Trumpet Blower

Azrael*'s page

467 posts. Alias of Skorn.


Full Name

Azrael the Quick

Race

Aasimar - Azata Blooded

Classes/Levels

Paladin (Divine Hunter) 7/Marshall 2 of Erastil and Iomedae HP:91/91, AC 22, Touch 16 flat-footed 16: CMD 24, Perception +11 w/Darkvision: Fort +11, Ref +13, Will +8 (Immune to Disease and Fear, Resist Acid, Cold and Electricity 5)

Gender

Male

Size

Medium

Age

Unknown

Special Abilities

Aasimar and Paladin

Alignment

LG

Deity

Erastil and Iomedae

Languages

Abyssal, Celestial, Common, Draconic, Infernal

Occupation

Crusader

Strength 14
Dexterity 23
Constitution 12
Intelligence 12
Wisdom 7
Charisma 18

About Azrael*

Background:

Born of human parents in the city of Kenebres, Azrael was not a normal boy. His golden eyes betrayed that. He was martially trained at an early age and given over to the church of Iomdae at age 15, for it was felt only they could shape the outsider and his gifts into an asset for Mendev. But his abilities lent themselves more to the bow than the sword and he was given over to a small sect of Erastil within the city to learn the composite bow. Azrael is loyal to Mendev. He believes in the heroes of old and wants to win great battles, turning back the horde of the wound.

Description:

Think aryan angel. Azrael is is almost too hansom to be male. Tall and muscular with blond hair and golden orbs for eyes, he is striking but also unworldly, disconcerting, and almost totally without mercy for his enemies. Mithral chain armor is enameled golden to match his eyes and marked with symbols of heaven and his twin deities; Immadae and Erastil. His helm is plumed with golden feathers.

Charge:

Othirubo - Tiefling Alchemist and poisoner.

Male azata-blooded aasimar (musetouched) paladin (divine hunter) 6/Marshall 2
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10

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Defense
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AC 22, touch 16, flat-footed 15 (+5 armor, +6 Dex, Shield 1)
hp 91 (7d10+21)
Fort +11, Ref +13, Will +8
Defensive Abilities hard to kill; Immune disease and fear; Resist acid 5, cold 5, electricity 5

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Offense
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Speed 30 ft.
Melee:
Cold Iron Greatsword +9/+4 (2d6+3/19-20) or
Morningstar +9/+4 (1d8+2)

Ranged:
+1 Paueliel Composite Longbow +15/+10 (1d8+3/×3) + Point-Blank Shot, + Rapid Shot + Deadly Aim for -2 to hit / +4 damage
Radiance (+2) +16/+11 (1d8+4/×3) + Point-Blank Shot, + Rapid Shot + Deadly Aim for -2 to hit / +4 damage

Special Attacks:
Channel Positive Energy 3/day (DC 16, 4d6)
Smite Evil 3/day (+4 attack and AC, +7 damage, Double Damage on first attack on undead and evil outsiders)

Spell-Like Abilities (CL 4th; concentration +9)
1/day—Glitterdust (DC 16)
Paladin Spell-Like Abilities (CL 4th; concentration +9)
At will—Detect Evil
Paladin (Divine Hunter) Spells Prepared (CL 1st; concentration +5)
2nd—ironskin
1st—veil of heaven, Veil of Positive Energy 10 min/level

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Statistics
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Str 14, Dex 23, Con 12, Int 12, Wis 7, Cha 18
Base Atk +7; CMB +9; CMD 25

Feats
Deadly Aim, Dual Path, Manyshot, Point-Blank Shot, Precise Shot, Rapid ShotM, Weapon Focus (longbow)

Traits
Deadeye bowman, Seeker, Trap Finder

Skills:
Acrobatics +6
Appraise +1
Bluff +4
Climb +2
Diplomacy +15
Disable Device +19
Disguise +4
escape Artist +6
Fly +6
Handle Animal +12
Heal +2
Intimidate +4
Linguistics +3
Knowledge Nobles +5
Knowledge Religion +6
Perception +11
Perform (oratory) +8
Profession (soldier) +4
Ride +10
Sense Motive +3
Spellcraft +5
Stealth +6
Survival -2
Swim +2
Racial Modifiers +2 Diplomacy, +2 Perform (oratory)

Languages Abyssal, Celestial, Common, Draconic, Infernal

SQ:
Lay On Hands 7/day (3d6)
Mercy (Fatigued)
Shared Precision
Distant Mercy

Gear:

Armor
+1 Mithral Chain Shirt
Masterwork Buckler

Weapons
Cold Iron Greatsword
Morningstar
+1 paueliel composite longbow (+2 Str)
Cold iron arrows (50)
Blunt arrows (20)
Silver arrows (20)
Adamantine arrows (10)
smoke arrows (2)
Vine arrow (1)
10+1 Demon Bane Arrows
5 +1 holy arrows
arrow of evil outsider slaying.

Magic:
+1 Cloak of Resistance

Consumables
scroll of bless weapon (X4)
scroll of cure light wounds (X4)
scroll of detect demon, divine, favor, honeyed tongue, rally point
scroll of protection from evil (X4)
scroll of veil of heaven (X2), veil of positive energy (X2)
acid(4)
alchemist's fire (2)
antitoxin (2)
vermin repellent (2)
weapon blanch (adamantine) (applied to 10 arrows)
weapon blanch(silver) (2) (applied to 20 arrows)

Mundane Gear
Backpack
Bedroll
Belt Pouch
Whet Stone
Flint and Steel
Holy Texts (Erastil and Iomdeae)
Masterwork Thieves' Tools
Silver holy symbol of Erastil
Soap,
Wooden Holy Symbol of Iomdeae

Coin: 114 gp, 6 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Divine Bond 6 minutes +1 add on (can be +2, Merciful, keen, or flaming)
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Fear
Immunity to Disease
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.

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Mythic Abilities: Marshall
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5 mythic points
Surge 1d6
Hard To Kill
+4 HP
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action
Mythic Feat - Rapid Shot (Mythic) Ignore the -2 penalty or take an extra shot when you use Rapid Shot
Mythic Orders: Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +2 bonus that bypasses all DR
Mythic Orders: Rally - Swift to grant all allies within 30' a d20 re-roll until my next turn.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.