About Angel DawnstarBackground:
"Not all lives are meant to be lived in happiness", this is true for Angel Dawnstar. Born to Sir Weyland Dawnstar, her mother never known, she was raised under the strict military doctrine of "The Watchers of Gallowspire", and under these teachings she learned that if there is to be happiness for those deserving, than ones like her must strive to end all threats to it. With this in mind she joined the holy ranks of Sarenrae and pledged her life to the watch of Gallowspire. Years went by and she became a shining beacon to the cause, doing great things in the name of Sarenrae. As with all things though the war began to lax, and she began to have thoughts of a family. Was she really doomed to a life of unhappiness? That's when she met the young Geirheart, an upcoming Priest of Sarenrae. It was everything she wanted and after short, but passionate few months they were married. Life was perfect for Angel. Unfortunately her happiness was not to be had for long, as increases of undead towards Gallowspire called her back to duty. Later she received a note from her beloved stating he had been selected to represent the clergy in an expedition to some temple ruins nearby the small town of Hommlet. A month goes by and she returns to Vigil seeking news from her husband... There is none and all attempts to divine answers have met with failure. Instantly making the decision she asks for leave from the watch and sets off to find her husband, alive or dead, if dead may Pharasma have mercy on his killers soul, because she will not... And a quest for Vengeance Begins! Angel's appearance can only be described as "Radiant", a picture perfect look at what a divine offspring should look like. She stands roughly 6' tall, muscular, but equally tone. Her red hair flows with almost it's own life, eyes green as emeralds and a gleaming smile as white as ivory. Her personality is almost as nice as her looks, very confident in her abilities she carries a certain commanding presence with her. Quick to help those in need, faster in smiting those with want to do harm. She however does have the redeeming quality Sarenrae requests of her paladins.
Angel:
NAME- Angel Dawnstar Female Human Paladin (Oath of Vengeance) 6 LG Med Humanoid (Human) Init +1; Senses Perception +5 -------------------- DEFENSE -------------------- AC 22, touch 11, flat-footed 21(+10 armor, +1 dex, +1 na) HP 58 (6d10+18)(Drop at -3/Die at -17) Fort +11, Ref +7, Will +10 Special Defenses: Immune to Fear, Disease -------------------- OFFENSE -------------------- Spd 20 ft Melee +1 Greatsword +11/+6 (2d6+7)19/20x2 and Mwk Falchion +11/+6 (2d4+6)18/20x2 Ranged Mwk Shortbow +8/+3 (1d6)20x3 -------------------- STATISTICS -------------------- Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 16 Base Atk +6; CMB +11; CMD 21 Hero Points 2 Feats Fey Foundling, Power Attack, Extra LoH, Greater Mercy Traits Magical Knack, Indomitable Faith, Avenger Skills Diplomacy +11, Heal +5, Know(Religion) +7, Perception +6, Ride +1, Sense Motive +4 Languages Common SQ Aura of Good, Detect Evil(at will), Smite Evil 2/day(+3hit/+6dam/+3ac), Divine Grace(+3 saves), Lay on Hands 8/day(3d6+6+Mercies/4d6+8), Aura of Courage, Divine Health, Mercies(Sickened, Diseased), Divine Bond +1 1/day(6mins) Combat Gear ; Other Gear+1 Cloak of Resistance, +1 Fullplate, +1 Greatsword, Amulet of NA +1, Ion Torch, Mwk Falchion, Paladin Kit, 50' Silk Rope, Grapple Hook, Spring Loaded Wrist Sheath(dagger) Adventuring Outfits x3, Mwk Shortbow, 20 Arrows, Belt Pouch(GP 34) -------------------- SPELLCASTING -------------------- Paladin Spells (CL 5th) 1st- Divine Favor, Heroic Defiance -------------------- ABILITIES -------------------- Spoiler:
-Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. -Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. -Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. -Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. -Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. -Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies. • Fatigued: The target is no longer fatigued. • Shaken: The target is no longer shaken. • Sickened: The target is no longer sickened. At 6th level, a paladin adds the following mercies to the list of those that can be selected. • Dazed: The target is no longer dazed. • Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level. • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. At 9th level, a paladin adds the following mercies to the list of those that can be selected. • Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level. • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. • Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. • Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. • Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level. At 12th level, a paladin adds the following mercies to the list of those that can be selected. • Blinded: The target is no longer blinded. • Deafened: The target is no longer deafened. • Paralyzed: The target is no longer paralyzed. • Stunned: The target is no longer stunned. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. -Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. -Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. -Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. -Divine Bond (Sp): The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Usables:
Pearl of Power 1st 1/1 Pearl of Power 2nd 1/1 Wand of Cure Light 42/50 Scroll(CL 5th)Cure Lt(2), Pro Fire Scroll(Cl 1st)Bless, Cure Lt, Divine Favor Potion Cure Lt(5) Potion Cure Mod Alchy Fire(2) Sunrod(2) Blade Guard(5) Tanglefoot Bag Healer Kit 9/10 Paladine:
Heavy Horse Neutral Male Large Animal Initiative +4; Senses Perception +8, Low-light vision ==DEFENSE== AC 18, touch 13, flat-footed 14 (+3 armor +2 natural armor +4 dex -1 size) HP 23 (2d8+10) Fort +8, Ref +7, Will +3 Armor Parade Barding Special Defenses Mounted Combat ==OFFENSE==
==STATISTICS==
XP:
15001 |