Valeros

Azrael the Avenger's page

119 posts. Alias of JAF0.


Full Name

Azrael the Avenger

Race

human Paladin/7 | cohort Hareth | familiar Corwin

Classes/Levels

skills:
craft weapons 4, diplomacy 16, handle animal 6 intim 6, know hist 6, know nobility 8, ling 5, perc 9, perf sing 8, prof soldier 6, ride 6, sense motv 10

Gender

HP 98/98; AC 17 (T 12, FF 16); saves fort 11, refl 9, will 12; bab 7 melee 9, ranged 8, CMB 9, CMD 23, init +3, honor 29, fame 24, smite 3/3, loh 8/8

Size

M, 5'10" 160 lbs, speed 30

Age

male, age 25

Alignment

LG

Deity

Ragathiel

Languages

common, celestial, elven, draconic, dwarven, Varisian

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 18

About Azrael the Avenger

cohort is Hareth

familiar is Corwin

racial abilities:

ability score +2 to one stat of choice
base speed 30'
languages common plus bonus based on intel
skilled +1 skill point at each level
Bonus Feat: Humans select one extra feat at 1st level.

honor and fame:

29 honor 18+7+6-2
Azrael Fame: 19 + 1d6 ⇒ 19 + (5) = 24 - Mr. T, aka Athos

traits:

Veteran of Battle Benefits: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Bastard (campaign trait) Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

feats:

Exotic Weapon Proficiency Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally. (Bastard Sword) (1st lvl)

Weapon Focus Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. (bastard sword) (1st lvl)

Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (3rd lvl)

Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (5th lvl)

Persuasive You are skilled at swaying attitudes and intimidating others into your way of thinking. Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. (7th lvl)

Leadership Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. (currently has Hareth, his cohort, and 8 followers) (bonus feat)

story feat:

Blessed (Story)

The repeated notice and boons of celestials have marked you as one of their chosen agents.

Prerequisite(s): You must have had friendly contact with a good outsider that would qualify as a challenging foe, be a sorcerer with the celestial bloodline, or have direct celestial ancestry (such as by being an aasimar).

Benefit(s): You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +1 bonus to the DC of spells and spell-like abilities you use against such creatures. You take a –2 penalty on Charisma-based checks involving evil-aligned outsiders.

Goal: Thwart or decisively defeat an evil creature that qualifies as a challenging foe, but show mercy and then convert that creature toward good.

Completion Benefit(s): You gain the benefit of protection from evil as a constant spell-like ability. In addition, you gain a +2 bonus on caster level checks against evilaligned outsiders.

Suggested Traits: Indomitable Faith, Inspiring, Memorable.

cohort and followers:

leadership score 12 (lvl 7 + 4 cha bonus + 3 per GM - 2 for having a familiar = 12) 14 for # of followers
cohort is Hareth, an aasimar divine hunter/zen archer
followers (15 1st lvl, 1 2nd lvl) are:

warrior class info

1. Nikolas Bryant - human warrior m grizzled, 48 yrs old, city guard for many years armed with short sword, studded leather armor, lt crossbow 10 bolts, 10 cold iron bolts, 2 alchemist fires
2. Joanni Vance - half-elf warrior f 23 yr old, fledgling adventurer armed with leather armor, short spear, short bow 20 arrows, 2 acid flasks, 2 alchemist fires, 1 tanglefoot bag
3. Arturo Stormeweaver - human warrior m 27 yr old ex-garrisoned soldier armed with studded leather armor, short sword, lt crossbow 10 bolts
4. Ondora Thrax - half-orc warrior f 32 yr old mother of 3 with a temper armed with a chain shirt and a battle axe, tanglefoot bag
5. Atticus Stonecrusher - dwarf warrior m 42 yr old lucerne hammer wielder armed with chain shirt and a warhammer, lt crossbow, 10 bolts, 2 acid flasks
6. Girruptik - grippli warrior m 14 yrs old armed with long sword, studded leather armor and hand crossbow 20 bolts, alchemist fire, net
7. Ilmacrete Grenache - dwarf warrior f 53 yr old with spear and shield wearing breastplate. longbow and 20 arrows.
8. Bobbin Slipfellow - halfling warrior m 47, sling, 20 bullets, leather armor, unarmed fighter w/spiked gauntlets and backup shortspear.
his mother, elven curve blade, elven branched spear, long bow, 20 cold iron arrows.
15. Shonei Cliffwalker - Shoanti (human) warrior m, 25 yrs old, leather armor, long spear, club, climbing kit,

9. Tap - human street fighter, 19 yrs old, short sword, buckler, studded leather armor, hand crossbow, 20 bolts.
13. Garrick Alain - human ranger m ex-bandit, 29 yrs old, chain shirt, longbow 20 arrow, 20 blunt arrows, quivers, shortsword, 2 alchemist fires
14. Alaric Morganiel - 1/2 elf fighter m bastard son of Medvyed house, 22 years old, raised by

each of the above has the following items plus weapons as above:
backpack
bedroll
belt pouch
flint and steel
mess kit
rope
soap
trail rations (5 days)
waterskin
cold weather gear
lt riding horse

expert class info

7. Juralf Duskmark - human expert m 24 yr old dour and self-deprecating, a little depressed, well-educated, armed with leather armor, dagger, sling, 10 bullets, 2 acid flasks, 2 alchemist fires
10. Ledrani Arilan - azlanti expert f 52 yrs old (looks in 30s), librarian and scholar, armed with a dagger and hand crossbow with 20 bolts, 2 acid flasks
6. Nils Swiftwing - halfling rogue m 33 yrs old, specializing in tracking and survivalism, but with a little skill with traps too, armed with leather armor, paired daggers, sling 10 bullets, 2 alchemist fires, 2 tanglefoot bags, thieves' tools

each of the above also has:
backpack
bedroll
belt pouch
flint and steel
mess kit
mirror
chalk
rope
soap
trail rations (5 days)
waterskin
cold weather gear
light riding horse

adept class info

8. Khashima Gemsparkle - gnome adept f 29 yr old, talkative and bright eyed armed with leather armor, dagger, darts (3), 2 tanglefoot bags
11. Red Hawk - Shoanti (human) adept, f 22 yrs old, leather armor, club, sling 20 bullets
12. Relmondo Karoly - Varisian (human) adept, m 32 yrs old, studded leather armor, daggers (2), darts (6), 2 alchemist fires, harrow deck

16. Sedric Sunwatcher - aasimar cleric 2nd lvl, m 72 yrs old, chain shirt, scimitar, club, dagger, holy symbol of Sarenrae, 2 alchemist fires

each of the above has the following items plus weapons and armor as above:
backpack
bedroll
belt pouch
candles (10)
flint and steel
mess kit
rope
soap
spell component pouch
trail rations (5 days)
waterskin
cold weather gear
light riding horse

paladin special abilities:

Archetype: Chosen One

weapon and armor prof Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Divine Emissary (Ex) At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor (Ex) The familiar's sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one's paladin level. The chosen one doesn't gain Knowledge (religion) as a class skill.

Delayed Grace (Su) A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) 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. (see delayed grace)

Divine Grace (Su) At 4th level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. (see delayed grace)

Lay On Hands (Su) 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

Lay on Paws (Su) At 2nd level, a chosen one's familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one's lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin's lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin's lay on hands ability. This ability alters lay on hands and channel positive energy.

Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot

Mercy (Su) 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.
- Shaken (the target is no longer shaken)
- Diseased (The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.)

Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

True Form (Ex) At 7th level, a chosen one's familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one's patron's alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn't already have it, which it can use at will to transform into its original form or back to its true form.

paladin of Ragathiel code:

What would a Lawful Good Paladin of Vengeance actually be like? Well, the Lawful Good part is a great place to start. Lawful… there would have to be a code involved. Without a doubt. A very strict and rigid one I think. And Good, with a capital G. This isn’t just a vague idea. We arent talking about ends justifying means here. We are talking about True Good. Ragathiel is also carries Chivalry and Duty in his portfolio. Good, Chivalry, Duty, put these together and you come up with terms like service, selflessness, devotion, protection, bravery, honesty, justice. The story of Ragathiel also brings us an interesting bit of information about his struggle against the anger in his heart (a gift, perhaps, from his father Dis) and how its mastery is central to his being. So lets see here; we need a code of conduct that allows Vengeance while upholding the ideals of selflessness, protection of the weak, honesty, and justice. I imagine something like this.

A life for a life. One death does not justify a hundred acts of Vengeance. The path of the sword is one of ballance, and every act of Vengeance may beget another. A paladin of Ragathiel seeks to balance the scales, not fill them to overflowing.

Torture is not Vengeance. There is more than enough suffering in the world. You shall not add to it in Ragathiels name. A clean death can be an act of just Vengeance, but a torturous one is almost always an act of evil.

No Vengeance but Ragathiels. Once a Paladin of Ragathiel has agreed to take vengeance for someone, the matter is finished. The wronged party must move on with their life as soon as the Paladin agrees to enact the Vengeance. They are not to witness the deed itself. They are not to seek further Vengeance against the friends or family of the target.

The Silence of the Grave. The matter is never to be spoken of again. You are never to speak of the Vengeance you request with anyone. Ever. You may only make a silent sacrifice to Ragathiel one a year in remembrance. Otherwise you are to act as if your loved one died a natural death. Mourn them, but do so with no anger.

No Vengeance for yourself. The paladin may never entreat himself for Vengeance. He takes Vengeance for others, at their request, and only if they are worthy and willing to follow the rules set out for them.

Declare judgment: Vengeance is a message. The sinner must know what sin has brought this fate upon him.

Do not suffer a Demon to Live. Demons are Anathema. All demons are assumed to be worthy of Vengeance. The paladin is called to destroy Demonkind wherever they find them, or spend their life attempting to do as much damage as possible. This is not an requirement to suicide recklessly. It will likely be that a Paladin may do the most damage by raising an army, or training to become powerful enough to slay the beast. Demons only advance through power accumulated through corruption and sin; in essence, the paladin is seeking vengeance for every soul a demon trod upon to obtain that next rank of existence.

spells:

equipment:

+1 adamantine bastard sword +10/+5 1d10+3 19-20/x2 S 5350
mw spiked gauntlets +10/+5 +1d4+2 20/x2 P 310
ring of protection +1 2000
sleeves of many garments 200
composite longbow for +2 strength, 20 arrows +8 1d8+2 20/x3 P 300
belt of con +2 4000
+1 chain shirt ac +5 1200
handy haversack 2000
potion lesser restoration x2 600
feather step slippers 2000
potion fly 750
amulet of natural armor +1 2000
cap of light 900
wand clw 50 chgs 750
campfire bead x2 1440
bedroll
belt pouch
flint and steel
mess kit
silk rope 50'
soap
trail rations 5 days
waterskin
wooden holy symbol
holy water
warhorse, bridle, saddle and tack 400
4x alchemist fire 80
appropriate jewelry to coordinate w/courtier's outfit
traveling clothed
cold weather gear
2 pavilions
4 large tents
everburning torches x5
2 wagons
4 draft horses
12 bed rolls/blankets
12 cots
2 weeks rations for 18 people
feed for 21 horses for 2 weeks
4 shovels
4 picks
4 axes
25gp

familiar:

"Corwin" +2 master's reflex saves (as per fox familiar)

Blond Mastiff
CR 1/2
XP 200
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;

OFFENSE

Speed 40 ft.,
Melee bite +3 (1d6+3 plus trip)

STATISTICS

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Loyal Beyond Death (Ex)

If a Blonde Mastiff is fighting in direct defense of its master or its master’s family or property, the Blonde Mastiff will continue fighting even if its hit points fall below 0. The mastiff is staggered and loses 1 hp each round, and finally dies once its hit points reach a negative total equal to its Constitution score.
Carrying Capacity: A light load for a Blonde Mastiff is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Blonde Mastiff can drag 1,500 pounds.

ECOLOGY
Environment Any
Organization Solitary, pair, or pack (3-10)
Treasure None

The Blonde Mastiff is a massive guard dog that is today bred primarily by nobles and merchants. The average specimen stands nearly three feet tall at the shoulder and weighs around 200 pounds, though some large males have been known to reach 250 pounds.

These impressive and loyal dogs generally have yellowish, golden, or blonde coats, though silver sometimes occurs. Their heads are typical for a mastiff – compact and powerful, with short, blunt muzzles, high foreheads, and drooping ears.

This breed is an excellent guard dog, guarding both home and flock loyally. Blonde Mastiffs will fight to the death to defend their master.

familiar true form:

Harbinger Archon CR 2

XP 600
LG Tiny outsider (archon, extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision; Perception +7
DEFENSE

AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +4; +4 vs. poison
DR 5/evil; Immune electricity, petrification
OFFENSE

Speed fly 50 ft. (perfect)
Melee 3 blades +4 (1d4-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks wrath
Spell-Like Abilities (CL 6th; concentration +7)

Constant—detect evil
At will—dancing lights (duration lasts until dismissed)
3/day—cure light wounds, protection from evil
1/week—commune (CL 12th, 6 questions)
STATISTICS

Str 6, Dex 15, Con 11, Int 10, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 12
Feats Dodge, Improved Initiative
Skills Diplomacy +7, Fly +20, Knowledge (planes) +6, Knowledge (religion) +6, Perception +7, Sense Motive +7
Languages Celestial, Draconic, Infernal; truespeech
SQ disassemble, minor archon
SPECIAL ABILITIES
Blades (Ex)

A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction.
Disassemble (Su)

As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.
Minor Archon (Ex)

Harbinger archons lack the aura of menace and teleport abilities of more powerful archons.
Wrath (Su)

Once per minute, a harbinger archon can emit a blast of energy that deals 2d6 points of force damage to adjacent creatures. A DC 12 Reflex save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging only those foes it chooses. The save DC is Charisma-based.

ECOLOGY

Environment any (Heaven)
Organization solitary, pair, or constellation (3-12)
Treasure none

Though counted among the least of the archons, harbingers nonetheless remain steadfast in their dedication to combating evil. These tiny beings serve as heralds and assistants for the forces of Heaven. While on the Material Plane, they advise mortals on how best to serve the causes of order and light. Some even venture to the other Outer Planes as minor ambassadors. Harbingers can also be bound into service as familiars, a role they accept eagerly, taking full responsibility for guiding their masters' souls toward salvation. A spellcaster must have the Improved Familiar feat, a lawful good alignment, and be an arcane caster level of 7th or higher to gain a harbinger familiar.

A harbinger resembles a whirling mechanical model of a planetary system. Its sun, moons, and planets are crafted of tiny glowing jewels whose color shifts with the harbinger's mood. Electric arcs and sparks of magical essence dance between its whirling pieces. The harbinger can dismantle itself into its component parts to squeeze through tiny gaps, its rings dissolving into glowing vapor while its star and planets remain. Harbingers shed light as brightly as a torch under normal conditions, but can dim to a faint glow if desired, and frequently spin off bits of their essence into dancing lights.

A harbinger archon's voice resembles the ringing of a dozen tiny bells, and regardless of the language the archon speaks, it retains that tinkling musical quality.

Most harbinger archons form from souls that led simple lives of wisdom and piety before their deaths. They remember nothing of their mortal existences, but retain a decidedly practical, if parochial, view of worldly matters. Only rarely does a harbinger want for a parable or proverb apropos to the task at hand.

Familiar Basics:

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

skills breakdown:

bluff +4 cha = 4
diplomacy +4 cha +7 sp +3 class = 14
handle animal +4 cha = 4
intimidate +4 cha = 4
know history +3 class +1 sp = 4
know nobility +3 class +1 sp = 4
linguistics +1 sp = 1
perception +2 wis 7 sp = 9
sense motive 2 wis +3 sp +3 class = 8

background:

Azrael was born as Alaric Morgan and lived in Restov his whole life... Small and scrawny as a child, and the son of a woman who would never publically name his father, he was often teased and bullied by other kids in town, but instead of withdrawing or becoming melancholy, he laughed it all off and never lost his smile or his positive outlook. Eventually he won most of them over because of his indefatigable personality and his eventual unwillingness to back off from a bully. Even the kids he eventually defeated, either physically or verbally, often became his friends after a fracas.

As an adult, he lived quietly, training long and hard with a variety of weapons, became one of the town guards in Restov. He married young and had 2 children which he doted on, swearing to himself they'd never have to put up with the bullies and toughs he had to deal with as a youth himself. The four of them lived happily on his salary as a town guardsman for four years.

One night while he was working, a fire broke out in their home. His wife and children could not escape the flames and were killed in the fire. He was overcome with his grief and loss. Despite this, he eventually returned to work, though all joy had gone out of .. well, everything.

While still overwhelmed with his grief and sorrow, he met a young half-elf named Hareth who listened to his woes and let him vent. They became friends in time and were often found in each other's company about town.

After a year of grief, he knew there was still something lacking in his life, so, at Hareth's recommendation, he went on a personal vision quest. While meditating in the woods after a week-long fast, he was attacked by a cave bear. Near death from his wounds, he had what he thought was a vision. An angel with five blood-red wings came down and struck the bear, causing it to flee. In this vision, the angel turned and spoke to him. His words were... "I am Ragathiel, Lord of Vengeance. You shall serve me as my righteous blade on Golarion, seek out and destroy evil and chaos. From this day you shall be known as Azrael the Avenger. "

When the vision ended, the 'angel' flew up into the sky and disappeared into the stars. Alaric woke to found he was healed... was any of it real?, he wondered. That's when he found a pair of blood-red feathers and a masterfully made bastard sword plunged blade-first into the ground where the angel had stood and he knew it was more than just a sign or vision, but a true visitation. Sitting on the pommel of the sword was a small thrush with reddish wings. The bird spoke to him, saying "I'm Corwin, your spirit guide and mentor. Trust me in all things."

The thrush landed on the ground at his side and transformed, growing into the form of a large canine, reddish brown and white, looking very much like a St. Bernard. He took the sword and feathers and pledged his life and works to Ragathiel .

He returned to Restov and sought out the few other followers of Ragathiel there and learned what he could of their faith and Ragathiel's history and legends. He practiced long and hard with the sword, and spent a lot of time in meditation and prayer.

Personality and Outlook:

With a quick and ready smile for everyone he meets, Azrael is not your typical grim, fixated paladin. While he is dedicated to his cause, it does not cloud his vision from the good in people and the world and he is constantly expecting the best of folks rather than looking for the worst. Due to his calling and how he came to it, simply lacks the rigidity some paladins are known for.

His winning smile and intense grey eyes and affable nature tend to win over most people, especially the ladies... though sometimes their men can be alienated by that very reaction. Still, folk have trouble staying angry with him for long.

Eager to help everyone in need, he is first to step in on a fire line, help a lady in need, or carry a load for someone weaker than himself. He somehow manages to always be right there, ready to volunteer for a watch, or to strike camp, or even dig a latrine.

He's not humble when it comes to his calling as paladin of Ragathiel, but he doesn't let it go to his head. He is just plain folks in his own opinion, and doesn't like being singled out for special attention, good or bad.

When someone or something proves to be evil or antithetical to others, then the fire in his eyes glows and it's almost like he becomes another person... While not truly a case of dual personalities, he does seem almost like a being possessed at times. Still, he never loses sight of who is an enemy and who a friend.

Appearance:

With a height of just 5'10" and average weight for a lean but well-muscled young man, he still seems to stand out in any crowd. His gaze is intense and grey eyes peruse the gathered folk and wavy, jet black hair frames his face. With sun-tanned skin, he obviously spends much time outdoors. The edges of arcane (or perhaps divine?) tattoos are barely visible at the edges of his clothing and armor. His hands and arms bear the scars of a trained swordsman.

Two rings on his fingers stand out... one plain of heavy gold design, and the other ornately covered with Celtic braid inlay. He wears a silver circlet on his brow. At his side is his usual companion, large St. Bernard. Reddish-brown and white with a full mask, Corwin always seems intently aware of Azrael, ready to defend him in any situation. Despite his loyalty and protectiveness, Corwin remains always a gentle giant to all good creatures.