence of at least 6. A Medium paladin can select a yak or zebra as a bonded mount. A Small paladin can select a capybara, eohippus, reindeer, or wolfdog as a bonded mount. Once per day, as a full-round action, a paladin may magically call her 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. At 11th level, the mount gains the celestial creature simple 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 she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The justice archon Michelangelo always deals swift judgment and harsh justice to wrongdoers. Over the years, his impetuous decisions have slowly but steadily drawn him off the path of righteousness. Admonished by superiors and accused of falling from grace, Michelangelo fled the heavens, convinced of his moral superiority over “handwringing layabouts that hide in Celestia while evil does its foul works.” Now unwittingly lawful neutral, Michelangelo travels the Material Plane with two like-minded hound archons, judging crimes and punishing “criminals” at will. Michelangelo’s hound archon allies impersonate mortals to root out the malefactors in a community. When they find someone they think has broken a law (by their sense of what is lawful), they report to Michelangelo, and he and they return to destroy the individual.
A typical justice archon stands about 6 feet tall and weighs 190 pounds. It looks like a beautiful humanoid, usually an elf or human, with gleaming golden eyes, skin, and hair. Justice archons favor full plate armor and two-handed weapons, usually greatswords but occasionally greataxes or glaives. Justice archons have no gender, though one might resemble a male or female humanoid.
Archons are celestials from the plane of Celestia. They guard that plane and all who are good or innocent, fighting fiends wherever they find such creatures. Although glorious to behold and created from the essence of good, archons are terrifying enemies of any they see as evil.
A glorious but menacing angel dives toward you. She is a radiant warrior clad in bright full plate, wielding a greatsword that crackles with divine power.
Justice archons consider themselves the purest champions of justice in Celestia. Decisive and self--righteous, their desire to act swiftly on behalf of justice sometimes leads them astray.
Justice archons outshine other archons in zealous devotion to what is good and right. They willingly bring succor to the injured and the abused, but their passion lies more in exacting retribution against those responsible for such mistreatment. Justice archons are at the forefront of war parties that hunt down fi ends, and they frequently come to the aid of clerics who pray for assistance against evil. They harbor a special enmity toward yugoloths. They despise beings that do not cleave to a philosophy but exist only to cause as much misery as possible.
If justice archons have a weakness, it is that their lust for vengeance can cloud their sense of right and wrong. High priests with ambitions toward great temporal power have exploited this tendency by directing the archons’ fury against “evil” rulers. Should a justice archon learn it has been so manipulated, though, its revenge against the true villain is swift, violent, and horrifying. In its fury, it might destroy all who surround the object of vengeance, whether they share guilt or not.
Justice archons consider themselves the purest champions of justice in Celestia. Throne archons (Book of Exalted Deeds 162) are the judges of the heavens, but their cold deliberation and resentment of being called to the Material Plane make them too distant in the eyes of the justice archons. The summons to defeat evil and injustice, wherever it might be found, is too loud to ignore, and justice archons eagerly answer. Cooler-headed celestials recognize the usefulness of such zealotry, but many believe the justice archons are too easily aroused—and thus too prone to act rashly and harm the blameless who get between them and their prey. These other celestials encourage justice archons to engage in raids against the Lower Planes, in which no innocents are at risk.
A justice archon can be summoned using summon monster VII or a higher-level summon monster spell. Treat the justice archon as if it were on the 7th-level list on the Summon Monster table (PH 287). When a justice archon is called by one of the planar ally spells, it demands only half the usual payment if asked to fight fiends, and no payment if yugoloths are the enemy. A justice archon might continue to fight remaining yugoloths, even if it has accomplished the letter of a bargain struck with its caller.
Knowledge (the Planes)
DC Result
16 This is a justice archon, a zealous native of Celestia. Such archons frequently lead squads of other archons or earthly champions of good against evil enemies of great power. This result reveals all outsider and archon traits.
21 Justice archons can strike an enemy for the damage it deals, including additional damage from energy or poison. They are resistant to magic and ignore some of the damage dealt by non-evil weapons.
26 Justice archons hate yugoloths. A justice archon that answers a planar ally spell usually agrees to fight yugoloths for no payment. However, justice archons can be impetuous in their pursuit of justice, and they are quick to judge.
Raphael, Slayer of Evil
CR 14 XP: 38,400Male catfolk rogue 2/paladin 4/shadowbane inquisitor 2/slayer 6
LG Medium humanoid (catfolk)
Init +1; Senses low-light vision, detect evil; Perception +13
Aura aura of good, aura of courage
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
HP 89 (2d6+12d10+16)
Fort +7, Ref +13, Will +6
Speed 20 ft.
Melee +1 greatsword +19/+14/+9 (2d6+7/19-20) or 2 claws +17 (1d4+4)
Special Attacks smite 1/day, smite evil 1/day, sneak attack +1d6, turn undead 5/day (+4, 2d6+3, 1st)
Spells Prepared (CL 2nd)
1st-Bless Weapon
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +13; CMB +17; CMD 28
Feats Black Cat, Cleave, Devoted Inquisitor, Great Cleave, Power Attack, Stealthy, Weapon Focus (Greatsword)
Skills Diplomacy +5, Disable Device +4, Knowledge (gather information) +11, Knowledge (religion) +9, Perception +13, Sense Motive +13, Stealth +13, Survival +2
Racial Modifiers Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages Common, Catfolk
SQ absolute conviction, divine grace, divine health, evasion, lay on hands 8/day, pierce shadows, sacred stealth, trapfinding
Gear +2 full plate, +1 greatsword, cloak of resistance +1, scroll of bless weapon, 2 scrolls of iron silence†, scroll of lesser restoration.
Smite Evil (Su) Once per day, Raphael can attempt to smite evil with one normal melee attack. He adds 2 to his attack roll and deals an extra 4 points of damage.
Sneak Attack (Ex) At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC(whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Absolute Conviction (Ex) Raphael does not lose any shadowbane inquisitor class abilities if he changes alignment.
Aura of Courage (Ex) Immune to fear, and each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.
Detect Evil (Sp) Raphael can use detect evil at will.
Divine Health (Ex) Immunity to disease.
Evasion (Ex) If Raphael exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Pierce Shadows (Su) Raphael can spend one of his daily uses of his turn undead ability to brightly illuminate an area with a 30-foot radius centered on himself. This radiance lasts for 20 minutes.
Sacred Stealth (Su) Raphael can lose a prepared divine spell from memory to gain a +4 sacred bonus on Steatlh checks for a number of minutes equal to 2 plus the level of spell given up in this manner.
Trapfinding (Ex) Raphael can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talent (Ex) As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk (*) add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. A complete listing of slayer talents can be found here: Slayer Talents
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Catfolk (Ex) Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
In general, catfolk are lithe and slender, standing midway between dwarves and humans in stature. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.
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