Demon Hunter

Periel the Pure's page

430 posts. Organized Play character for Helikon.


Full Name

Periel Puriamon, called the Pure

Race

Asimar Angel Born

Classes/Levels

Paladin8

Spoiler:
AC 22/T10/FF18 HP 76/76 F+13 R+7 W+11 Init +0 Perception +0 CMD 22

Gender

Male

Size

M Picture of Periel

Age

28

Special Abilities

Alter self/1day

Alignment

LG

Deity

Iomedea

Languages

Common, Tian, Celestial, Infernal

Homepage URL

Periel

Strength 22
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Periel the Pure

Data:

Name: Periel Puriamon
Race: Aasimar Angel Born
Job: Paladin
Age: 88
Height: 6´6"
Weight: 220 lbs
Alignment: LG
Personality: Determind, polite
Likes: Swordmanship, Dwarven drinking Songs, Politness, Tattoos W
Dislikes: Demons, Evil spellcasters, cold soups
Favorite foods: Dwarven Ale, fresh 4baked bread with Bacon and egg
Hobbies: Tattoing, reading about the heroics of old heroes
Physical Description: light tanned skin, rich silver eyes, golden hair
Deity: Shizuru
Colours: steel and white
Clothing Style: A shirt and trousers of steely gray died osirian linnen. A white tabard with the sword and sunburst symbol of shizeru. Hard leather boots and bracers dyed steel gray.
Languages: Common, Tian, Celestial, Infernal

XP: 18
Combat:

Hit Points: 67 10+7x6+8x3
Initiative: +0
Armor Check Penalty: -6
Speed: 30 feet (20 in armor)
Armor Class: 20 (10 + 0 Dex + 9 Armor+1Defl)
Touch: 11 FF 20
Katana adamant+1 +13/+7 1d18+19 (18-20/x2)
Saves:
Fortitude: +13(6 +2 Con+4 Cha+1)
Reflex: +7 (2 +0 Dex+4 Cha+1)
Will: +11 (6 +0 Wis+4 Cha+1)

Situational Bonuses:
Smite Evil: it target is evil:
+3 to hit +7 Damage/ignores DR/ Deflection bonus +3
Combat:
Base Attack Bonus: +7
Melee Attack Bonus: +11 (7 BAB+ 4 Str)
Range Attack Bonus: +7 (7 BAB+ 0 Dex)
Combat Maneuver Bonus: +10 (6 BAB + 4 Str)
CMD: 22 (10+ 7 Base + 5 Str + 0 Dex)
Wand: CLW
Divine Favor

Racial & Class Traits:

Aasimar(Angel Born
Ability Score Racial Traits:
Aasimars are strong, confident, and personable. They gain +2 Strength and +2 Charisma.
Scion of Humanity :
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Size:
Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Aasimars have a base speed of 30 feet.
Languages:
Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled:
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
Magical Racial Traits
Spell-Like Ability (Sp):
Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Paladin
Favored Class (Paladin)
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.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

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.

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.
Fatigued: The target is no longer fatigued.
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.

Divine Bond (Sp) (Katana)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). 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 the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su):
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

Feats, Traits & Skills:

Feats:
Power Attack
Furious Focus
Weapon Focus Katana
Angelic Blood
Benefit:
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Traits:
Fate´s favored
Dangerously Curious
Skills:
• Skillpoints gained/level (16) 16+ 0(int)
• Acrobatics: -4 (0 ranks; ; +0 Dex; -5armor)
• Appraise: +0 (0 ranks; +0 trained; +0 Int)
• Bluff: 3 (0 ranks; +0 trained; 3 Cha)
• *Climb: -1 (0 ranks; +0 trained; +4 Str; -5 armor)
*Diplomacy: +15 (8 ranks; +3 trained; +3 Cha+2MW item)
• Disguise: NA (0 ranks; +0 trained; +4 Cha)
• Escape Artist: -5 (0 ranks; +0 trained; +1 Dex; -6 armor)
• Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
• *Heal: +0 (0 ranks; +0 trained; +3 Wis)
• Intimidate: +3 (0 ranks; +0 trained; +3 Cha)
• Know (arcana): NA (0 ranks; +0 trained; +0 Int)
• Know (local): NA (0 ranks; +0 trained; +0 Int)
• Know (nature): NA (0 ranks; +0 trained; +0 Int)
• *Know (nobility): N/A (0 ranks; +0 trained; +0 Int)
• Know (planes): 0 (0 ranks; +0 trained; +0 Int)
• *Know (religion): 4 (1 ranks; +3 trained; +0 Int)
• Linguistics: +3 (1 ranks; +0 trained; +0 Int+2racial)
• Perform (): +3 (0 ranks; +0 trained; +3 Cha)
• Perception: +2 (0 ranks; +0 trained; +0 Wis + 2 Racial)
• *Ride: -5 (0 ranks; +0 trained; +0 Dex; -5 armor)
• *Sense Motive: +2 (0ranks; + 0 trained; +0 Wis + 2racial)
• Stealth: -4 (0 ranks; +0 trained; +2 Dex; -6 armor)
• Spellcraft: NA (0 ranks; +0 trained; +0 Int)
• Survival: +0 (0 ranks; +0 trained; +0 Wis)
• Swim: -2 (0 ranks; +0 trained; +4 Str; -4 armor)
*Use magic Device: +12 (6 ranks; +3 trained; +3 Cha + 1trait)

Spells:

CL Level 3
Bless weapon
Hero's Defiance x2
Eagles Splendor

Equipment:

Weapons:
Adamantine Katana +1 0 4850
Tonfa Silver 0 21
sling 0 0
sling stones 1
Armor:
Uskroths armor 0 11025
Miscenellious:
Belt of Strength 0 4000
Headband of Charisma 0 4000
Ring of Prot +1 2000
Sihedron Medallion 0 3500
Wayfinder (Shining)
Kit Paladin 11
Potion CLW 50
Caravan 5
Wand CLW 2 12/50
Wand DF 2 46/50
MW item Diplomacy 0 50
Katana CI MW (sold) 400
Stone Armor MW(Sold) 650
Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 200 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP:
SP:
GP: 4
PP:

Character Description:

Appearance:
http://drakonis.org/picture?/1931/category/3-warrior_eastern_m
Story/Background:

PFS:
The Confirmation
The library of the lion.
Black Waters
The Cyphermage Dilemma
Consortium Compact
Song of the Sea Witch
Lost Colony of Taldor
Between the lines.
RotRL Burnt Offerings
RotRL Skinsaw Murders
Jesters Fraud
GS Battle of Bloodmarch Hill
Silver Crusade S7:

SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if
you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure
before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a
goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
ANOINTED (4+ goals): You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving
throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you
wield the benefits of bless weapon for one round.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce
the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating
either the Soldier of Peace or Anointed boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
--------------------------------------------------------------------
[X][X]Defeat an outsider that has the evil subtype and whose Challenge Rating is at least equal to your character level.
[][]Defeat an undead creature whose Challenge Rating is at least equal to your character level.
[][]Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You
may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC.
[X]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair
treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an
enemy combatant with no means of escape to flee without further harm.
[X]Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype.
Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as
defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[]Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Silver Crusade by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Diplomacy, Heal, Knowledge (planes), or Knowledge (religion).
[]Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award.
[][][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Silver Crusade S8:

PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%.
--------------------------------------------------------------------
[][]Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
[][]Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
[][]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
[]Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[]Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
[]While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals

Boons:

Power of the giants
Your extended exposure to an artifact and your ongoing battles with giants have granted you the ability to match their size and strength. Once per day, you can cast enlarge person (self only) as a spell-like ability. The caster level for this effect equals the number of Power of the Giants boons that you possess. If you are not a humanoid creature, the spell still affects you but only lasts 2 rounds per caster level.
Over the course of the Giantslayer Adventure Path, you can gain additional Power of the Giants boons that grant you additional options when you activate this boon’s enlarge person spell-like ability. You only apply one of these additional benefits each time you use the ability.
Siege’s Resolve:
Through your trial by fire, you have proven capable of fending off overwhelming numbers while defending others. As a free action on your turn, you can cross this boon off your Chronicle sheet in order to gain a +2 insight bonus to your Armor Class for 1 minute when threatened by three or more opponents. Against creatures with the giant or orc subtype, this bonus increases to +3 and also extends to any allies that are adjacent to you.
Lamashtu’s Bane:
Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Haunt Survivor:
Your perilous interactions with the many haunts in Foxglove Manor have made you more attuned to the residual supernatural energies that power such manifestations. You gain a +2 bonus on Perception checks to notice haunts. Once per day, you can reroll a saving throw to avoid a haunt’s negative effects. You may only use this ability before the results of the original saving throw are revealed and must take the second result, even if it is lower.

[Dice=IniPeriel]1d20[/dice]
[Dice=PercPeriel]1d20[/dice]
Introduction:

Periel the Pure is a huge young man, about 6`6`` weighting around 220 Pounds. His heritage is not so obvious, as he it only shows in the golden orbs he has for eyes. He has long golden hair cut short, to better fit under a helmet.
While not in combat or working with his caravan, he is dressed in steel coloured long robes of osirian linnen over white cotton trousers and tunic.
In battle he dresses in leather clothes dyed white steel and red under his half-plate.
His trusted Katana of adamantium called Divine Justice is always with him.
If in thoughts he often absentmindly strokes his holy amulet.