Legion Archon

Aldaeth's page

106 posts. Organized Play character for Helaman.


Full Name

Aldaeth

Race

Male Aasimar (Heaven Born Angel Blooded)

Classes/Levels

War Priest

Gender

AC17(19)/Touch13/Flatfoot13/CMD 14||HP 13/[13]| Fort:+4 ;Ref:+1 ;Wil+4|Percept +2/Sense Motive +2|Init + 1

Age

125

Alignment

Lawful Good

Deity

Ragathiel

Location

Magnimar

Languages

Common, Celestial, Varasian

Occupation

Soldier of God

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 13

About Aldaeth

# 38110-8
Silver Crusade Faction
Level 1 Class Bonus to Skill

Class Features

Spoiler:

Blessings
Good Blessing
Holy Strike (minor): At 1st level, as a standard action you can touch one melee weapon to bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an extra 1d6 points of damage against evil creatures. This bonus damage does not stack with the holy weapon special ability.
Battle Companion (major): At 10th level, as a standard action you can summon a battle companion. This ability functions as summon monster IV, with a duration of 1 minute, but can only summon a good outsider or an animal with the celestial creature simple template. This ability can only summon one creature, regardless of the list used. At every 2 levels beyond 10th, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 20th level.

Nobility Blessing
Inspiring Word (minor): At 1st level, as a standard action you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your warpriest level (minimum 1).
Lead By Example (major): At 10th level, as a swift action you can inspire your allies to follow your lead. If you take an action on your turn, all allies within 30 feet who take the same action on their next turn gain a +4 morale bonus on the attack roll, skill check, ability check, or saving throw to complete that action. For example, if
you charge an opponent and make a melee attack, and an ally also charges that opponent and makes a melee attack on her next turn, she gains a +4 morale bonus on her attack roll.

Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13 - 1d6. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage — this must be declared before the attack roll is made.

Race Features

Spoiler:

Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Ability Score Racial Traits
Angel Blooded Aasimars 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.
Heavenborn Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.

Traits

Spoiler:

1: Force for Good (Silver Crusade Faction Trait): Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.
2: Affable:
You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Feats

Spoiler:

Free: EWP Bastard Sword
Free: Weapon Focus Bastard Sword
Toughness

Spells

Spoiler:

Level 0: Detect Magic, Guidance, Stablize
Level 1: Cure Light Wounds, Bless

Skills

Spoiler:

Diplomacy 1 + 5 (+7 when Gathering Information and half time)
Knowledge: Religion 1 + 4
Fav. Class Skill: Sense Motive 1 +6

Equipment

Spoiler:

Bastard Sword 35gp
Four Mirror Armour 45gp
Heavy Shield (Wood) 7gp
Shortbow 30gp
20 arrows 1gp
Dagger 2gp
Total = 110gp
68lbs

Backpack 2gp
Flint and Steel 1gp
Tindertwig 1gp
Whetstone 2cp
Whistle 8cp
2 Fishhooks 2sp
Charcoal 5sp
Chalk 1cp
2 candles 2cp
50ft string 1cp
Flask 3cp
Wandermeal 2cp
Weapon Cord 1sp
Scroll Case 1gp
2 sheets paper 8sp
Ink Vial 8gp
Inkpen 1sp
Alchemist Fire 20gp
2 torches 2cp

5gp 3sp 1cp
4.58lbs (light)

Background

Spoiler:
Aldaeth is one of the more martial clergy of 'The General of Vengence', Ragathiel. He has been given with powers and prowess that is somewhat different from the blessings
given to Paladins and the mainstream clerics of the Faith.

He grew up in Magnimar - a region where Empyeral Lords are more commonly worshiped. He grew up in the faith and from his teens was bought into ecclesiastical training, his divine bloodline reckonised for what it was.

He has been encouraged to join the Pathfinder Society to expand contacts that the Faith, and expand the influence of the Church.