Paladin Stuff
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Paladin Stuff
Half-Celestial Winter Wolf (assuming you take 2 feats)
Large Outsider (Cold, Native)
HP: 10d10+60
AC: 26 (10 + 4 Dex + 12 Natural -1 Size)
Fort +9, Ref +6, Will +3
Immune: Cold
Weakness: Fire
Attack: Bite +13 Melee (1d8+10 plus 1d6 cold plus free trip attack; +18 CMB)
Special Attack: Breath Weapon: every 1d4 rounds, 6d6 damage, 15 foot con, Reflex Half DC18
Stats:
Str 26; Dex: 19; Con: 22; Int: 11; Wis: 15; Cha: 12
Base Attack: +10
Feats: Improved Initiative, Run, Skill Focus (Perception), [Feat], [Feat]
Skills: Perception +14, Stealth +4 (+10 in Snow), Fly +10
Languages: Common, Celestial
Notes: Darkvision 60 feet, immune to disease, +4 saves vs. poison; acid, electricity resist 5
Damage Reduction 5/magic, Spell resistance: 22
Speed: 50 Feet (ground), 100 Feet (Flying)
Once per day it can smite evil as a paladin with level equal to its hit dice.
It can cast protection from evil 3/day
Once per day: bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease
Large Outsider (Cold, Native)
HP: 10d10+60
AC: 26 (10 + 4 Dex + 12 Natural -1 Size)
Fort +9, Ref +6, Will +3
Immune: Cold
Weakness: Fire
Attack: Bite +13 Melee (1d8+10 plus 1d6 cold plus free trip attack; +18 CMB)
Special Attack: Breath Weapon: every 1d4 rounds, 6d6 damage, 15 foot con, Reflex Half DC18
Stats:
Str 26; Dex: 19; Con: 22; Int: 11; Wis: 15; Cha: 12
Base Attack: +10
Feats: Improved Initiative, Run, Skill Focus (Perception), [Feat], [Feat]
Skills: Perception +14, Stealth +4 (+10 in Snow), Fly +10
Languages: Common, Celestial
Notes: Darkvision 60 feet, immune to disease, +4 saves vs. poison; acid, electricity resist 5
Damage Reduction 5/magic, Spell resistance: 22
Speed: 50 Feet (ground), 100 Feet (Flying)
Once per day it can smite evil as a paladin with level equal to its hit dice.
It can cast protection from evil 3/day
Once per day: bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease
kitsunewarlock- Posts : 48
Join date : 2011-09-18
Re: Paladin Stuff
Take 5 levels in Paladin and 1 level in Beast Heart Adept
This gives you 14+[int * 6] skill points to play with. You'll want high ranks in Ride and Perception.
You will have:
Aura of Good
Detect Evil (at will)
Smite Evil (charisma bonus to attack rolls; paladin level to damage against an evil target; you can use it 2 times per day)
Divine Grace (Charisma bonus to saving throws)
Lay on Hands (2 times per day plus charisma modifier you can heal 2d6 damage on any target)
Aura of Courage (your immune to fear and allies within 10 feet of you get +4 against fear)
Divine Health (immune to disease)
Channel Energy (once per day, using all your lay on hands abilities, you can heal 3d6 from all living beings in a 30 foot burst and/or damage all undead in that burst)
You have caster level 1 and can cast 1 first level spell. You also get bonus spells per day depending on your charisma modifier.
Once per day you can call your mount to your side. Your mount has an intelligence score of 6 (so its sentient/sapient, just not the smartest bulb on the tree). I'm houseruling you can get a half-celestial wolf here with a single feat. Its worth it and offsets the fact mounts function differently in pathfinder despite us using the beastheart class.
Feat 1: I used the druids animal companion progression from 3.5 + 1 level and the beastmaster animal progression +3 levels. There is a feat that gives you +4 effective levels to your animal companion and I'm just adjusting it so you can split it between these two classes for now so I don't get a headache. You are taking this feat.
Feat 2: This gives your animal companion the half-celestial template
Feat 3: You need animal affinity for beast master adept. It kinda sucks, I know. But its why those shitty feats exist: to get you into hot prestige classes.
You still get other feats. There are lots of good ones depending on what your going for. You probably want Mounted Combat, Ride-By Attack and other mount-related feats.
This gives you 14+[int * 6] skill points to play with. You'll want high ranks in Ride and Perception.
You will have:
Aura of Good
Detect Evil (at will)
Smite Evil (charisma bonus to attack rolls; paladin level to damage against an evil target; you can use it 2 times per day)
Divine Grace (Charisma bonus to saving throws)
Lay on Hands (2 times per day plus charisma modifier you can heal 2d6 damage on any target)
Aura of Courage (your immune to fear and allies within 10 feet of you get +4 against fear)
Divine Health (immune to disease)
Channel Energy (once per day, using all your lay on hands abilities, you can heal 3d6 from all living beings in a 30 foot burst and/or damage all undead in that burst)
You have caster level 1 and can cast 1 first level spell. You also get bonus spells per day depending on your charisma modifier.
Once per day you can call your mount to your side. Your mount has an intelligence score of 6 (so its sentient/sapient, just not the smartest bulb on the tree). I'm houseruling you can get a half-celestial wolf here with a single feat. Its worth it and offsets the fact mounts function differently in pathfinder despite us using the beastheart class.
Feat 1: I used the druids animal companion progression from 3.5 + 1 level and the beastmaster animal progression +3 levels. There is a feat that gives you +4 effective levels to your animal companion and I'm just adjusting it so you can split it between these two classes for now so I don't get a headache. You are taking this feat.
Feat 2: This gives your animal companion the half-celestial template
Feat 3: You need animal affinity for beast master adept. It kinda sucks, I know. But its why those shitty feats exist: to get you into hot prestige classes.
You still get other feats. There are lots of good ones depending on what your going for. You probably want Mounted Combat, Ride-By Attack and other mount-related feats.
kitsunewarlock- Posts : 48
Join date : 2011-09-18
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