Paladin of Sarenrae



Human (varisian) paladin (hospitaler) 11 (Pathfinder RPG Advanced Player’s Guide 116)
LG Medium humanoid (human)
Init 1; Senses Perception +1
Aura courage (10 ft.), aura of healing (30 ft.), resolve (10 ft.)
AC 26, touch 13, flat-footed 25 (
11 armor, 2 deflection, +1 Dex, +2 natural)
hp 103 (11d10
Fort 14, Ref +8, Will +12
Defensive Abilities fortification 25%; Immune charm, disease, fear; Resist cold 5, fire 6
Speed 30 ft. (20 ft. in armor)
Melee +2 flaming burst silversheen scimitar +16/
11/6 (1d66/15-20 plus 1d6 fire) or
armor spikes 14/9/4 (1d63)
Special Attacks channel positive energy 7/day (DC 18, 4d6), smite evil 2/day (4 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +12)
At will—detect evil
Paladin (Hospitaler) Spells Prepared (CL 8th; concentration +12)
3rd—blade of bright victory[UM] (DC 17)
2nd—litany of righteousness[UC], litany of righteousness[UC], paladin’s sacrifice[APG] (DC 16)
1st—divine favor, hero’s defiance[APG], hero’s defiance[APG]
Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 18
Base Atk +11; CMB +14; CMD 27
Feats Extra Lay on Hands, Greater Mercy[UM], Improved Critical (scimitar), Power Attack, Selective Channeling, Shield Focus, Ultimate Mercy[UM]
Traits ambassador, oathbound
Skills Acrobatics 4 (-8 to jump), Diplomacy +20, Handle Animal +10, Heal +5, Knowledge (nobility) +4, Knowledge (religion) +4, Profession (herbalist) +5, Ride +1, Sense Motive +15, Spellcraft +5
Languages Common, Varisian
SQ divine bond (weapon +3, 2/day), lay on hands 11/day (5d6), mercies (diseased, fatigued, poisoned)
Other Gear +2 armor spikes fortification (light) stanching full plate, +2 flaming burst silversheen scimitar, amulet of natural armor +2, belt of physical might +2 (Str, Con), boots of the cat, ring of protection +2, 150 gp
Special Abilities
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Healing (11rds, 30’ radius) (Su) Allies are immune to bleed, heal 1 hp per HD/rd, and re-save vs. curse/disease/poison.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Boots of the cat When falling, always land on feet and take the minimum damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (6) You have the specified Energy Resistance against Fire attacks.
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn’t need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect.
Paladin Channel Positive Energy 4d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/
6 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shield Focus +1 Shield AC
Smite Evil (2/day) (Su) +4 to hit, +11 to damage, +4 deflection bonus to AC when used.
Ultimate Mercy Expend 10 uses of lay on hands to bring a dead creature back to life


A friendly, colourful paladin who when not adventuring concentrates on providing succour and remedies to the people of Sandpoint. He travelled to the town after the fire that destroyed the previous temple, taking lodging in the temple to administer to the town ever since.
Given the recent events, and the adventurers passing through the town, he believes the time has come to take up the sword again in defence of the town and to attempt to redeem those who have fallen into evil ways.

He has blonde hair, with green eyes, and his face is unmarked with scars, although laughter lines crease the corners of his eyes.

Friendly and jovial, he rarely has a bad word to say about anyone. However, he has been known to struggle with a desire for recognition of his deeds, at odds with the humbleness of his calling.

Mandraiv’s armour is painted a blend of colours, the colours slowly merging through the spectrums moving down his body. His helm and shoulders are a dusky pink, moving into a bright red at the upper chest. His abdomen slowly seeps into green, before moving into turquoise and ending with blue greaves.

He wears a loose cloak of orange that drapes mantle-like down his front, while a richly embroidered scarf hangs in his belt.

His right hand is unarmoured, with a coloured tattoo of Sarenrae’s holy symbol bright on his palm. A flowing tattoo of thorns, with occasional red flowers, climbs the side of his neck.


Rise of the Runelords fellborn