Friday, May 20, 2016

Paladin, Enlightened Paladin, Tempered Champion; Fetchling

Self-Interested Preface: This is a paladin who is also a monk, with warpriest sacred weapon progression on its unarmed attacks, ridiculous AC, and the Snake Fang ability to capitalize on it with free attacks of opportunity.  Enlightened Paladin is the monk archetype, trading armor proficiencies, Smite Evil and its auras for CHA-boosted dodge AC, immunity to re-roll, and the more defensive Personal Trial, which can be used against anything rather than just evil creatures.  Fetchling is a perfect race for this archetype, ending up with amazing DEX and CHA that puts its unarmored, unboosted touch AC at a reasonable 18 by 4th level.  Snake Style adds Sense Motive into the mix, allowing an immediate-action Sense Motive roll to replace AC, which has been boosted greatly from being a class skill, the Mutant Eye trait, and Snake Style itself.  The saving throws of a paladin are always high, and due to Divine Grace and the Enlightened Paladin's Confident Defense ability, CHA adds to every saving throw and AC, so it should be prioritized to go as high as possible at all times.  Additionally, Divine Bond works with unarmed strike, and since Snake Style makes your unarmed strikes piercing weapons they become eligible for the Keen weapon enhancement, and with Snake Sidewind you can use Sense Motive instead of your attack roll to confirm the critical hit.  There's a ton of synergy here, is what I'm trying to illustrate.  Paladins can normally get pretty multiple-ability-dependent, but this character avoids that completely with an Agile Amulet of Mighty Fists and a Headband of Alluring Charisma.


Tempered Champion is an archetype that trades paladin spellcasting and making your Divine Bond affect your weapon for warpriest sacred weapon progression and a bunch of great free fighter feats.  It's perfect for this build, and the requirements don't actually contradict the version of Divine Bond detailed in the Enlightened Paladin(paraphrased: 'must affect Unarmed Strike, otherwise works as Divine Bond').  This more than makes up for the shitty Enlightened Fist "1/2 monk level" damage progression by making this character's fists damageways into a longsword-equivalent at level 5, a bastard-sword-equivalent at level 10, a greatsword-equivalent at 15, and up to 2d8 at level 20 (which, of course, you will never reach), with a Weapon Specialization damage bonus at 4th level, and Greater Weapon Specialization at 12th.  I've listed all the eligible Divine Bond tweaks and Amulet of Mighty Fists enchantments below- I recommend Agile as the first enchantment and Sharding as the second (makes your unarmed attacks both melee and ranged interchangeably).

All-in-all, this character's pretty fuckin amazing as a good-AC high-save self-healing tank with ridiculous modular unarmed damage and lots of potential for attacking outside its turn.  It has very few skills, but it's reasonable at Sense Motive.  It can eventually use the Fetchling poor-man's-teleport and a limited Plane Shift, which is a neat bonus for a Paladin, and, with clever Mercy choices (also detailed below) could act as a serious secondary healer (I'd probably recommend Sickened->Dazed->Nauseated->Paralyzed->Stunned to resolve the majority of what I'd consider the most debilitating effects).

This build created in March of 2016.

This build is not viable!  As was pointed out by Chess Pwn on the Paizo forums, two archetypes cannot effect the same ability, even if they do not contradict.  Additionally, I was informed by Snakers that religion traits are specific to gods (the D20PFSRD can't list the specific gods, but the Archives Of Nethys can).  That was an easy fix, though- the Defensive Strategist trait switched to Quain Martial Artist.  In any case, the new, fixed build can be found here, and I'm leaving this one up for humility or something.


Paladin (Enlightened Paladin, Tempered Champion), Level 20
(worships Irori, god of self-perfection)

Race: Fetchling, +2 DEX, +2 CHA, -2 WIS (+1 Hit Point/+1 Skill Point/+¼ to ally morale bonus against fear effects)

Racial Traits
Bound To Here (counts as outsider and humanoid, can pass as human)
Deep Shadow Explorer (+2 to saving throws against fear)
Shadow Blending (attacks against character in dim light grant 50% miss chance due to concealment)
Umbral Escort (can use Shadow Walk and Plane Shift abilities to affect other creatures in addition to self)
Shadowy Resistance (resistance 5 against cold and electricity)
Spell-Like Abilities: at 9th level 1/day Shadow Walk; at 13th Level 1/day Plane Shift (Shadow/Material Planes only)
Darkvision 60’

Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Faith: Irrepressible (CHA instead of WIS to determine saving throws against charm and compulsion)
Magic: Mutant Eye [+2 to Sense Motive (+4 to determine if creature is under mind-affecting effect), -1 Bluff/Diplomacy]

Regional: Quain Martial Artist (+1 damage to unarmed strikes)
Class Skills: Acrobatics, Climb, Craft (Any), Diplomacy, Handle Animal, Heal, Knowledge (Nobility), Knowledge (Religion), Profession (Any), Ride, Sense Motive, Spellcraft, and Swim.

Known Languages: Common

1: Paladin (Enlightened Paladin, Tempered Champion) 1 (d10 HD), +1 Hit Point
            BAB: +1
            Base Saves: +4/+3/+1 (CHA instead of WIS against charm/compulsion)
New Feats: Simple and Martial Weapon Proficiencies, Light Armor Proficiency, Aura Of Law, Enlightened Paladin Unarmed Strike, Sense Perfection, Personal Trial (+1) 1/day, [1st Level Feat] Weapon Finesse, [Anti-Hero] Weapon Focus (Unarmed Strike)
Skills(2): Acrobatics, Sense Motive
Enlightened Paladin Unarmed Strike: 1d6

2: Paladin (Enlightened Paladin, Tempered Champion) 2, +1 Hit Point
            BAB: +2
            Base Saves: +9/+7/+6 (CHA instead of WIS against charm/compulsion)
New Feats: Divine Grace, Lay On Hands
Skills(2): Knowledge (Religion), Sense Motive
Base Lay On Hands Amount, Frequency: 1d6, 5/day
Enlightened Paladin Unarmed Strike: 1d6

3: Paladin (Enlightened Paladin, Tempered Champion) 3, +1 Hit Point
            BAB: +3
            Base Saves: +9/+8/+6 (CHA instead of WIS against charm/compulsion)
New Feats: Aura Of Excellence, Mercy (3rd) (as relevant depending on campaign), [3rd Level Feat] Snake Style
Skills(2): Climb/Swim, Sense Motive
Enlightened Paladin Unarmed Strike: 1d6
Base Lay On Hands Amount, Frequency: 1d6, 5/day

4: Paladin (Enlightened Paladin, Tempered Champion) 4, +1 Hit Point
            BAB: +4
            Ability Score Increase: DEX +1 (18)
            Base Saves: +10/+9/+7 (CHA instead of WIS against charm/compulsion)
New Feats: Divine Weapon Specialization Warpriest Sacred Weapon, Ki Pool, Personal Trial (+2) 2/day, [Divine Weapon Specialization (4th)] Weapon Specialization (Unarmed Strike)
Skills(2): Sense Motive, Swim/Climb
Base Ki Points: 6
Base Lay On Hands Amount, Frequency: 2d6, 6/day
Divine Weapon Specialization Unarmed Strike: 1d6

5: Paladin (Enlightened Paladin, Tempered Champion) 5, +1 Hit Point
            BAB: +5
            Base Saves: +10/+9/+7 (CHA instead of WIS against charm/compulsion)
New Feats: Divine Bond (Unarmed Strike) (+1) 1/day, [5th Level Feat] Combat Reflexes
Skills(2): Acrobatics, Sense Motive
Base Ki Points: 6
Base Lay On Hands Amount, Frequency: 2d6, 6/day
Divine Weapon Specialization Unarmed Strike: 1d8

6: Paladin (Enlightened Paladin, Tempered Champion) 6, +1 Hit Point
            BAB: +6/+1
            Base Saves: +11/+10/+8 (CHA instead of WIS against charm/compulsion)
New Feats: Mercy (6th) (as relevant depending on campaign)
Skills(2): Acrobatics, Sense Motive
Base Ki Points: 7
Base Lay On Hands Amount, Frequency: 3d6, 7/day
Divine Weapon Specialization Unarmed Strike: 1d8

7: Paladin (Enlightened Paladin, Tempered Champion) 7, +1 Hit Point
            BAB: +7/+2
            Base Saves: +11/+10/+8 (CHA instead of WIS against charm/compulsion)
New Feats: Personal Trial (+2) 3/day, [7th Level Feat] Snake Sidewind
Skills(2): Acrobatics, Sense Motive
Base Ki Points: 7
Base Lay On Hands Amount, Frequency: 3d6, 7/day
Divine Weapon Specialization Unarmed Strike: 1d8

8: Paladin (Enlightened Paladin, Tempered Champion) 8, +1 Hit Point
            BAB: +8/+3
            Ability Score Increase: CHA +1 (19)
Base Saves: +12/+10/+9 (CHA instead of WIS against charm/compulsion)
New Feats: Aura Of Resolve, Divine Bond (Unarmed Strike) (+2) 1/day, Personal Trial (+3) 3/day, [Divine Weapon Specialization (8th)] Greater Weapon Focus (Unarmed Strike)
Skills(2): Acrobatics, Sense Motive
Base Ki Points: 8
Base Lay On Hands Amount, Frequency: 4d6, 8/day
Divine Weapon Specialization Unarmed Strike: 1d8

9: Paladin (Enlightened Paladin, Tempered Champion) 9, +1 Hit Point
            BAB: +9/+4
Base Saves: +12/+11/+9 (CHA instead of WIS against charm/compulsion)
New Feats: [Fetchling] Shadow Walk Spell-Like Ability, Divine Bond (Unarmed Strike) (+2) 2/day, Mercy (9th) (as relevant depending on campaign), [9th Level Feat] Snake Fang
Skills(2): Acrobatics, Sense Motive
Base Ki Points: 8
Base Lay On Hands Amount, Frequency: 4d6, 8/day
Divine Weapon Specialization Unarmed Strike: 1d8

10: Paladin (Enlightened Paladin, Tempered Champion) 10, +1 Hit Point
            BAB: +10/+5
Base Saves: +13/+11/+10 (CHA instead of WIS against charm/compulsion)
New Feats: Personal Trial (+3) 4/day
Skills(2): Sense Motive, (as desired)
Base Ki Points: 9
Base Lay On Hands Amount, Frequency: 5d6, 9/day
Divine Weapon Specialization Unarmed Strike: 1d10

11: Paladin (Enlightened Paladin, Tempered Champion) 11, +1 Hit Point
            BAB: +11/+6/+1
Base Saves: +13/+11/+10 (CHA instead of WIS against charm/compulsion)
New Feats: Aura Of Perfection, Divine Bond (Unarmed Strike) (+3) 2/day, [11th Level Feat] Lunge
Skills(2): Sense Motive, (as desired)
Base Ki Points: 9
Base Lay On Hands Amount, Frequency: 5d6, 9/day
Divine Weapon Specialization Unarmed Strike: 1d10

12: Paladin (Enlightened Paladin, Tempered Champion) 12, +1 Hit Point
            BAB: +12/+7/+2
            Ability Score Increase: CHA +1 (20)
Base Saves: +15/+13/+12 (CHA instead of WIS against charm/compulsion)
New Feats: Mercy (12th) (as relevant depending on campaign), Personal Trial (+4) 4/day, [Divine Weapon Specialization (12th)] Greater Weapon Specialization (Unarmed Strike)
Skills(2): Sense Motive, (as desired)
Base Ki Points: 11
Base Lay On Hands Amount, Frequency: 6d6, 11/day
Divine Weapon Specialization Unarmed Strike: 1d10


13: Paladin (Enlightened Paladin, Tempered Champion) 13, +1 Hit Point
            BAB: +13/+8/+3
Base Saves: +15/+13/+12 (CHA instead of WIS against charm/compulsion)
New Feats: [Fetchling] Plane Shift Spell-Like Ability, Divine Bond (Unarmed Strike) (+3) 3/day, Personal Trial (+4) 5/day, [13th Level Feat] Improved Critical (Unarmed Strike)
Skills(2): Sense Motive, (as desired)
Base Ki Points: 11
Base Lay On Hands Amount, Frequency: 6d6, 11/day
Divine Weapon Specialization Unarmed Strike: 1d10

14: Paladin (Enlightened Paladin, Tempered Champion) 14, +1 Hit Point
            BAB: +14/+9/+4
Base Saves: +16/+13/+13 (CHA instead of WIS against charm/compulsion)
New Feats: Aura Of Faith, Divine Bond (Unarmed Strike) (+4) 3/day
Skills(2): Sense Motive, (as desired)
Base Ki Points: 12
Base Lay On Hands Amount, Frequency: 7d6, 12/day
Divine Weapon Specialization Unarmed Strike: 1d10

15: Paladin (Enlightened Paladin, Tempered Champion) 15, +1 Hit Point
            BAB: +15/+10/+5
Base Saves: +16/+14/+13 (CHA instead of WIS against charm/compulsion)
New Feats: Mercy (15th) (as relevant depending on campaign), [15th Level Feat] Piranha Strike or Toughness
Skills(2): Sense Motive, (as desired)
Base Ki Points: 12
Base Lay On Hands Amount, Frequency: 7d6, 12/day
Divine Weapon Specialization Unarmed Strike: 2d6

16: Paladin (Enlightened Paladin, Tempered Champion) 16, +1 Hit Point
            BAB: +16/+11/+6/+1
            Ability Score Increase: CHA +1 (21)
Base Saves: +17/+14/+14 (CHA instead of WIS against charm/compulsion)
New Feats: Personal Trial (+5) 4/day, [Divine Weapon Specialization (16th)] Disruptive
Skills(2): Sense Motive, (as desired)
Base Ki Points: 13
Base Lay On Hands Amount, Frequency: 8d6, 13/day
Divine Weapon Specialization Unarmed Strike: 2d6

17: Paladin (Enlightened Paladin, Tempered Champion) 17, +1 Hit Point
            BAB: +17/+12/+7/+2
Base Saves: +17/+14/+14 (CHA instead of WIS against charm/compulsion)
New Feats: Aura Of Righteousness, Divine Bond (Unarmed Strike) (+5) 4/day, Personal Trial (+5) 5/day, [17th Level Feat] Toughness or Piranha Strike
Skills(2): Sense Motive, (as desired)
Base Ki Points: 13
Base Lay On Hands Amount, Frequency: 8d6, 13/day
Divine Weapon Specialization Unarmed Strike: 2d6


18: Paladin (Enlightened Paladin, Tempered Champion) 18, +1 Hit Point
            BAB: +18/+13/+8/+3
Base Saves: +18/+15/+15 (CHA instead of WIS against charm/compulsion)
New Feats: Mercy (18th) (as relevant depending on campaign)
Skills(2): Sense Motive, (as desired)
Base Ki Points: 14
Base Lay On Hands Amount, Frequency: 9d6, 14/day
Divine Weapon Specialization Unarmed Strike: 2d6

19: Paladin (Enlightened Paladin, Tempered Champion) 19, +1 Hit Point
            BAB: +19/+14/+9/+4
Base Saves: +18/+15/+15 (CHA instead of WIS against charm/compulsion)
New Feats: [19th Level Feat] Word Of Healing
Skills(2): Sense Motive, (as desired)
Base Ki Points: 14
Base Lay On Hands Amount, Frequency: 9d6, 14/day
Divine Weapon Specialization Unarmed Strike: 2d6

20: Paladin (Enlightened Paladin, Tempered Champion) 20, +1 Hit Point
            BAB: +20/+15/+10/+5
            Ability Score Increase: CHA +1 (22)
Base Saves: +20/+16/+17 (CHA instead of WIS against charm/compulsion)
New Feats: Holy Champion, Divine Bond (Unarmed Strike) (+6) 4/day, Personal Trial (+6) 6/day, [Divine Weapon Specialization (20th)] Penetrating Strike (Unarmed Strike)
Skills(2): Sense Motive, (as desired)
Base Ki Points: 16
Base Lay On Hands Amount, Frequency: 10d6, 16/day
Divine Weapon Specialization Unarmed Strike: 2d8


Mercy Class Feature (Verbatim)

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.
  • Fatigued: The target is no longer fatigued.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
  • Dazed: The target is no longer dazed.
  • Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
  • Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
  • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
  • Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
  • Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Paralyzed: The target is no longer paralyzed.
  • Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.



Amulet Of Mighty Fists

Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5)

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks.  Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

 
Notable Eligible Abilities
(* abilities can be granted by Divine Bond class ability and should not be added to the amulet)

Agile, +1 bonus
Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Corrosive/Flaming*/Frost/Shock, +1 bonus
Upon command, a corrosive/flaming/frost/shock weapon is sheathed in a terrible, icy acid/flame/cold/electricity that deals an extra 1d6 points of energy damage on a successful hit. The energy damage does not harm the wielder. The effect remains until another command is given.

Defending*, +1 bonus
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.

Heartseeker, +1 bonus
A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.

Keen*, +1 bonus
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Keen can be added to unarmed strike if Snake Style feat has been activated.

Merciful*, +1 bonus
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).

Anchoring, +2 bonus
This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.
Anchoring is only added here because it is an interesting idea to be able to turn your hand into an immovable rod as a swift action.  Implementation would likely be messy if feasible.

Axiomatic*, +2 bonus
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Corrosive Burst/Flaming Burst*/Icy Burst/Shocking Burst,+2 bonus
A corrosive/flaming/icy/shocking burst weapon functions as a corrosive/flaming/frost/shock weapon that explodes with volatile energy upon striking a successful critical hit. The energy damage does not harm the wielder. In addition to the extra energy damage from the corrosive/flaming/frost/shock special ability, a corrosive/flaming/frost/shock burst weapon deals an extra 1d10 points of appropriate energy damage on a successful critical hit. If the weapon's critical modifier is x3, add an extra 2d10 points of energy damage instead, and if the modifier is x4, add an extra 3d10 points.
Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.

Disruption*, +2 bonus
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.

Furyborn, +2 bonus
A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

Holy*, +2 bonus
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.


Phase Locking, +2 bonus
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.

Sharding, +2 bonus
The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target

Nullifying, +3 bonus
A nullifying weapon suppresses a creature's spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon's critical multiplier. Multiple hits from a nullifying weapon stack.

Speed*, +3 bonus
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Brilliant Energy*, +4 bonus
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.

Dueling, +(14000 GP) bonus
A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.


 Divine Bond

Divine 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. 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.


(Due to Tempered Champion archetype abilities, Lay On Hands can also be substituted for Divine Bond if the character is out of daily uses of Divine Bond.)

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