Amnayel
Female aasimar paladin 18 (Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init -7; Senses darkvision 60 ft.; Perception +21
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
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Defense
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AC 38, touch 18, flat-footed 35 (+13 armor, +5 deflection, +2 Dex, +1 dodge, +7 shield)
hp 220 (18d10+108)
Fort 25, Ref 18, Will 21; +2 vs. [evil], +2 vs. death
DR 5/evil; Immune charm, compulsion, disease, fear; Resist acid 7, cold 7, electricity 7
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Offense
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Speed 40 ft. (30 ft. in armor), fly 20 ft. (poor)
Melee +3 holy longsword 0 (1d8+31/19+ plus 2d6 vs. evil) or
. . +3 longsword 0 (1d8+31/19+) or
. . dagger 0 (1d4+28/19+) or
. . heavy shield bash 0 (1d4+28) or
. . mwk cold iron longsword 0 (1d8+28/19+)
Ranged +1 composite longbow 0 (1d8+23/×3)
Special Attacks channel positive energy 7/day (DC 24, 9d6), smite evil 7/day (+5 attack and AC, +22 damage)
Spell-Like Abilities (CL 18th; concentration +23)
. . 1/day—daylight Paladin Spell-Like Abilities (CL 18th; concentration +23)
. . At will—detect evil
Paladin Spells Prepared (CL 15th; concentration +20)
. . 4th—blaze of glory[APG] (DC 19), king's castle[APG] (DC 19), sacrificial oath[APG] (DC 19)
. . 3rd—bestow auras[ACG], remove curse, resilient reservoir[ARG]
. . 2nd—fire of entanglement[APG] (DC 17), paladin's sacrifice[APG] (DC 17), communal protection from evil[UC], shield other
. . 1st—divine favor, hero's defiance[APG], knight's calling[APG] (DC 16), liberating command[UC], rally point[APG] (DC 16), veil of heaven[ARG] (DC 16)
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Statistics
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Str 22, Dex 14, Con 19, Int 10, Wis 10, Cha 20
Base Atk +18; CMB 29; CMD 42 (40 vs. dirty trick)
Feats Angel Wings[ARG], Angelic Blood[ARG], Dodge, Fey Foundling[ISWG], Greater Mercy[UM], Improved Shield Bash, Shield Focus, Toughness, Ultimate Mercy[UM]
Traits cosmopolitan (absalom), seeker, unscathed
Skills Diplomacy +11, Fly +5, Handle Animal +25, Heal +5, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +21, Perception +21, Perform (dance) +6, Ride -6, Sense Motive +4, Spellcraft +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Necril, Shadowtongue, Terran, Thassilonian, Tien, Undercommon, Varisian, Vishkanya
SQ divine bond (weapon +5, 4/day), lay on hands 14/day (9d6), mercies (diseased, enfeebled, ensorcelled, paralyzed, restorative, shaken), naive, turn undead
Combat Gear pearl of power (1st level), alchemist's fire (4), healer's kit, smokestick, tanglefoot bag; Other Gear +4 mithral full plate, elysian shield[ARG], winged shield, +1 composite longbow, +3 holy longsword, +3 longsword, dagger, mwk cold iron longsword, arrows (60), belt of physical might +4 (Str, Con), boots of striding and springing, cloak of resistance +5, cold iron arrows (10), cracked magenta prism ioun stone, headband of alluring charisma +4, heavenly aegis ring[HA], manual of bodily health +2, mazludeh's shield token, periapt of wound closure, ring of protection +5, silver smite bracelet[APG], backpack, belt pouch, crowbar, flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], smoked goggles[APG], soap, torch (10), trail rations (5), waterskin, whetstone, wooden holy symbol, 8,258 gp, 4 sp, 8 cp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
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 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.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
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).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5, 18 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Fey Foundling Magical healing works better on you
Fly (20 feet, Poor) You can fly!
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 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.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (9d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
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 (Enfeebled) (Su) Dispel any magical effects reducing one target ability score.
Mercy (Ensorcelled) (Su) Remove effects of hostile spells as dispel magic spell.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Restorative) (Su) Targed heals 1d4 ability damage to one attribute.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Naive -2 to AC vs. improvised weapons.
Paladin Channel Positive Energy 9d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (7/day) (Su) +5 to hit, +22 to damage, +5 deflection bonus to AC when used.
Turn Undead (Elysian Shield, 1/day, DC 20) Cause undead to flee as the Turn Undead feat.
Ultimate Mercy Expend 10 uses of lay on hands to bring a dead creature back to life.
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Tenets:
1)Truth is beauty. Thus, an Arshean should never lie. There is no shame, however, in concealing the truth from those who would pervert it or use it for ill purposes.
2)We are given great strength. Thus, we have a duty to use our strength to protect those who cannot protect themselves.
3)We are dedicated to beauty. All Arsheans are duty-bound to protect beauty from corruption & vilification, and strike down those who would use beauty to corrupt & vilify others. Succubi & Incubi are the greatest foe of Arshean Paladins.
4)Love is our creed. It is our duty to love all that is good in the world, and to spread that love. As such, we will show compassion before vengefulness. We will never strike those who willingly atone, and thus strive for a new form of beauty. We will aid any we believe truly seek redemption.
5) Law aids us, but does not constrain us. The Arshean follows their own creed without question. However, they believe it is part of their duty to disregard laws that can lead to harm or destroy beauty & liberty. An Arshean paladins often feel duty-bound to depose thoughtless tyrants, and takes the effort to ensure just laws are installed afterwards.
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