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About Akatsuki no YumeAka:
UTSUKUSHII AKATSUKI NO YUME
LG Medium Female Human Paladin 6 Languages Common(Taldane), Tian, Draconic Init +4 (dex,+4); Senses Perception +9
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Appearance & Background:
age: 21 ht: 5'2" wt: 120lbs eyes: ice crystal blue hair: a white that easily catches the rays of the sun, fire, sunrise of sunset, occasionally appearing to be almost, but not quite aflame itself skin: lightly tanned, but still pale Background: Akatsuki was born to a trading family intent on making their fortune by plying the dangerous route through the Crown of the World. On their last trip, the caravan was beset by the great white wyrm Vegsundvaag, who attacked from below, slaughtering their horses so they could not easily escape before toying with her prey and delighting in the anguish in her mothers eyes and voice as brothers, children and husband were tortured and snuffed out one by one before her. Although her family suffered terribly, it was their pain that gave Akatsuki the gift of her life. An adventuring band accompanying a second caravan could hear the cries of distress carrying over the barren landscape and came to the rescue. They took casualties but were able to do enough damage to drive the viscous, evil, white dragon away to rest and recuperate. Akatsuki was left in the care of the church to learn and grow until she could make it on her own. She was not the best student. Her thoughts of vengeance sometimes came into conflict with her teachers studies of compassion, patience and peace, and found her instead in the field learning the arts of war. As her teachers came to trust her temperament enough, she was put instead into the martial arm of the church, and her learning progressed exponentially. Progressing to the point that she was put on missions accompanying others across the countryside. One such was to the frozen north, and she jumped at the opportunity. When she at long last found the object of her pursuit, however, her feelings were...conflicted. The great dragon was reduced to bones, and missing it's talons as well. There was relief at not having to face the creature, which at the same time she was ashamed to feel, as well as the knowledge that her family was avenged, and yet the fact that she was not the one who had carried out this sentence grated and she could do not but meditate and prey. As the late, late dawn's light flickered across the ice, she came to terms with her feelings. It was the graciousness and goodness of her saviors that had given her another chance at life. The hospitality of the church that kept her from being left on the streets. She would continue to find evil, wherever it festered, turn it to the path of righteousness if she thought she could, but keep it from harming others if she thought she could not.
Skills:
Skills Acrobatics +5, Appraise +1u, Bluff +3u, Climb +4, Diplomacy +12, Escape Artist +3u, Fly +3u, Handle Animal +8, Heal +4, Intimidate +3u, Knowledge (Arcana) +1u, Knowledge (architecture/engineering) +1u, Knowledge (Dungeoneering) +1u, Knowledge (Geography) +1u, Knowledge (History) +1u, Knowledge (Local) +1u, Knowledge (Nature) +1u, Knowledge (Nobility) +5, Knowledge (Planes) +1u, Knowledge (Religion) +5, Perception +9, Perform (Dance) +3u, Perform (Wind) +3u, Ride +10, Sense Motive +9, Stealth +3u, Survival +0u, Swim +0u Special Abilities:
-------------------- SPECIAL ABILITIES -------------------- 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. Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Channel Positive Energy 2 uses of LoH/CPE: A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Deadly Aim to hit: -2, damage: +4 Detect Evil Divine Bond Enhancement Bonus: +1, 1/day, 6min Divine Grace Divine Health(Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Lay on Hands 9/day, 3d6+1(Blessed Touch) Mercy Lay on Hands also removes fatigue Mercy Lay on Hands also removes disease Point Blank Shot Precise Shot Rapid Shot Smite Evil +3 to hit, +6 damage, 2/day --------------------
Equipment:
Equipment Combat Gear Scimitar, Dagger, +1 Composite Longbow +1 str rated, studded Leather Armor, Buckler, Spiked Gauntlets, 40 arrows, 40 blunt arrows; Other Gear Bag, Waterproof (empty), water skin, Mirror, small steel, Soap, Bar (50 uses), Weapon Cord, Climber's kit, Holy Symbol of Sarenrae Combat trained light horse Military Saddle, Saddle Bags, 2 days feed, Masterwork Breastplate Barding (800gp, +6AC, +3maxDex, -3ACpen, 60lbs) Claimed Loot: 56,372gp
Yoake no Hana:
N Large animal Init +2; Senses low-light vision, scent; Perception +6 Defense AC 17, touch 11, flat-footed 12 (+2 Dex, –1 size, +6armor) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 Offense Speed 50 ft. Melee 2 hooves –2 (1d4+1) Space 10 ft.; Reach 5 ft. Statistics Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, RunB Carrying Cappacity: Light 380 lbs, Medium 765 lbs, Heavy 1150 lbs Skills Perception +6 SQ combat trained Special Abilities Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks. Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds. The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the following adjustments to the base statistics detailed above. Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill.
Notes:
gp:6,636 sp:5 cp:6 |