Sunlord Thalachos

Ahraq Fireheart's page

43 posts. Alias of Nomadical.


Full Name

Ahraq Fireheart

Race

| HP: 16/16 | AC: 16 (T 12, FF 14) | CMB: +4, CMD: 16 | F: +4, R: +2, W: +1 | Init: +4 | Perc: +4

Classes/Levels

| Speed 30ft | Bestow Hope: 2/6 | Active conditions: DR 1/-

Gender

Male LG Ifrit Paladin (Invigorator) 1

Size

M

Deity

Svarozic

Languages

Common, Ignan

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 8
Charisma 16

About Ahraq Fireheart

Attacks::

Greatsword +5 (2d6+4 + 1 fire / 19-20 x2)
Ammentum +3 (1d6+3 / x2)
BAB:+1
CMB:+4

Defense::

AC:16 Touch:12 FF:14 (Armor +4, Dex +2)
CMD:16
F +4 / R +2 / W +1

Equipment::

Greatsword
Ammentum (2@) (It’s a javelin wound with leather to give it some spin thus 50’ range, but makes it a martial weapon)
Chain shirt
Paladin’s Kit
Wand of Cure Light Wounds

Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. (Occult Adventures)

Talisman of Warrior’s Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead.
(Can wear up to 3 Talismans simultaneously. Once activated, it crumbles to dust.)

Feats::

Toughness

Traits: Reactionary, Seeker

Racial:

Native Outsider

Brazen Flame: An unusual number of ifrits hail from the Brazen Peaks area, home to the remains of Xotani the Firebleeder, and their flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.

Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Skills::

Perception +4
Armor Check Penalty -2

Special Abilities::

Detect Evil:: As a standard action, at will, may detect evil in a 60’ cone. Or alternatively as a move action, may target a single creature within 60’ but does not detect in any other targets

Aura:: Has an aura of good equal to his paladin level.

Bestow Hope:: Beginning at 1st level, he can, as a swift action during combat, choose a number of nonevil allies within sight equal to his Charisma modifier (3). He grants himself plus them DR 1/— until the combat ends, at which point the DR immediately ends.

He can use this ability a number of times per day equal to 3 + his Charisma modifier. During a battle, he can change the allies this ability affects as a swift action. Ending it is a free action, but each time it is activated again during a single combat, another use of the ability is expended. He must participate in the combat to use this ability. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, any DR this ability bestows is temporarily suspended until he can participate in the combat again; this doesn’t count as ending the ability.

This ability replaces smite evil.