LG Small humanoid (Gnome)Init
Darkvision; Perception -1
18, touch 12, flat-footed 17 (+1 dex, +4 Armor, +1 shield, +1 size)hp
Bond to the Land (Urban), Illusion Resistance. Divine Drace
Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Greatsword +6 (1d10 19-20/x2) or
Morningstar +6 (1d6 x2) or
Lance (1d10 x3)Ranged
Composite Longbow +4 (1d6+3/x3)Special attacks
Smite Evil 1/day
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 on the first successful attack 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.
(CL 2; concentration +5)
1/day - ghost sound
1/day - dancing lights
1/day - prestidigitation
1/day - speak with animals
At will - detect evil
(1) Power AttackSkills
diplomacy +7, handle animal +7, heal +3, knowledge (local), ride +5, sense motive +3Languages
Common, Gnome, SylvanSQ
Aura of Good, lay on hands
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Traits Addicted Friend
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.