Full Name |
Alara Lightborn |
Race |
| HP: 131/224 | AC: 42 (T: 15, F: 42) | CMB: +25, CMD: 40 | F: +31, R: +21, W: +31 | Init: +3 | Perc: +17, SM: +17 |
Classes/Levels |
| Speed 20ft | Active conditions: staggered. |
Gender |
Female LG aasimar paladin (divine defender, invigorator) 20/cavalier* |
Size |
Medium (6'2", 215lbs.) |
Age |
37 |
Alignment |
Lawful Good |
Deity |
Dalenydra/Iomedae |
Location |
Final City |
Languages |
Celestial, Common, Draconic, Dwarven, Elven |
About Alara Lightborn
Female aasimar paladin (divine defender, invigorator) 20/cavalier*
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +17
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.), righteousness (10 ft.), shared defense (20 ft.)
Defense
AC 42, touch 15, flat-footed 42 (+14 armor, +5 deflection, +6 natural, +7 shield)
hp 224 (20d10+100)
Fort +31 (+9 bonus vs. spells and abilities with an area of effect), Ref +21 (+9 bonus vs. spells and abilities with an area of effect), Will +31; +2 vs. [evil], +4 morale vs. fear (+6 with some abilities)
DR 5/evil; Immune charm, compulsion, disease, fear; Resist acid 7, cold 7, electricity 7; SR 25
Offense
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee holy avenger +30/+25/+20/+15 (1d8+10/19-20) or
2 wings +20 (1d4+2)
Ranged +3 endless ammunition holy composite longbow+23/+18/+13/+8 (1d8+8/×3 plus 2d6 vs. evil)
Special Attacks challenge 1/day (+18 damage, +6 dam vs. larger foes), channel positive energy 9/day (DC 29, 10d6), greater tactician 5/day (swift action, 13 rds)
Spell-Like Abilities (CL 20th; concentration +29)
1/day—daylight
Paladin Spell-Like Abilities (CL 20th; concentration +29)
At will—detect evil
3/day—breath of life (no negative level) (DC 24)
Paladin (Divine Defender, Invigorator) Spells Prepared (CL 17th; concentration +26)
4th—chains of light (DC 23), cure serious wounds, flash forward, inspiring recovery, restoration
3rd—bestow auras, cure moderate wounds, lesser guardian monument, prayer, second wind
2nd—bestow grace (DC 21), blessing of courage and life (DC 21), blinding ray (DC 21), healing token (DC 21), communal protection from evilUC, widen auras
1st—bless, challenge evil (DC 20), cure light wounds, keep watch, litany of sloth (DC 20), rally point (DC 20), tactical acumen
Statistics
Str 20 +5, Dex 10 +0, Con 20 +5, Int 14 +2, Wis 20 +5, Cha 28 +9
Base Atk +20; CMB +25; CMD 40
Feats Angel Wings, Angelic Blood, Angelic Flesh (steel), Metallic Wings, Overwhelm, Precise Strike
Traits scarred by war, unscathed
SQ +1 skill point, bestow hope, celestial resistance, champion of life, divine bond (archon spirit [4/day] 4/day), holy fount, lay on hands 21/day (10d6), monster expert, order (order of the hero), resist energy, skilled
Skills
Acrobatics -5 (-9 to jump),
Appraise +2,
Bluff +9,
Climb +0,
Diplomacy +34 (+35 outside of combat),
Disguise +7,
Escape Artist -5,
Fly +14,
Heal +30 (+31 circumstance to treat wounds or deadly wounds, +34 dealing with humanoid pregnancy or birth),
Intimidate +9,
Knowledge (nobility) +7,
Knowledge (religion) +14,
Linguistics +3,
Perception +17,
Ride -5,
Sense Motive +17,
Spellcraft +14,
Stealth -7 (-17 in areas of bright or normal light)
Survival +5,
Swim +0;
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven
Equipment
Weapons +3 endless ammunition holy composite longbow (+5 Str), holy avenger
Armor and Defense +5 burdenless burnished comfort holy reliquary rallying restful righteous horacalcum full plate, +5 animated burnished consecrated folding holy reliquary adamantine heavy steel shield, amulet of natural armor +5, ring of protection +5,
Combat Gear potion of cure light wounds (11), potion of cure moderate wounds (10), potion of cure serious wounds (10), potion of enlarge person (10), wand of cure critical wounds, acid (10), alchemist's fire (10), alchemist's kindness (2), anointing oil (10), antiplague (2), antitoxin (2), bloodblock (2), healer's kit, holy water (20), oil (5), smelling salts, soothe syrup (2)
Other Gear belt of physical might +6 (Str, Con), cloak of quick reflexes +5/+6, handy haversack, headband of mental prowess +6 (Wis, Cha), Lyre of Building, mantle of the crusader host, ring of sustenance, vestments of war, bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), canteen (2), flint and steel, grappling arrow (5), ink, inkpen, journal, mess kit, midwife's kit, scroll box, sealing wax, sewing needle, signet ring, silk rope (150 ft.), silver holy symbol of Dalenydra (10), silver holy symbol of Iomedae (10), soap, spell component pouch, surgeon's tools, trail rations (5), twine (50'), weapon cord, whetstone, 290 gp, 6 sp, 7 cp
Tracked Resources
Acid - 0/10
Alchemist's fire - 0/10
Alchemist's kindness - 0/2
Anointing oil - 0/10
Antiplague - 0/2
Antitoxin - 0/2
Bestow Hope (DR 7/- self and 11 non-evil allies, 12/day) (Su) - 2/12
Bloodblock - 0/2
Breath of Life (no negative level, 3/day) - 0/3
Daylight (1/day) - 0/1
Daylight (Sp) - 0/0
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Archon, 4/day, DC 29) (35 feet) (Su) - 1/4
Greater Tactician (13 rds, 5/day) (Ex) - 0/5
Healer's kit - 0/10
Hero's's Challenge +18 (1/day) (Ex) - 1/1
Holy water - 0/20
Lay on Hands (10d6 hit points, 21/day) (Su) - 1/21
Midwife's kit (10 uses) - 0/10
Paladin Channel Positive Energy 10d6 (9/day, DC 29) (Su) - 0/9
Potion of cure light wounds - 0/11
Potion of cure moderate wounds - 0/10
Potion of cure serious wounds - 0/10
Potion of enlarge person - 0/10
Resist Energy 20 (4/day) (Su) - 0/4
Restful (1/day) - 0/1
Righteous (1/day) - 0/1
Smelling salts - 0/1
Soothe syrup - 0/2
Trail rations - 0/5
Wand of cure critical wounds - 0/50
Special Abilities
+1 Skill Point FCB (20) +1 Skill Point
Angel Wings You have a pair of feathered wings that grant flight.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Bestow Hope (DR 7/- self and 11 non-evil allies, 12/day) (Su)As a swift action, nonevil allies in sight gain DR while participate in battle.
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Champion of Life (Sp) Can use breath of life as a spell-like ability, but with no negative levels.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Daylight (Sp) Daylight once per day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Archon, 4/day, DC 29) (35 feet) (Su) As a standard action, enemies in aura take -2 to att, saves, and AC for 1 day (Will neg).
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Fly (20 feet, Poor) You can fly!
Greater Tactician (13 rds, 5/day) (Ex) As a swift action, grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Hero's's Challenge +18 (1/day) (Ex) +18 to damage target, -2 AC vs. others when used, +6 melee damage vs. larger foes.
Holy Fount (10 feet, 10 rounds) (Su) As a free action, use 2 bestow hope to grant non-evil allies in aura fast healing 10 for duration.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (10d6 hit points, 21/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Metallic Wings Gain metallic wings that deal 1d4 damage (1d3 if small).
Monster Expert (Ex) Gain listed bonus on Ref and Fort saves vs. spells and abilities with an area of effect.
Order of the Hero A cavalier belonging to this order specializes in hunting down large monsters and protecting communities from them. Cavaliers of this order tend to value bravery, dedication, and single-minded determination.
Overwhelm Flank if another with this feat threatens a foe, and that foe is 2+ sizes larger than both of you.
Paladin Channel Positive Energy 10d6 (9/day, DC 29) (Su)Positive energy heals the living and harms the undead; negative has the reverse effect.
Precise Strike If flanking with another with this feat gain an extra 1d6 precision damage to target.
Resist Energy 20 (4/day) (Su) As a move action, gain listed resist to choice of acid, cold, elec, or fire for 1 min.
Shared Defense (9 rounds, 20 ft., +3 AC, immune to bleeding, 25% fortification, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell Resistance (25) You have Spell Resistance.
Description and Background
Alara is tall and well built. Her steel grey skin is smooth and unblemished. Her silver hair is bound in twin braids that are wrapped atop her head like a halo. Her eyes glow with an inner light. The massive pair of feathered wings that emerge from just below her shoulders also shine like steel. She is usually found wearing a fine suit of full plate armor.
Alara's shield and armor are emblazoned with the her standard. Her heraldry is Dalenydra's bloody bandaged fist of grasping the crossbar of Iomedae's sun and sword.
She grew up in a war torn nation, until the monsters came. They were normal at first, swarming across the land. They didn't care about political borders or national identities. They attacked all in their path. Wars paused to battle this new enemy. As the monsters continued to grow the wars stopped, armies combined, borders retreated.
As a young girl Alara worked as a medic. Joining Dalenydra's faithful, binding wounds on the battlefield. Combing through the piles of fallen warriors, searching for those who still clung to life. As the first cities fell to the giant monsters, Alara helped guide the non-combatants out to safety. Then went back for the injured.
The tides turned, more cities fell. Nations fell and the refugees huddled into city states dreading the next beast to rise. Warriors were growing fewer and the need for them was rising. Alara answered Iomedae's call, turning her back on Dalenydra's pacifism, but not her healing.
She fights the monsters to protect those who can't. After every battle she cries for the fallen who will never rise again.