Count Lucinean Galdana

Alistair Fox's page

594 posts. Alias of Ironperenti.


Full Name

Alistair Fox

Race

Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7

Classes/Levels

Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

Gender

M

Strength 13
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Alistair Fox

Alistair Fox - Azata blooded Aasimar - Male
LG Gestalt Paladin (Tempered Champion)/Swashbuckler (Whirling Dervish) 3

Background:

Alistair grew up in Andoran and fully absorbed the Andoran love of liberty and individualism. These values drove his response to the defining event of his childhood. While riding with his family in a caravan moving north along the western border they were attacked by a demon. The large scaled demon strode through the wagons killing and maiming as it went. The men of the caravan organized themselves and attacked the beast in hopes of protecting the women and children. The monster’s scales turned their spear points and its attacks devastated their ranks. Then two men, as different in appearance as could be, came riding into their midst. One was a classic knight in heavy armor and a large heavy blade, the other merely had a small shirt of mail and a scimitar. Between the two they slew the demon sending it back to the abyss from which it crawled but where the armored man stood like a bulwark against the monster and hammered it with mighty blows the other dodged attack after attack and drew blood from numerous well targeted wounds that wept blood. Alistair had been asking to be apprenticed to the Eagle Knights but here was something greater. Not asking permission he ran up to the lightly armored man after the fight, dropping to a knee, and asked to be his squire.

His father got involved in the discussion later but the lightly armored knight was willing and Alistair was determined so he was scheduled to be apprenticed to the knight, Sir Vidimus, in two years. The time passed too slowly for Alistair and too quickly for his parents. Finally, they met Sir Vidimus in Perin’s Bluff on the first day of summer. Alistair said goodbye and his training started almost immediately. Sir Vidimus was a kind man but a demanding trainer. The next five years were spent developing Alistair’s strength, endurance, agility, and introducing him to peculiar ways of fighting. This fighting style was integrated into the code and drive of a paladin all under the authority of Sarenrae.

Three months ago they headed north to join the crusade against the world wound. Sir Vidimus joined others to ride forward and left Alistair in charge of the wagon train bringing in supplies. Alistair arrived to find the ward stone broken, Vidimus missing, and the city in ruins.

Defense:

Initiative +3 (Dex 3)
AC 19, touch 14, Flat Footed 14 (+4 Armor, +3 Dex, +1 buckler, +1 dodge)
HP 31 (22 class, 6 Con, 3 FCB)
Fort +7 (3 class, 2 Con, 2 Cha) Ref +8 (3 class, 3 Dex, 2 Cha) Will +7 (3 class, 1 Wis, 2 Cha, 1 trait)
acid resistance 7, cold resistance 7, and electricity resistance 7

Offense:

Speed 30ft (30ft in armor)
Melee
MW Cold Iron Scimitar +8 to hit (1d6+1/18 x2)

Ranged
Dagger +6 to hit (1d4+1/19 x2, 10’ range)
CLB (STR+1) +6 to hit (1d8+1/20 x3, 110’ range)

Statistics:

Str 13 Dex 17 Con 14 Int 12 Wis 10 Cha 15
BAB +3, CMB +4, CMD 17

Stat Building
Initial Str 13 Dex 15 Con 14 Int 12 Wis 10 Cha 13
Cost 3 7 5 2 0 3
Race Dex +2 Cha +2
Level
Total Str 13 Dex 17 Con 14 Int 12 Wis 10 Cha 15

Feats EITR:

1S. Deft Maneuvers
1. Fey Foundling: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects.
3. Wpn Focus Scimitar

Future
4P. Wpn Spec Scimitar
4S. Cleave
5.
7. Great cleave
8P.
8S.

Skills:

Skill points: 15 (12 class + 3 Int)

Acrobatics* 8 (2 rank, 3 class, 3 dex)
Bluff*
Climb* 5 (1 rank, 3 class, 1 Str)
Diplomacy* 8 (1 rank, 3 class, 2 Cha, 2 race)
Escape Artist* 9 (3 rank, 3 class, 3 dex)
Heal* 4 (1 rank, 3 class, 0 Wis)
Intimidate* 6 (1 rank, 3 class, 2 cha)
Know (Local)* 5 (1 rank, 3 class, 1 Int)
Know (Religion)* 5 (1 rank, 3 class, 1 Int)
Perception* 4 (1 rank, 3 class, 0 Wis)
Ride* 7 (1 rank, 3 class, 3 Dex)
Sense Motive* 4 (1 rank, 3 class, 0 Wis)
Swim* 5 (1 rank, 3 class, 1 str)

Background 6
Craft* Armor 6 (2 rank, 3 class, 1 Int)
Handle Animal* 6 (1 ranks, 3 class, 2 Cha)
Know (Nobility)* 5 (1 rank, 3 class, 1 Int)
Perform* Oratory 8 (1 rank, 3 class, 2 Cha, 2 race)
Profession* Brewer 4 (1 rank, 3 class, 0 Wis)
Sleight of Hand*

Languages:

Common, Celestial

Class Abilities:

Paladin
> Aura of good.
> Detect evil: at will as the spell, 60' cone, standard action.
> Smite Evil: 1/day
> Divine Grace: Cha bonus to saves
> Lay on Hands 1d6, half level + Cha per day
> Aura of Courage: paladin is immune to fear. Each ally within 10’ gains a +4 morale bonus on saves vs fear effets. Only while conscious.
> Divine Health: immune to all diseases, including supernatural and magical diseases, including mummy rot.
> Mercy: shaken

Swashbuckler
> Panache: equal to Cha bonus, 2 pts. Regained through delivering a blow that reduces an opponent below 0 HP or delivering a critical hit.
> Deeds: Derring-do (1p to add 1d6 to skill check), Dodging panache (1p to add Cha to AC), Opportune Parry-Riposte (1p to parry atk, riposte if hold 1p), Kip-up (hold 1p to rise from prone as move w/o AOO), Menacing swordplay (hold 1p, intimidate as swift action when hit enemy), Precise strike (add level to dmg if hold 1p), Swashbuckler initiative (+2 init if hold 1p),
> Dawnflower Mercy: no panache for dropping a foe below 0 HP unless that foe is an evil outsider or undead or the damage dealt was nonlethal. Additionally, gains 1 panache point if he causes an evildoer with a number of HD equal to at least ½ his level to surrender. Can gain this benefit no more than 1/rd.
> Dervish finesse: treats a scimitar as a one-handed piercing melee weapon for the purposes of swashbuckler’s finesse and all feats and class abilities that refer to such a weapon.
> Charmed Life: 3/day before making a save may add Cha bonus to roll.
> Nimble: gain +1 dodge bonus to AC in light or no armor, increase every 4 levels after 3rd.

Azata blooded Racial Traits:

>Attributes: +2 Dex, +2 Cha
>Size: Medium
>Speed: 30 ft
>Darkvision 60’
>Spell like ability 1/day glitterdust
>Skilled: +2 Diplomacy & perform
>Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Traits:

Unscathed: Each type of energy resistance you have (if any) increases by 2 points.

Auspicious Tattoo: +1 Will save

Gear:

Pathfinder Kit* 12gp

Belt Pouch* (whetstone, flint and steel, chalk x5, signal whistle, candle, loose change: gold and silver) 2.2#

Handy haversack (2000gp) 5# (Healer’s kit 5# 50gp, chalk x5, candles x9, pitons x3, 2 fish hooks, string 50', sewing needle, thread 50’, water skin, clay mug, thread 50’, soap, bedroll, rations x7, 50’ silk rope)

MW Cold Iron Scimitar 2# 340gp
Dagger 1#
Chain shirt 25# 100
MW Buckler 5# 155
Composite Longbow (STR +1) 3# 210
Arrows x20 3#

Combat trained light horse 110gp
Saddle 10gp
Saddle bags 4gp

Light Load 50, Medium Load 100, Heavy Load 150
Total Gear Weight: 46 pounds, Light Load

PP 0 GP 8 SP 0 CP 0