Grand Confessor Silia

From Traykon Campaign Setting

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GRAND CONFESSOR SILIA

Born into a noble family, Silia was always of a martial bent. She scandalized her mother and father until the day she ran away to fight. Silia found faith in Arum and joined with their forces. Through the years, she raised through the ranks until she was chosen by the current Lector as the new Grand Confessor.

CR 16
Female Human (Cosmopolitan) paladin 17
LG medium humanoid (human)
Init +2; Senses Perception +7,
Aura Aura of Courage, Aura of Faith, Aura of Good, Aura of Justice, Aura of Resolve, Aura of Righteousness,
Languages Celestial, Common, Elven, Goblin, Orc
AC 30, touch 17, flat-footed 28
hp 209 (17HD)DR 5/evil
Fort +19, Ref +12, Will +20
Resistances Cold 6, Fire 6, Sonic 5,
Spell Resistance 22
Speed 20 ft. (4 squares)
Melee holy avenger +27/+22/+17/+12 (1d8+10/19-20)
Melee gauntlet +22/+17/+12/+7 (1d3+5)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +17; CMB +22; CMD 39
Atk Options Alignment Channel (Law),
Special Actions Channel Positive Energy (9d6, DC 23), Smite Evil,
Class Spell-Like Abilities: detect evil ( at will)
Magic Item Spell-Like Abilities: dispel magic (greater) ( 1/Round) meld into stone ( DC , at will) soften earth and stone ( at will) stone shape ( 2/Day) stoneskin ( DC 10, 1/Week) wall of stone ( DC 10, 1/Day)
Ring of Earth Elemental Command Spell-Like Abilities: passwall ( 2/Week)
Abilities Str 21, Dex 14, Con 19, Int 18, Wis 20, Cha 20
Special Qualities Aura of Courage, Aura of Faith, Aura of Good, Aura of Justice, Aura of Resolve, Aura of Righteousness, Battle Rage (1/day), Mercy (Blinded), Bonus Energy Resistance (17x), Celestial Spirit, Cosmopolitan, Mercy (Cursed), Detect Evil, Mercy (Diseased), Divine Health, Focused Study, Heart of the Streets, Lay on Hands, Mercy (Poisoned), Mercy (Sickened),

Feats Alertness, Alignment Channel (Law), Aura Flare, Believer's Boon (War), Channeled Revival, Extra Channel, Extra Lay On Hands, Leadership, Selective Channeling, Skill Focus (Diplomacy, Knowledge (Religion), Perform (Wind Instruments))
Skills Acrobatics -1, Acrobatics (When Jumping) -5, Appraise +4, Bluff +5, Climb +2, Craft (Untrained) +4, Diplomacy +31, Disguise +5, Escape Artist -1, Fly -1, Handle Animal +13, Heal +18, Intimidate +11, Knowledge (Nobility) +17, Knowledge (Religion) +30, Perception +7, Perform (Untrained) +5, Perform (Wind Instruments) +21, Ride +12, Sense Motive +29, Spellcraft +24, Stealth -1, Survival +5, Swim +2,
Possessions ring of earth elemental command; ring of protection +5; holy avenger; mithral full plate of speed; belt of physical might +6 (str, con); celestial shield; gauntlet;

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 Faith (Su) Your weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project an overwhelming good aura.

Aura of Justice (Su) You can expend two uses of your smite ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this Smile Evil ability by the start of your next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Righteousness (Su) You gain DR 5/Evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet or you gains a +4 morale bonus on saving throws against fear compulsion . This ability functions only while you are conscious, not if you are unconscious or dead.

Battle Rage (Sp) You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can do so 1 times per day.

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

Bonus Energy Resistance (17x) Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 17 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +5 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). 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. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 4 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 9d6 (DC 23 for half) /day. You can unleash a wave of positive energy. You must choose to deal 9d6 points of positive energy damage to undead creatures or to heal living creatures of 9d6 points of damage. Creatures that take damage from channeled energy receive a DC 23 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Cosmopolitan Adept as city living, these humans can navigate crowds and fulfill the need for skilled labor in such settlements. Replace the skilled racial trait with heart of the streets and the bonus feat racial trait with focused study.

Mercy (Cursed) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 17.

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.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 17.

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

Focused Study All humans are skillful, but some focus on a specialized set of skills even more closely. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.

Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 19 times per day. With one use of this ability, you can heal 8d6 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 8d6 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.

Paladin Extra Channel

Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 17.

Resistance to Cold (Ex) You may ignore 6 points of Cold damage each time you take cold damage.

Resistance to Fire (Ex) You may ignore 6 points of Fire damage each time you take fire damage.

Resistance to Sonic (Ex) You may ignore 5 points of Sonic damage each time you take sonic damage.

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

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 6 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +5 to your attack rolls and +17 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 +34. 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 +5 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.