Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats: Deadly Aim, Precise Shot, Extra Lay On Hands
Traits: touched by divinity (shield of faith), reactionary
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura of good, lay on hands
Gear:
Scale of Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Lay on Hands: (1d6) (5/day)
Mercy (Fatigued)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shared Precision: When hit foe with ranged attack all allies in 10' gain precise shot vs that foe.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Touched by Divinity: can cast shield of faith as a spell like ability 1/day
Background:
Garrett Carr is an Aasimar, 6'4", 180 lbs, 78 years of age. Black hair and eyes. His complexion is fair but appears more like cold forged iron than normal skin.
Touched by Divinity wrote:
As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
As a young man Garratt showed enough promise to attract the attention of the Knights of Ozem and he joined the order as a squire. He excelled in his training and in the normal course of events would have been promoted to a full knight. Unfortunately, despite his undeniable potential, his Aasimar heritage proved to be a barrier to advancement. While the men and women he trained and served with were promoted to full knights and sent to serve in the field Garret remained in training. While his trainers allowed that he was more than qualified to become a knight his youthful appearance made them reluctant to advance him. While he was actually in his mid twenties, he looked to be a youth of eight or nine summers. Having someone who appeared to be a mere child wearing the armor of a Knight of Ozem would make him, and the order, an object of ridicule. He was counseled to be patient and wait for his appearance to catch up with his skill. His time would come.
Now, in his seventy-eighth year, his time has finally arrived. He is perhaps the most experienced squire in the orders history but now, finally, he is a Knight of Ozem.
Garrett started out as a wildly idealistic squire, but over the years has developed a worldly, practical nature due to seeing the best and worst of people and has become quite cynical. He can put entire volumes of menace into a quiet voice when he's been provoked, and unlike most people, he doesn't often yell or bluster when he's angry—he gets more and more icy calm. Most people have a first impression of the 'implacable resolve' Garrett exudes, and only eventually accept that Garrett's still a man underneath his iron will. When he is with friends he gladly engages in banter, and he frequently offers a bit of thoughtfulness, kindness, or charity to those who need it. He's a generous tipper to gate guards and anyone who gives him some information or does him a service. He wears his cynicism almost like a suit of armor to protect him from the vagaries of the world.