ZUHANI CR 3

XP 800

Male human (garundi) paladin (hospitaler) 4

LG Medium humanoid (human)

Init -1; Senses Perception +5

Aura aura of courage, aura of good

DEFENSE

AC 21, touch 9, flat-footed 21 (+10 armor, -1 Dex, +2 shield)

hp 36 (4d10+8)
Fort +9, Ref +4, Will +9

OFFENSE
Speed 20 ft.
Melee +1 scimitar (consecrated) +7  (1d6+3/18-20)
Melee dagger +6  (1d4+2/19-20)
Ranged dagger (thrown) +3  (1d4/19-20)
Ranged sling +3  (1d4+2)

Space 5 ft.; Reach 5 ft.

Special Attacks smite evil

Class Spell-Like Abilities: detect evil (at will)Wayfinder Spell-Like Abilities: detect evil (at will), light (at will), protection from evil (1/Day)

Paladin Spells Prepared (CL 4th, concentration +5):

1st—hero's defiance APG

STATISTICS
Str 14, Dex 9, Con 12, Int 14, Wis 12, Cha 18
Base Atk +4; CMB +6; CMD 15

Feats Fast Learner, Improved Improvisation, Improvisation

Skills Acrobatics -2 , Acrobatics (Jump) -6 , Appraise +6 , Bluff +8 , Climb +3 , Craft (Untrained) +6 , Diplomacy +11 , Disable Device +3 , Escape Artist -6 , Fly -6 , Handle Animal +9 , Knowledge (Religion) +9 , Linguistics(Abyssal, Ignan, Infernal, Polyglot) +6 , Perception +5 , Perform (Untrained) +8 , Profession (Farmer) +6 , Ride -2 , Sense Motive +8 , Sleight of Hand +3 , Spellcraft +9 , Stealth -2 , Survival +5 , Swim +1 , Use Magic Device +8

Languages Abyssal, Celestial, Common, Ignan, Infernal, Kelish, Osiriani, Polyglot

SQ ascendance day cloak, aura of courage, aura of good, bonus feat, channel positive energy (1d6, DC 14, 7/day), detect evil, divine health, mercy (fatigued), lay on hands, skilled

Combat Gear holy water (flask), sunrod (2), rations (trail/per day) (4); Other Gear +1 full plate, +1 scimitar (consecrated), darkwood shield (sanctified), holy water (flask), flail (cold iron), sap, dagger, sling, wand of cure light wounds, traveler's any-tool, shining wayfinder, holy symbol (iron), backpack, masterwork, holy text (cheap), rope (silk/50 ft.), waterskin (filled), healer's kit, blanket, shield sconce, climber's kit, wrist sheath, spring loaded, wrist sheath, spring loaded, bullets, sling (10)

SPECIAL ABILITIES

Ascendance Day Cloak [__] You distinguished yourself in one or more of the competitions held in honor of Iomedae's ascension, earning you a white cloak modeled after the goddess's own. For one scenario, while wearing this cloak or carrying it displayed prominently, you gain a +2 bonus on all saving throws made to resist compulsion spells, spell-like abilities, and effects. In addition, the cloak acts as a phylactery of faithfulness, though it only works to warn the character about actions that would adversely affect one of lawful good alignment and one's standing with Iomedae. At the end of the scenario, the magic fades from the cloak, and it becomes a mundane keepsake of Ascendance Day.

Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a moderate good aura.

Aura of Good

Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 7 times per day.

Current Prestige Points (6x) The character has 6 current prestige points.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Fame (16x) The character has accumulated 16 Fame. He has a +1 to Diplomacy with members of his faction. Maximum Item Cost: 48000 gp

Mercy (Fatigued) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.

Flame of the Dawnflower (Sarenrae) You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.

Gift of the Ghael (Subtier 4-5) [__] Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet. You may case continual flame, dispel magic, lesser globe of invulnerability, or restoration. (Usable once only)

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 6 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

No Racial Subtype You have chosen no racial subtype.

Beacon of Good (Silver Faction) Beacon of Good (Silver Crusade, Fame 5, 2 PP) The Shining Crusade gives you a shining wayfinder (see page 55) emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.

Free purchase up to 750 gp Free purchase up to 750 gp (2 PP)

Retraining (5x) The character has spent prestige points to retrain.

The Cost of Beneficence (Silver Faction) The Cost of Beneficence (Silver Crusade, Fame 10, 1 PP) Whenever you give magical healing that you have rightfully paid for to an NPC, the Silver Crusade reimburses you for half the cost of replacing such resources. For example, if you give a lost orphan a potion of cure light wounds you purchased at the start of an adventure, at the session's conclusion, the Silver Crusade would reimburse you 25 gp to help defer the cost of your generosity. You receive no reimbursement for expended healing paid for with Prestige Points only or found in the course of an adventure (as no gp were expended to purchase it).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +4 to all damage rolls made against the target of your 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 +8. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.