Half Orc Paladin CR 5

Ignolt CR 5

XP 1,600

Female (15) Half-Orc Paladin 5
LG Medium humanoid (orc)
Init +1 Senses Perception +X
Aura Aura of Courage +4 to saves vs fear within 10 feet.


AC on Foot 21 touch 11, flat-footed 20 (+10 armor, +1 Dex)
Mounted AC 24 touch 11, flat-footed 23 (+10 armor, +3 Shield, +1 Dex) {+6 bonus under the effect of smite evil}
hp 50hp (5d10+10 con)
Fort +12, Ref +8, Will +8
Defensive Abilities Divine Grace, Ferocity Immune Fear, diseases


Speed 30 ft. (20 ft. in armor)
Melee +1 Greataxe +10 (1d12+7, X3 crit)
Ranged +7 Composite Longbow (1d8+4)
Special Attacks Smite Evil 2/day (+6 to hit, +5 damage vs one foe) Double damage vs
Spell Like Abilities (CL 5th)
At will-Detect Evil
Spells Prepared (CL 5th)
1st-Protection from Evil, Lesser Restoration, Bless Weapon


Str 18, Dex 12, Con 15, Int 10, Wis 6, Cha 22
Base Atk +5 CMB +10 CMD 21
Feats Animal Affinity, Endurance, Power Attack
Skills 15 Skill Points , +15 Diplomacy, +15 Handle Animal,+8 Knowledge (religion) +3 ride , +8 Intimidate
Languages Common, Orc
SQ Lay on Hands 8/day (2d6 healing and removes Fatigued condition)
Combat Gear +1 full plate, +1 heavy steel shield, +1 cold iron greatsword (bonded weapon), MW Lance, MW Mighty (+5) Composite Longbow, quiver of 20 arrows 20 silver arrows, Silver Heavy Mace, ; Other Gear Combat trained heavy horse, with Light chain barding.


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 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)

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.

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.

Mercy (Su) Fatigue

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 is no longer Fatigued.

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.

Divine Bond (Sp)

Ignolt's 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.

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