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.
- 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.
- 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.
- 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.
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.
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).
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.
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.
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.)
No comments:
Post a Comment