Demon Hunter

Ali Salujah's page

227 posts. Organized Play character for eddv.


Full Name

Ali Baba Salujah

Race

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Alignment

L-G

Deity

Sarenrae

Languages

Common, Celestial, Azlanti, Ancient Osirion, Infernal, Undercommon, Thassilonian, Kelish, Shadowtongue, Draconic, Giant, Elven, Proten, Auran, Ignan, Aquan, Terran

Strength 19
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Ali Salujah

#2 Ali Baba bin Scarab
Aasimar paladin (chosen one) 11 (Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Bestiary 7, Ultimate Wilderness 210)
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +15
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
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Defense
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AC 27, touch 13, flat-footed 26 (+11 armor, +2 deflection, +1 Dex, +3 shield)
hp 103 (11d10+33)
Fort +16, Ref +10, Will +13; +2 vs. death
Defensive Abilities share will; Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 allying mithral longsword +15/+10/+5 (1d8+13/19-20) or
dagger +13/+8/+3 (1d4+11/19-20) or
mwk cold iron trident +14/+9/+4 (1d8+11)
Ranged mwk javelin +13 (1d6+5)
Special Attacks channel positive energy 7/day (DC 18, 6d6), smite evil 4/day (+3 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +14)
1/day—daylight
Paladin Spell-Like Abilities (CL 11th; concentration +14)
At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 8th; concentration +11)
3rd—litany of escape[UC], litany of sight[UC]
2nd—fire of entanglement[APG] (DC 15), paladin's sacrifice[APG] (DC 15)
1st—hero's defiance[APG], liberating command[UC], unbreakable heart[ISWG]
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Statistics
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Str 20, Dex 12, Con 16, Int 14, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 29
Feats Alertness, Channeled Revival[UC], Extra Lay on Hands, Extra Lay on Hands, Fey Foundling[ISWG], Greater Mercy[UM], Improved Initiative(Feast of Sigils), Power Attack
Traits reactionary, scholar of the great beyond
Skills Acrobatics -5 (-9 to jump), Diplomacy +20, Knowledge (planes) +17, Linguistics +15, Perception +15, Sense Motive +20, Survival +0 (+2 to avoid becoming lost)
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Ghol-gan, Hallit, Ignan, Infernal, Jistka, Kelish, Shoanti, Sphinx, Sylvan, Tekritanin, Terran, Thassilonian, Tien, Undercommon
SQ emissary's smite, lay on hands 14/day (7d6), lay on paws, mercies (cursed, diseased, sickened), truespeaker[ARG]
Combat Gear phylactery of the shepherd[UE], potion of heroism (2), ring of counterspells, holy water (3); Other Gear +2 full plate, +2 light steel shield, +2 allying mithral longsword, dagger, mwk cold iron trident, mwk javelin, belt of giant strength +4, bracers of the merciful knight[UE], cloak of resistance +3, first aid gloves, greater talisman of beneficial winds[OA], lesser ankh talisman, lesser talisman of freedom[OA], pink rhomboid ioun stone, ring of protection +2, wayfinder[ISWG], winged boots, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, silver holy symbol of Shelyn, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 8,301 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Channeled Revival May expend channel energy to cast breath of life
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Emissary's Smite (Su) Familiar gains smite evil ability when Paladin uses smite evil.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 6d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (4/day) (Su) +3 to hit, +11 to damage, +3 deflection bonus to AC when used.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Truespeaker Learn two languages for each rank you put in Linguistics.

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